Please note that this is the tactics for 8th edition Thousand Sons. Their current tactics can be found here.

Why Play Thousand Sons? [ edit ]

As one of the founding Legions, the Thousand Sons have, along side their pantheon opposite the Sons of Mortarion, been promoted to full Codex Status. Alongside this there has been a small release of new models (some being shared with Age of Sigmar.) If you love Convoluted Schemes, Tzaangors, Robots, Space Wizards with Mind Bullets, or Twisting Bodies in Unnatural ways; then this is the army for you!

Boasting some of the most powerful psychic powers in the game, Thousand Sons armies are for the connoisseur of Chaos Space Marine commander; encouraging play with trickery, deception, and multi-layered planning. The army allows you to manipulate the dice, the board and even your opponents units. This encourages you to play with finesse, rather than purely brute forcing your opponent into submission. Alternatively you may simply believe that Magnus Did Nothing Wrong.

Pros [ edit ]

Almost every unit has a way to cut through armour saves. As the Inferno Bolt offers a reliable AP-2.

As Masters of Magic you get a boosted range on all your powers; so you can buff/debuff/shoot mind-bullets from even farther away. In addition you aren't penalised for spamming Smite like most other factions.

Exalted Sorcerers act as a mid-way point between a Choppy Murder Lord and Flimsy Spellcaster.

Fairly fresh sculpt-wise and also contains the first Primarch to be introduced to Modern 40k (Magnus).

Great Synergy between units in the Codex and with other Chaos Armies. Thousand Sons are able to provide and receive a range of game-changing bonuses to and from Daemons & Fellow Heretic Astartes - all the while without stealing the spotlight from Your Dudes.

Invulnerable saves everywhere.

Lets you take the fight to the Space Chads as you have ascended to become An Enlightened Mage Warrior Riding on a Disc of Magic.

Nine Sub-Factions to select from that influence your play style.

Stratagems, Relics and Powers with the Ability to Deep-strike pretty much everything.

Three Psychic Disciplines and Nine Cult powers to choose from, and multiple Psykers across the army as Sorcerers lead the rank-and file troops. The Thousand Sons are true masters of the Psychic Phase with access to a large toolkit of powers for any situation. Even Eldar will watch in envy as you cast into the double figures.

Tzaangor models (except those with Chainswords and Guns) as well as the Mutalith Vortex Beast can also be used for an Age of Sigmar Tzeentch army. Letting you eke out extra mileage for what you paid for.

Cons [ edit ]

Although the sculpts are quite good, the overall range of units to choose from is small.

Very difficult learning curve for a new player and the smallest mistakes can often cost you the game.

Consistently miss out on new releases due to Keywords; leaving you frustrated to see other Chaos getting new toys you can't use.

Magnus is a huge investment of money, time and points. He costs a lot, and you will want to put a lot of buffs on him to make sure you make the most out of him, otherwise he's just a gigantic target for your opponent.

Reliance on your Psychic synergy means Anti-psyker units like Sisters of Silence, Culexus Assassins, GC Sancti/Magi/Abominants and Tyranids ( especially Hive Fleet Kronos ) will give you no end of problems if not eliminated quickly.

) will give you no end of problems if not eliminated quickly. Some models were ported in from Age of Sigmar in lieu of getting new stuff like the Death Guard. Which is a con due to the fact that the models don't look at all like they belong in a 40k setting.

Subsequently, your HQ's are your biggest threat as well as the linchpin of your buffs; meaning most people will focus them first. If this happens your army can take a huge hit very quickly and struggle to recover.

The Thousand Sons have a very limited armoury and only few units have access Plasma and Melta weaponry.

The Thousand Sons also have a very limited selection of anti-tank/anti-monster weaponry. They do have access to lascannons on predators and land raiders, but these units are often difficult to include in many Thousand Sons army lists due to their cost in addition to the overall high cost-per-model of the rest of the army. This has been somewhat addressed at the end of 8th edition by introduction of Hellforged units like Hellforged Contemptors, Sicarans, and additional Land Raider variants. Nevertheless, Hellforged units are very dangerous to keep around your psykers because of their Containment Breach rule. Therefore its not uncommon to see Thousand sons armies having to rely on Smite spam to bring down 12-14 wound vehicles/monsters.

The Thousand Sons can't take some of the Forgeworld models that are available to other Chaos Legions. Specifically the Hellforged Rapier, Chaos Hellwright and Chaos Hellwright on Dark Abyant; as well as any unit that cannot take Thousand Sons and Tzeentch keywords. All in all, Thousand Sons have an extremely limited selection of FW models that they are able to field and other Chaos factions generally get to benefit from a much wider selection of FW gear.

You can also cripple your army on your own, as constantly casting means a high chance of rolling Perils of the Warp and blowing yourself up.

Getting Started [ edit ]

The Thousand Sons are one of the middle releases of 8th edition, and experience has shown this to be a negative rather than a positive. Contemporary Codexes either copy elements and features of previous releases, or build upon lessons learnt from player-feedback leading to power creep. You are now quite reliant on splat-books. It's also a grey-area about when GW will revisit the entire army again. On the other hand, 8th Edition has been marked by continual change, with unit entries being rewritten and tweaked constantly both in Chapter Approved, FAQ's, White Dwarf and now Psychic Awakening so take that as you will. Despite this you should get your hands on the following in the listed order:

The Most Recent FAQ and Errata : For rules clarification and fixes.

: For rules clarification and fixes. Codex Thousand Sons : Released February 2018.

: Released February 2018. Psychic Awakening: Ritual of the Damned : Grants rules for the Nine Cults and additional stratagems and the latest point costs.

: Grants rules for the Nine Cults and additional stratagems and the latest point costs. Chapter Approved 2019/Munitorum Field Manual : Additional missions and useful points updates. (Ritual of the Damned also includes latest points so skip this unless you want it for other armies.)

: Additional missions and useful points updates. (Ritual of the Damned also includes latest points so skip this unless you want it for other armies.) Codex Chaos Space Marines, Version 2 : Released in April 2019. Allows you to Ally in the new units from Shadowspear and Vigilus Ablaze.

: Released in April 2019. Allows you to Ally in the new units from Shadowspear and Vigilus Ablaze. Index: Forces of Chaos : For all your Forge World needs.

: For all your Forge World needs. Start Collecting: Thousand Sons: A good launching off platform for new players. Contains Ahriman (weird for a named character but there's not much else), 1 unit of 10 Rubric Marines, 1 unit of 10 Tzaangors, and 2 Tzaangor upgrade kits, in case you want them to have the chainswords and pistols (you don't).

A good launching off platform for new players. Contains Ahriman (weird for a named character but there's not much else), 1 unit of 10 Rubric Marines, 1 unit of 10 Tzaangors, and 2 Tzaangor upgrade kits, in case you want them to have the chainswords and pistols (you don't). Thousand Sons: Legends PDF: For 'Legacy Units' and Wargear options (eg. Combi-Plasma's and force axes.)

Faction Keywords [ edit ]

The main keywords you have to keep track of for your army are HERETIC ASTARTES, and THOUSAND SONS. Being a God-Specific Legion, everything must also have MARK OF TZEENTCH, before they can receive any god-specific buffs and psychic benefits. This also locks you out from certain units such as the Blood Slaughter of Khorne and Kytan Ravager.

Keep in mind that even though you can 'soup' a list using the HERETIC ASTARTES Keyword, you can't give the THOUSAND SONS Legion keyword to any unit that isn't listed in their respective army lists; either in the Index: Chaos or their own codex. So you can't have THOUSAND SONS Warptalons, for example.

Special Rules [ edit ]

Brotherhood of Sorcerers: If your army is Battleforged, the range of all psychic powers cast by units with this ability is increased by 6". Mainly affects characters, but also applies to Sorcerers embedded with Rubrics and Scarab Terminators.

If your army is Battleforged, the range of all psychic powers cast by units with this ability is increased by 6". Mainly affects characters, but also applies to Sorcerers embedded with Rubrics and Scarab Terminators. Cults of the Legion: Every THOUSAND SONS detachment can be assigned a cult. Every unit gains the CULT keyword, as long as they do not have TZAANGOR , CULTISTS or is a named character. Every <CULT> PSYKER automatically knows the cult's psychic power, in addition to the other powers they know. Speaking of which, the new Psychic Focus rule that would normally make spamming Smite harder with each time it's attempted is specifically worded to not affect you.

Every detachment can be assigned a cult. Every unit gains the keyword, as long as they do not have , or is a named character. Every automatically knows the cult's psychic power, in addition to the other powers they know. Disciples of Tzeentch: Tzeentch flavored objective secured, same as all the other ones.

Tzeentch flavored objective secured, same as all the other ones. Death to the False Emperor : Just like vanilla CSMs, rolling a 6 to hit in close combat against Imperials lets you perform a bonus attack. People usually tend to forget this one but seriously, this little friend could change a loss into a win.

: Just like vanilla CSMs, rolling a 6 to hit in close combat against Imperials lets you perform a bonus attack. People usually tend to forget this one but seriously, this little friend could change a loss into a win. Hateful Assault: If you charge, are charged or perform a Heroic Intervention, get +1 Attack. Anyone with the keyword THOUSAND SONS with the exception of TZAANGORS and CHAOS CULTISTS gets this. This makes it less likely for your rubrics to get bogged down in melee (though they still easily can be).

If you charge, are charged or perform a Heroic Intervention, get +1 Attack. Anyone with the keyword with the exception of and gets this. This makes it less likely for your rubrics to get bogged down in melee (though they still easily can be). Malicious Volleys: Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true: Target is in Half Range If the firing model is INFANTRY and didn't move during the previous Movement Phase If the firing model is a TERMINATOR , BIKER or HELBRUTE . While useful for nearly every other Marine army, do remember that your Bolters are standardly AP-2. Making you better than Fire Warriors but at worse Strength.

Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:

Warlord Traits [ edit ]

Aetherstride : Your warlord can advance and charge in the same turn, and can re-roll failed charge rolls. Great for a Daemon Prince focused on self-buffing and Warptime. Remember that advancing changes your movement characteristic for the movement phase. Warp time is specifically worded in a way that you move 'as if its the movement phase' meaning that you move again at that speed.

: Your warlord can advance and charge in the same turn, and can re-roll failed charge rolls. Great for a Daemon Prince focused on self-buffing and Warptime. Remember that advancing changes your movement characteristic for the movement phase. Warp time is specifically worded in a way that you move 'as if its the movement phase' meaning that you move again at that speed. Arrogance of Aeons : Re-roll failed Deny the Witch tests you take for the Warlord. When facing enemy psykers, this is great.

: Re-roll failed Deny the Witch tests you take for the Warlord. When facing enemy psykers, this is great. High Magister : Add 1 to any psychic tests for your warlord. The go-to for any Exalted/Terminator Sorcerer.

: Add 1 to any psychic tests for your warlord. The go-to for any Exalted/Terminator Sorcerer. Lord of Forbidden Lore : The warlord knows 1 additional psychic power. In most armies this would be kind of iffy, but in your case you have so many powers to choose from that this is a viable option. This is Magnus the Red's mandatory warlord trait. Note that the trait does not specify a Lore, so you can use this for cross-access powers, but still only applies within our three base choice. Otherwise it would be...insane. (Steeples fingers and cackles while looking at Lores from other armies).

: The warlord knows 1 additional psychic power. In most armies this would be kind of iffy, but in your case you have so many powers to choose from that this is a viable option. This is Magnus the Red's mandatory warlord trait. Otherworldly Prescience : Improve your warlord's invulnerable save by 1, to a maximum of 3++. Did I hear someone say "Daemon Prince with a Storm Shield"? This is Ahriman's mandatory warlord trait.

: Improve your warlord's invulnerable save by 1, to a maximum of 3++. Did I hear someone say "Daemon Prince with a Storm Shield"? This is Ahriman's mandatory warlord trait. Undying Form: -1 to all damage taken (minimum 1). An alternative for your Daemon Prince if you expect to face lots of D3 and D2 weaponry.

Stratagems [ edit ]

These help to reflect the unique (and not so unique) tactics and strategies used by the Thousand Sons on the battlefield:

Codex Chaos Space Marine Copy-Pastes [ edit ]

Your bread and butter stratagems reprinted from Codex:Chaos Space Marines. Blasphemous Machines (1 CP): Use before a vehicle attacks in the shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing heavy weapons or for advancing and firing assault weapons.

Use before a vehicle attacks in the shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing heavy weapons or for advancing and firing assault weapons. Boon of Tzeentch (1 CP): The infamous boon table returns, now on 2d6 and triggered after a non- DAEMON (note that this means putting your Sorcerers on Discs will deny you access to this Stratagem) THOUSAND SONS CHARACTER kills any CHARACTER , VEHICLE , or MONSTER in the Fight phase. A single CHARACTER can benefit from it multiple times, and duplicates turn into 7. Notably, the benefits you get differ from the ones in the vanilla codex. 2: Spawndom. Replace your character with one of the gribbly things, set up within 6" of his former position and 1" away from enemy models. 3: All of the character's ranged weapons get a 6" range boost. 4: +3 movement 5: 6+ FNP save or +1 if you already have this ability 6: +1 to psychic tests 7: Pick any result other than Spawndom or Daemonhood. 8: Enemies targeting this character get -1 to hit rolls in the Fight phase. 9: +1 to damage of melee weapons. 10: +1 T 11: +1 W 12: Daemonhood. As Spawndom, but replace the character with a Daemon Prince of Tzeentch instead.

The infamous boon table returns, now on 2d6 and triggered after a non- (note that this means putting your Sorcerers on Discs will deny you access to this Stratagem) kills any , , or in the Fight phase. A single can benefit from it multiple times, and duplicates turn into 7. Notably, the benefits you get differ from the ones in the vanilla codex. Chaos Familiar (1CP): Use at the start of your Psychic Phase; a THOUSAND SONS PSYKER can swap one power known for another from the Dark Hereticus, Tzeentch, or change disciplines. Notably better than the vanilla one available to the Chaos codex due to having three disciplines to choose from. As always, great for giving your Aspiring Sorcerer's something that isn't a debuffed Smite. The wording also allows you to switch into a power from any of the 3 spell lists, even if they normally could not take a spell from it.

Use at the start of your Psychic Phase; a can swap one power known for another from the Dark Hereticus, Tzeentch, or change disciplines. Notably better than the vanilla one available to the Chaos codex due to having three disciplines to choose from. As always, great for giving your Aspiring Sorcerer's something that isn't a debuffed Smite. The wording also allows you to switch into a power from any of the 3 spell lists, even if they normally could not take a spell from it. Daemonforge (1 CP): Select a THOUSAND SONS DAEMON VEHICLE in either the Shooting or Assault phase. You can re-roll all failed to hit and to wound rolls for the rest of the phase. A Forgefiend is now scary again and a Tendril Maulerfiend can do some serious shredding.

Select a in either the Shooting or Assault phase. You can re-roll all failed to hit and to wound rolls for the rest of the phase. A Forgefiend is now scary again and a Tendril Maulerfiend can do some serious shredding. Fire Frenzy (1 CP): Use on a THOUSAND SONS Helbrute unit that did not move this turn. It may fire all its weapons twice, but can only target the nearest visible enemy unit. Another CSM Stratagem and quite good. Consider a Helbrute with two gun arms to take advantage of this.

Use on a Helbrute unit that did not move this turn. It may fire all its weapons twice, but can only target the nearest visible enemy unit. Another CSM Stratagem and quite good. Consider a Helbrute with two gun arms to take advantage of this. Great Sorcerer (1CP): Use at the end of your Psychic phase; a THOUSAND SONS PSYKER can attempt to manifest one additional power.

Use at the end of your Psychic phase; a can attempt to manifest one additional power. Killshot (1 CP): Use in the shooting phase if you have a Predator within 6" of 2 other Predators. Add 1 to the wound roll and damage for all of the Predators' attacks against Monsters and Vehicles. Again, the same as CSMs and regular Space Marines by extension. Now only effects baseline Predators, not Hellforged ones. Probably hard to coordinate fire with a shrieking daemon, but it still sucks to not have.

Use in the shooting phase if you have a Predator within 6" of 2 other Predators. Add 1 to the wound roll and damage for all of the Predators' attacks against Monsters and Vehicles. Again, the same as CSMs and regular Space Marines by extension. Linebreaker Bombardment (1 CP): Use in the shooting phase if you have a Vindicator within 6" of 2 other Vindicators from the same Legion. None of them can shoot their Demolisher Cannons. Instead, pick a spot within 24" of all three, and roll a D6 for each unit within 3", adding 1 if the unit has 10+ models and subtracting 1 if it's a Character. On a 4+, the unit takes 3D3 mortal wounds.

Use in the shooting phase if you have a Vindicator within 6" of 2 other Vindicators from the same Legion. None of them can shoot their Demolisher Cannons. Instead, pick a spot within 24" of all three, and roll a D6 for each unit within 3", adding 1 if the unit has 10+ models and subtracting 1 if it's a Character. On a 4+, the unit takes 3D3 mortal wounds. Veteran of the Long War (1 CP): Select a THOUSAND SONS INFANTRY unit. They add 1 to all their to wound rolls for the rest of the phase. Works wonders with Scarab Occult Terminators or Rubric Marines, especially in conjunction with Prescience. Note that you can use this in both the Shooting and Fight phases, meaning you can really catch your opponent unaware with your blob of Tzaangors.

Thousand Sons Codex Uniques [ edit ]

Your unique stratagems to distinguish the army: Baleful Vortex (1 CP): Pick a Mutalith Vortex Beast. It can use another power this turn.

Pick a Mutalith Vortex Beast. It can use another power this turn. Cabalistic Focus (1 CP): +2 to a casting roll for a THOUSAND SONS PSYKER within 6″ of at least 2 other THOUSAND SONS PSYKER . Lend Magnus your energy! Too sad it is only for ONE cast and not the whole phase, so choose wisely. Use when magnus is casting his Smite for a much better chance at nailing something with 2D6 mortal wounds.

+2 to a casting roll for a within 6″ of at least 2 other . Lend Magnus your energy! Too sad it is only for ONE cast and not the whole phase, so choose wisely. Coruscating Beam (3 CP): use during shooting if you have a thousand sons warlord that did not move. Instead of shooting with the warlords weapon, pick two points that are 9" apart and visible to the warlord. Draw a 1 millimeter wide line between the two points and roll a d6 for each unit the line crosses (-1 if it's a CHARACTER ). On a 4+, deal 1d3 mortal wounds. You probably won't bother with this one, it's extremely underwhelming for its cost, definitely needs a buff.

use during shooting if you have a thousand sons warlord that did not move. Instead of shooting with the warlords weapon, pick two points that are 9" apart and visible to the warlord. Draw a 1 millimeter wide line between the two points and roll a d6 for each unit the line crosses (-1 if it's a ). On a 4+, deal 1d3 mortal wounds. You probably won't bother with this one, it's extremely underwhelming for its cost, definitely needs a buff. Cycle of Slaughter (2 CP): Choose a TZAANGOR unit at the end of the Fight phase, it can fight again. This works on all Tzaangor units whether its a big group of footsloggers or a flerd of enlightened getting two rounds of +1 damage on their divining spears. Note that while this is a Tzaangor-only stratagem, it also costs 1 CP less than similar stratagems from other armies, such as Grey Knights' Honor the Chapter, which lets you save CP for other things.

Choose a unit at the end of the Fight phase, it can fight again. This works on all Tzaangor units whether its a big group of footsloggers or a flerd of enlightened getting two rounds of +1 damage on their divining spears. Fated Mutation (1 CP): Just before a unit of Chaos Spawn fights in the Fight Phase, you can choose the result of the Mutated Beyond Reason ability, rather than rolling for it. In addition you can also reroll the number of attacks each model makes during that phase.

Just before a unit of Chaos Spawn fights in the Fight Phase, you can choose the result of the ability, rather than rolling for it. In addition you can also reroll the number of attacks each model makes during that phase. Inferno Bolts (1 CP): use before the battle. select one Thousand Sons vehicle. One of its combi-bolter, combi-melta, combi flamer, or twin heavy bolters gets an upgrade. Its AP becomes -2 for the bolter part of the weapon. Not bad on a Land Raider. Sadly also not too good on a LR, as you pay 1 CP for AP- 2 on your twin-heavy bolter instead of -1...

use before the battle. select one Thousand Sons vehicle. One of its combi-bolter, combi-melta, combi flamer, or twin heavy bolters gets an upgrade. Its AP becomes -2 for the bolter part of the weapon. Not bad on a Land Raider. Sadly also not too good on a LR, as you pay 1 CP for AP- 2 on your twin-heavy bolter instead of -1... Relics of the Thousand Sons (1/3 CP) Your standard relic stratagem. 1 Point nets you an additional relic. 3 Points nets you two.

Your standard relic stratagem. 1 Point nets you an additional relic. 3 Points nets you two. Sorcerous Pact (1 CP): Use this stratagem when a Thousand Sons Character attempts to summon a unit of Tzeentch DAEMONS to the battlefield using a daemonic ritual. You can roll up to four dice, and your character will not suffer any mortal wounds for rolling doubles or triples. Fuck knows what happens if you roll quadruples.

Use this stratagem when a attempts to summon a unit of to the battlefield using a daemonic ritual. You can roll up to four dice, and your character will not suffer any mortal wounds for rolling doubles or triples. Fuck knows what happens if you roll quadruples. Soul Flare (1 CP): Use when a Thousand Son Aspiring Sorcerer or Scarab Occult Sorcerer is slain. Roll a d6 for each enemy unit within 6" and subtract 2 if the unit is a character. On a 4+, cause a mortal wound. Very situational, but potentially useful if your Rubric Marines or Scarab Terminators get swamped.

Use when a Thousand Son Aspiring Sorcerer or Scarab Occult Sorcerer is slain. Roll a d6 for each enemy unit within 6" and subtract 2 if the unit is a character. On a 4+, cause a mortal wound. Very situational, but potentially useful if your Rubric Marines or Scarab Terminators get swamped. The Flesh Change (1 CP): At the start of any phase, pick a THOUSAND SONS CHARACTER ... they die. But you now set up a free Chaos Spawn within 6" of the fallen character and 1" away from an enemy model. The Stratagem explicitly says this does not cost reinforcement points in matched play. On paper this sounds like garbage, but it also says any phase so presumably you can use it in the opponent's phase too.

At the start of any phase, pick a ... they die. But you now set up a free Chaos Spawn within 6" of the fallen character and 1" away from an enemy model. The Stratagem explicitly says this does not cost reinforcement points in matched play. On paper this sounds like garbage, but it also says so presumably you can use it in the opponent's phase too. Vengeance for Prospero (1 CP): use this stratagem before fighting. For the rest of the turn, the units Death to the False Emperor triggers on a 4+ instead of a 6+ if targeting SPACE WOLVES .

use this stratagem before fighting. For the rest of the turn, the units Death to the False Emperor triggers on a 4+ instead of a 6+ if targeting . Warpflame Gargoyles (1 CP): Any VEHICLE (but not a HELBRUTE or Heldrake) can roll a D6 for each other unit within 3" (friend or foe) at the start of a Fight Phase, subtracting two if the unit being rolled for is a VEHICLE or CHARACTER . On a result of a 4+, the unit suffers D3 mortal wounds. Great on any of your melee vehicles like Maulers and properly built Defilers. There's nothing like the feeling of giant demonic monstrosity burning everything around it as it rips apart your enemies.

Any (but not a or Heldrake) can roll a D6 for each other unit within 3" at the start of a Fight Phase, subtracting two if the unit being rolled for is a or . On a result of a 4+, the unit suffers D3 mortal wounds. Webway Infiltration (1/3 CP): Do the Eldar thing, and deep strike ANY THOUSAND SONS INFANTRY unit from the webway, arriving more than 9" from the enemy. Can spend three points to deep strike two units instead. Use on a Tzaangor unit with Brayhorn (+1 charge), cast Gaze of Fate, keep a CP for additional reroll and enjoy your turn 1 2 charge (GW hates turn 1 deepstrikes... unless you bought Drop Pods, apparently).

Do the Eldar thing, and deep strike ANY unit from the webway, arriving more than 9" from the enemy. Can spend three points to deep strike two units instead.

Psychic Awakening: Ritual of the Damned [ edit ]

Supplemental stratagems from Psychic Awakening to further distinguish the army: Adepts of the Immaterium (1 CP): Use this Stratagem if a THOUSAND SONS PSYKER from your army would suffer Perils of the Warp. That PSYKER does not suffer Perils of the Warp.

Use this Stratagem if a from your army would suffer Perils of the Warp. That does not suffer Perils of the Warp. Indomitable Foes (1 CP): Use this Stratagem when a RUBRIC MARINES unit or SCARAB OCCULT TERMINATORS unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit's invulnerable save by 1 (to a maximum of 3+).

Use this Stratagem when a unit or unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit's invulnerable save by 1 (to a maximum of 3+). Infernal Fusillade (1 CP): when RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army is chosen to shoot in your shooting phase. Until the end that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn.

when or unit from your army is chosen to shoot in your shooting phase. Until the end that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn. Magister (1 CP): Use this Stratagem before the battle, after nominating your Warlord. Select one THOUSAND SONS CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it, it is regarded as your Warlord for the purposes of those Warlord Traits. Each Warlord trait in your army must be unique (if randomly generated, re-roll duplicated results). You can only use this Stratagem once per battle.

Use this Stratagem before the battle, after nominating your Warlord. Select one model from your army that is not your Warlord and determine one Warlord Trait for it, it is regarded as your Warlord for the purposes of those Warlord Traits. Each Warlord trait in your army must be unique (if randomly generated, re-roll duplicated results). You can only use this Stratagem once per battle. Risen Rubricae (1 CP): Use this Stratagem when you set up a RUBRIC MARINES unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle.

Use this Stratagem when you set up a unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle. Sorcerous Infusion (1 CP): Use this Stratagem after resolving a psychic power manifested by a THOUSAND SONS model from your army, if the result of the Psychic test for that power was 9 or higher. If that model's unit contains any models that have lost any wounds, select one of those models to regain up to D3 lost wounds. Otherwise , if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.

Use this Stratagem after resolving a psychic power manifested by a model from your army, if the result of the Psychic test for that power was 9 or higher. If that model's unit contains any models that have lost any wounds, select one of those models to regain up to D3 lost wounds. Otherwise , if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency. Yoked Automata (2 CP): Use this Stratagem at the end of your opponent's Charge phase. Select one enemy unit that finished a charge move within 1" of any THOUSAND SONS CHARACTER (other than a TZAANGOR unit) from your army that phase, one RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is within 12" of that enemy unit, and not within 1" of any enemy units can perform a Heroic Intervention as if were a CHARACTER , and when doing so can move up to 2D6" instead of up to 3". That unit from your army must end that move within 1" of that enemy unit and not within 1" of any other enemy units, other it does not move.

Tactical Objectives [ edit ]

11 - Ritual Slaughter Score 1 VP if you destroy at least nine models at the end of the turn. 12 - Psychic Supremacy 1 VP if you pass a Deny the Witch test during the turn. 13 - Vengeance Long Awaited 1 VP if at least one enemy unit was destroyed, D3 VP if it was an IMPERIUM unit at the end of the turn. 14 - Arcane Rites D3 VP if you hold at least one objective, while your opponent holds none at the end of the turn. 15 - The Wrath of Magnus D3 VP if an enemy unit was destroyed during the psychic phase of the turn. Cue Smite spamming. 16 - Power of the Cabal Score 1 VP (to a max of six VP) for every two psychic powers you have successfully manifested at the end of the turn. You're Thousand Sons: if you don't make at least 3 VP off of this, you're playing the wrong army.

Wargear [ edit ]

Weapons [ edit ]

The Armoury of the Thousand Sons shares alot in common with the Chaos Space Marine and Loyalist armouries, with the Iconic Inferno Bolters and Soulreaper Cannons the stand-out exceptions.

Ranged [ edit ]

A large, but not exhaustive, list of the various types of weaponry used by the the forces of the Thousand Sons; Autogun (0pts) - Now coming standard on Cultists, S3 D1 Rapid Fire with a 24" range.

- Now coming standard on Cultists, S3 D1 Rapid Fire with a 24" range. Autopistol (0pts) - The other cultist option, a S3 D1 12" pistol.

- The other cultist option, a S3 D1 12" pistol. Baleflamer (20pts) - S6 AP-2 D6 2D auto-hits at 18 inches, so roughly the same as Torrent range. Allows you to avoid the Heldrake's mediocre ballistic skill.

- S6 AP-2 D6 2D auto-hits at 18 inches, so roughly the same as Torrent range. Allows you to avoid the Heldrake's mediocre ballistic skill. Battle cannon (0pts) - The former classic pie plate now rocks a Heavy D6 S8 AP-2 Damage D3 profile. Since you will likely only have one of these, namely on your centerpiece Defiler, consider focusing your command rerolls onto its D6 shots.

- The former classic pie plate now rocks a Heavy D6 S8 AP-2 Damage D3 profile. Since you will likely only have one of these, namely on your centerpiece Defiler, consider focusing your command rerolls onto its D6 shots. Bolt pistol Legends (0pts) - Your standard sidearm for most troops. Boltgun profile with halved range and Pistol 1 instead of Rapid Fire.

- Your standard sidearm for most troops. Boltgun profile with halved range and Pistol 1 instead of Rapid Fire. Boltgun Legends (0pts) - The standard 40k infantry weapon, simple as ever with S4 Rapid Fire 1 and a 24" range. Now AP-0, which kinda sucks.

- The standard 40k infantry weapon, simple as ever with S4 Rapid Fire 1 and a 24" range. Now AP-0, which kinda sucks. Combi-weapons - All are bolters with another weapon strapped on. Under the new ruleset, you can use the other weapon as many times as you want. You can even fire both, though you take a -1 BS penalty if you do so. All of these cost precisely the same as the special weapon + 2 points. Allows your unit Champions to actually contribute to the shooting. Combi-bolter (2pts) - Literally 2 bolters in one, gaining Rapid Fire 2 rather than 1. Combi-flamer (8pts) - Being a combi-weapon means it can fire both modes in the same phase, but at -1 to hit. The flamer automatically hits. You work it out. Fantastic because you lose nothing over the Bolter but simply gain a lot of shots once you're in flamer range. Combi-melta (15pts) - The combi with the most different weapons. The melta is the star of the show, so just think it as that plus some anti-light ability. It's worth firing both parts against MEQ out of cover and lighter, but hit some big targets with it or it's a waste. Combi-plasma (11pts) Legends - Can be fired safely, or overcharged; the latter of which should never be done on most units without the ability to reroll 1s somehow. The bolter part actually does less work than on a combi-melta, it doesn't do anything the plasma gun can't. A plasma gun that hits light infantry harder. NOTE: When you shoot both halves of combi-plasma on overcharge, even with the ability to re-roll 1's you can still be slain if you roll a 2. This is because the re-roll is done BEFORE the modifier to the roll is included, turning all of your 2's into 1's after the fact, thus slaying the model outright.

- All are bolters with another weapon strapped on. Under the new ruleset, you can use the other weapon as many times as you want. You can even fire both, though you take a -1 BS penalty if you do so. All of these cost precisely the same as the special weapon + 2 points. Allows your unit Champions to actually contribute to the shooting. Demolisher cannon (0pts) - Your big-boom tank weaponry, sadly finds itself in a bit of a bad spot: Offering d6 shots and a very random d6 damage, this gun doesn't have enough shots to go after heavy infantry but might be good enough to hunt vehicles with a good roll.

- Your big-boom tank weaponry, sadly finds itself in a bit of a bad spot: Offering d6 shots and a very random d6 damage, this gun doesn't have enough shots to go after heavy infantry but might be good enough to hunt vehicles with a good roll. Ectoplasma cannon (20pts) - Heavy D3, S7, -3 AP, D3 damage. Considering Forgefiends have three of these babies and don't immediately kill themselves on a single 1 to hit, these are plenty scary. Arguably another way to bring Plasma into your army. However the Hades Auto-cannons are mathematically equal or superior (i.e. score more unsaved wounds) against every combination of toughness/save up to 8/2+. On top of that they have more range. So basically its a no-brainer -- only take this in place of the daemon jaws where its your only ranged option.

- Heavy D3, S7, -3 AP, D3 damage. Considering Forgefiends have three of these babies and don't immediately kill themselves on a single 1 to hit, these are plenty scary. Arguably another way to bring Plasma into your army. However the Hades Auto-cannons are mathematically equal or superior (i.e. score more unsaved wounds) against every combination of toughness/save up to 8/2+. On top of that they have more range. So basically its a no-brainer -- only take this in place of the daemon jaws where its your only ranged option. Fatecaster Greatbow (2pts) - “Bows? In my 40k?” It’s more likely than you think. 24" Assault 2 S5 AP-1 D1.

- “Bows? In my 40k?” It’s more likely than you think. 24" Assault 2 S5 AP-1 D1. Flamer: D6 autohits at S4 for your cultists.

D6 autohits at S4 for your cultists. Hades autocannon (20pts) - 36" Heavy 4 S8 AP-1 D2, higher range, strength and average damage than the Ectoplasma cannons at the cost of lower AP. Strictly a better choice than the ectoplasma cannons, as they equal or outperform the ectoplasma cannons vs every combination of toughness/save up to 8/2+.

- 36" Heavy 4 S8 AP-1 D2, higher range, strength and average damage than the Ectoplasma cannons at the cost of lower AP. Strictly a better choice than the ectoplasma cannons, as they equal or outperform the ectoplasma cannons vs every combination of toughness/save up to 8/2+. Havoc launcher (6pts) - It's a frag only missile launcher at +1 strength. A bit unreliable, but it makes your Rhinos into something resembling a battle tank.

- It's a frag only missile launcher at +1 strength. A bit unreliable, but it makes your Rhinos into something resembling a battle tank. Heavy bolter (10pts) - Three shots with S5, AP-1 and great range. Will now finally be worth taking. Plus, they're a steal.

- Three shots with S5, AP-1 and great range. Will now finally be worth taking. Plus, they're a steal. Heavy flamer (14pts) - It's a flamer with +1S and -1AP. See Flamer.

- It's a flamer with +1S and -1AP. See Flamer. Heavy stubber (2pts) - Only 2 points, marginally useful for an objective-camping or deepstrike meatshield cultist squad.

- Only 2 points, marginally useful for an objective-camping or deepstrike meatshield cultist squad. Heavy warpflamer (17pts) - AP -2 Heavy flamer. Carried by Scarab Occult Terminators. If you deepstrike them, you're out of flamer range. Replaces the ICB, not great, and you're better off with a SRC anyways.

- AP -2 Heavy flamer. Carried by Scarab Occult Terminators. If you deepstrike them, you're out of flamer range. Replaces the ICB, not great, and you're better off with a SRC anyways. Helbrute plasma cannon (16pts) - 36" Heavy D3 S8 AP-3 D2, each hit roll of 1 causes a mortal wound after all other shots have been resolved, generally better off taking the twin lascannon for the Helbrute, as it has longer range, more consistent shots, higher strength, higher AP, much higher potential damage output. The one caveat is that if you roll a 1 with the Plasma cannon and the Helbrute survives you get a free Crazed roll so it has the potential to cause more damage but it is much more inconsistent and probably still not worth it.

- 36" Heavy D3 S8 AP-3 D2, each hit roll of 1 causes a mortal wound after all other shots have been resolved, generally better off taking the twin lascannon for the Helbrute, as it has longer range, more consistent shots, higher strength, higher AP, much higher potential damage output. The one caveat is that if you roll a 1 with the Plasma cannon and the Helbrute survives you get a free Crazed roll so it has the potential to cause more damage but it is much more inconsistent and probably still not worth it. Hellfyre missile rack (15pts) - Only available to Scarab Occult Terminators, 24" Heavy 2 S8 AP-2 Damage D3, Can now finally, finally , be fired in addition to the model's other weapons.

- Only available to Scarab Occult Terminators, 24" Heavy 2 S8 AP-2 Damage D3, Can now finally, , be fired in addition to the model's other weapons. Inferno bolt pistol (0pt) - An AP-2 bolt pistol that is for Exalted Sorcerers and Aspiring Sorcerers.

- An AP-2 bolt pistol that is for Exalted Sorcerers and Aspiring Sorcerers. Inferno boltgun (0pts) - The Rubrics' standard gun, an AP-2 bolter. Costs nothing and is exclusive to them. A really nice gun, for the absolutely cheap price of nothing you get an AP -2 Bolter? Yes please!

- The Rubrics' standard gun, an AP-2 bolter. Costs nothing and is exclusive to them. A really nice gun, for the absolutely cheap price of nothing you get an AP -2 Bolter? Yes please! Inferno combi-bolter (3pts) - Same as the above but with twice the shots. Yes please.

- Same as the above but with twice the shots. Yes please. Lascannon (25pts) - 48" Heavy 1 S9 AP-3 D6, probably one of the strongest heavy weapons in 8th ed with the chance to output a redonkulous amount of damage with really high AP. That said, you'll fume for every damage roll of 1 you make. But that's what Gaze of Fate is for, isn't it?

- 48" Heavy 1 S9 AP-3 D6, probably one of the strongest heavy weapons in 8th ed with the chance to output a redonkulous amount of damage with really high AP. That said, you'll fume for every damage roll of 1 you make. But that's what Gaze of Fate is for, isn't it? Magma cutter (6pts) - Interestingly Magma cutters have now become a 6" pistol 1 at S8 AP-4 D3, meaning they have a tiny bit of range and can be used while your Maulerfiends are munching on tasty vehicles.

- Interestingly Magma cutters have now become a 6" pistol 1 at S8 AP-4 D3, meaning they have a tiny bit of range and can be used while your Maulerfiends are munching on tasty vehicles. Missile launcher (20pts) - Your Helbrute's only off-arm ranged option. Choose between Heavy D6 S4 AP0 D1 and Heavy 1 S8 AP-2 Damage D6 both at 48" range.

- Your Helbrute's only off-arm ranged option. Choose between Heavy D6 S4 AP0 D1 and Heavy 1 S8 AP-2 Damage D6 both at 48" range. Multi-melta (22pts) - It's a Meltagun with double the range 24" same profile as above.

- It's a Meltagun with double the range 24" same profile as above. Plasma pistol (5pts) - Same as the Plasma gun except 12" pistol 1 instead of 24" rapid fire 1. Also has the ability to SUPERCHARGE for extra strength and damage but with the same risk of instant death. Since you can use them in melee and they're only 5 points, they might finally be worth taking now. When deciding whether or not you want to up-gun your sorcerer, you'll be choosing between this and the warpflame pistol. What it really comes down to is if you value the range plus the overcharge shot or not. But on average the warpflame pistol does way more damage unless the plasma pistol is being fired at a 2+ wound model, so keep that in mind.

- Same as the Plasma gun except 12" pistol 1 instead of 24" rapid fire 1. Also has the ability to for extra strength and damage but with the same risk of instant death. Since you can use them in melee and they're only 5 points, they might finally be worth taking now. Predator autocannon (40pts) - Thankfully much improved. Similar to the Autocannon except Heavy 2D3 and an extra 1 Damage. That means on average double the fire rate and triple the total damage. Comes stock on the Predator but can be swapped for the (also improved) Twin lascannon.

- Thankfully much improved. Similar to the Autocannon except Heavy an extra 1 Damage. That means on average double the fire rate and triple the total damage. Comes stock on the Predator but can be swapped for the (also improved) Twin lascannon. Reaper autocannon (10pts) - 36" heavy 4 S7 AP-1 D1 , Deffy comes stock with one of these, usually used after the Battle cannon to try and pick off any survivors. Note the reaper version of the autocannon only does 1 damage per wound and is really just a glorified 4 shot Hv-Bolter given how the strength and toughness chart works in this edition.

- 36" heavy 4 S7 AP-1 , Deffy comes stock with one of these, usually used after the Battle cannon to try and pick off any survivors. Note the reaper version of the autocannon only does 1 damage per wound and is really just a glorified 4 shot Hv-Bolter given how the strength and toughness chart works in this edition. Shotgun (0pts) - 12" assault 2 S3 AP0 D1, if the target is within half range it gets +1 strength. Carried only by cultist champions.

- 12" assault 2 S3 AP0 D1, if the target is within half range it gets +1 strength. Carried only by cultist champions. Soulreaper cannon (10pts) - Exclusive to Rubric Marines and Scarab Occult Terminators, This bad boy is a 24" Heavy 4 S5 AP-3 D1 dakka cannon. Since the only two units that can bring it ignore the penalties to moving and shooting with heavy weapons, it's essentially a shorter range, higher AP heavy bolter that you can run up the field to your heart's content. For just as many points as a Heavy Bolter, it's also a steal.

- Exclusive to Rubric Marines and Scarab Occult Terminators, This bad boy is a 24" Heavy 4 S5 AP-3 D1 dakka cannon. Since the only two units that can bring it ignore the penalties to moving and shooting with heavy weapons, it's essentially a shorter range, higher AP heavy bolter that you can run up the field to your heart's content. For just as many points as a Heavy Bolter, it's also a steal. Twin heavy bolter (17pts) - 36" Heavy 6 S5 AP-1 D1. Mathematically, twice as good as a regular heavy bolter for less than twice the price.

- 36" Heavy 6 S5 AP-1 D1. Mathematically, twice as good as a regular heavy bolter for less than twice the price. Twin heavy flamer (28pts) - Still has some of the issues of the standard flamer, but the extra dakka (2d6 hits) does come a long way to upping the hoard mulching potential for these.

- Still has some of the issues of the standard flamer, but the extra dakka (2d6 hits) does come a long way to upping the hoard mulching potential for these. Twin lascannon (40pts) - Take 1 Lascannon and double-up on them, Heavy 2 instead of Heavy 1 but otherwise identical to regular lascannons.

- Take 1 Lascannon and double-up on them, Heavy 2 instead of Heavy 1 but otherwise identical to regular lascannons. Warp Bolter (3pts) - 24' Assault 2 S4 AP-1 D2. Exclusive to the Index daemon prince.

- 24' Assault 2 S4 AP-1 D2. Exclusive to the Index daemon prince. Warpflame pistol (3pts) - Flamer Pistol with massive AP, meaning you can inflict a bunch of auto-hits even in melee. Cheap as shit.

- Flamer Pistol with massive AP, meaning you can inflict a bunch of auto-hits even in melee. Cheap as shit. Warpflamer (8pts) - An AP-2 Flamer exclusive to Rubric Marines. The last word in overwatch scenarios. Costs half of the Rubric carrying it, so might be worth it to include one or two in a squad. Murderous in Narrative play though, where Wargear has no cost.

Melee [ edit ]

A large, but not exhaustive, list of the various types of melee weaponry used by the the Thousand Sons: Blade of Magnus - Magnus's big beatstick. Gives big red X2 strength, AP-4 and 3 damage, as well as turning slain characters into a spawn that you still have to pay for in matched play. Good weapon with a REALLY bad effect. Never pay for a chaos spa-whanoblblblblnfkjsdn, in matched play, it’s a waste of points.

- Magnus's big beatstick. Gives big red X2 strength, AP-4 and 3 damage, as well as turning slain characters into a spawn that you still have to pay for in matched play. Good weapon with a REALLY bad effect. Never pay for a chaos spa-whanoblblblblnfkjsdn, in matched play, it’s a waste of points. Brutal assault weapon - Cultist melee weapon that gives them an additional close combat attack; free sidegrade to make classic choppy cultists.

- Cultist melee weapon that gives them an additional close combat attack; free sidegrade to make classic choppy cultists. Chainsword - Now a bit more than just a close combat weapon, gives an additional attack using its profile if you have one on you. Not bad for dual wielding. If you have two, you do indeed get two extra attacks.

- Now a bit more than just a close combat weapon, gives an additional attack using its profile if you have one on you. Not bad for dual wielding. If you have two, you do indeed get two extra attacks. Daemon jaws - The dino-head of the Forgefiend if you don't have the Plasma-Head. AP-1, D2.

- The dino-head of the Forgefiend if you don't have the Plasma-Head. AP-1, D2. Daemon Prince Weapons - All of these have the same cost. Daemonic axe - -1 to hit, S+1 AP-3 D3. Never take this - it only beats a second set of talons against T8/2+/5++ or worse, which is incredibly niche. Hellforged sword - SUser AP-2 D3. Never take this - a second set of talons costs the same amount for the same damage output, but does it with attacks, not damage, which is better against hordes. Malefic talons - SUser AP-2 D2, makes 1 additional attack; your Daemon Prince comes with one stock for free. The second one, which costs the same amount as the other options, adds another 2 additional attacks (3 total). As a result, this is always better than a sword and almost always better than an axe, so it should be your automatic choice.

- All of these have the same cost. Defiler claws - Deffy doesn't suffer -1 to hit when he give you 6 wounds to the face.

- Deffy doesn't suffer -1 to hit when he give you 6 wounds to the face. Defiler scourge - Deffy DOES get 3 extra attacks with this if he's got one. This will get you 3x S12 AP-2 3Dam on top of his 3 claw attacks.

- Deffy DOES get 3 extra attacks with this if he's got one. This will get you 3x S12 AP-2 3Dam on top of his 3 claw attacks. Disc of Tzeentch's blades - 1 additional S4 attack.

- 1 additional S4 attack. Divining Spear - S+1 AP-1 D1 but is increased to D2 on the charge.

- S+1 AP-1 D1 but is increased to D2 on the charge. Force weapons - Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers.

- Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers. Helbrute fist - S:x2 AP:-3 D:3 just like a Thunder Hammer, but you don't have -1 to the attack roll.

- S:x2 AP:-3 D:3 just like a Thunder Hammer, but you don't have -1 to the attack roll. Helbrute hammer - The other Helbrute option, Sx2 AP-4 and d6 damage, but imposes a -1 to hit penalty. Overall, the fist is much more reliable.

- The other Helbrute option, Sx2 AP-4 and d6 damage, but imposes a -1 to hit penalty. Overall, the fist is much more reliable. Heldrake claws - S:User with AP-1 and d3 damage and +1 to hit against flyers. You have to take them on your 'drakes. Use them to shred through some hapless character in the enemy backline.

- S:User with AP-1 and d3 damage and +1 to hit against flyers. You have to take them on your 'drakes. Use them to shred through some hapless character in the enemy backline. Hideous mutations - The Spawn's claws and tentacles. Very respectable at AP-2 and 2 damage.

- The Spawn's claws and tentacles. Very respectable at AP-2 and 2 damage. Lasher tendrils - The Maulerfiend's other option. Gives 6 extra attacks at AP-2 D2 to shred your way through any infantry you encounter.

- The Maulerfiend's other option. Gives 6 extra attacks at AP-2 D2 to shred your way through any infantry you encounter. Maulerfiend fists - Powerfist without the -1 to hit and with a flat 3 damage.

- Powerfist without the -1 to hit and with a flat 3 damage. Mechatendrils - Gives the Warpsmith two extra basic melee attacks.

- Gives the Warpsmith two extra basic melee attacks. Power scourge - Grants 3 additional attacks with this weapon, which hits at AP-2 and 2 damage. Helbrute with a Power Fist + Power Scourge? 5 Fist attacks, 3 Scourge attacks.

- Grants 3 additional attacks with this weapon, which hits at AP-2 and 2 damage. Helbrute with a Power Fist + Power Scourge? 5 Fist attacks, 3 Scourge attacks. Power weapons - Got a general reshuffling this edition, with each option getting changed to make it generally more balanced. Power maul Legends - S+2 AP-1. Packs a punch in general, but is especially effective against GEQs, these also do well against armies like Harlequins who have an army-wide invulnerable save yet are still terribly squishy. Power axe Legends - S+1, AP-2. Lost the unwieldy rule and is all the better for it, even if these are slightly more expensive than the other 2. These are now a jack of all trades and make a good fit for "take all comers" armies. Power sword - S User, AP-3. Focused entirely on armour penetration, these are good at facing MEQs and completely strip armour from GEQs, however these become a terrible choice against invulnerable saves. Power fist Legends - Sx2, AP-3, D3 damage. Lost the unwieldy rule like the axe, however it has a -1 to hit now. However it still packs a solid punch of d3 damage. Helbrute Power Fist ignores the -1 to hit and does a flat 3 damage per swing.

- Got a general reshuffling this edition, with each option getting changed to make it generally more balanced. Tzaangor blades - Chainswords with AP-1. Amazing.

Relics [ edit ]

Despite ten millenia of conflict the Thousands sons aren't keen to let loose their entire armouries of rare and powerful artefacts onto the battle field. Those relics that do get to leave the halls of Tizca, can be found here: Athenaean Scrolls: If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to Deny the Witch or attempt to negate the power by any means (stuff that makes casting harder without negating still works, like debuffs to psyker tests from e.g. Shadow in the Warp, and the wording seems to imply passive negation will also work, as is the case with Sisters of Silence). You can still suffer Perils, and if you die from Perils, the power does not go off. Totally useless if the enemy cannot deny in any way. Even if they have psykers or other denial, because most denial is on 2d6+0 (average 7), it's most useful when you can cast powers on double 3s (Smite, Temporal Manipulation and Weaver of Fates from Change, everything from Dark Hereticus that isn't Death Hex or Prescience, and Gaze of Fate and Flickering Flames from Tzeentch) or, even better, double 2s (Sorcerer in Terminator Armor with a Familiar, Smite, Infernal Gaze, Flickering Flames), but even in the latter case, it will only increase your odds of casting through a denial attempt from about 74% to about 77%. Far too niche for general use (that Sorcerer would actually usually be better off with a Prismatic Staff, if you did take him), but if you make a list totally reliant on a psyker (especially one with limited choices, like a Daemon Prince of Tzeentch) pulling a power off (like Warptime), can be a justified use of Relics of the Thousand Sons if you find yourself facing a denial-heavy list. Coruscator: Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer/Exalted Sorcerer variant, tripling its rate of fire and improving its damage by slightly less than 1, statistically: Pistol 3 R12 S4 AP-2 D1d3; as with most pistol relics, it's seldom worth it. It's unquestionably strictly better than the stock weapon, because of the tripled rate of fire, and against anything with 3 or more wounds, doubled damage, giving you six times the normal output - but that's 6 times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Dark Matter Crystal are both usually better, so for almost any army and almost any matchup, this is worth neither your free relic slot nor the CP it would cost to bring it as an additional. Still, it's easier to find a spot for it than the Seer's Bane. Alternate take: this is the one relic that is a flat damage buff. Nothing tricky or situational, and as a pistol it can even be fired into combat. It's just raw bonus damage for a unit that's getting stuck in, which is sometimes just what you need.

Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer/Exalted Sorcerer variant, tripling its rate of fire and improving its damage by slightly less than 1, statistically: Pistol 3 R12 S4 AP-2 D1d3; as with most pistol relics, it's seldom worth it. It's unquestionably strictly better than the stock weapon, because of the tripled rate of fire, and against anything with 3 or more wounds, doubled damage, giving you six times the normal output - but that's 6 times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Dark Matter Crystal are both usually better, so for almost any army and almost any matchup, this is worth neither your free relic slot nor the CP it would cost to bring it as an additional. Still, it's easier to find a spot for it than the Seer's Bane. Dark Matter Crystal: Once per battle, at the end of your movement phase, you can select the bearer or a Thousand Sons Infantry unit within 12" of the bearer and redeploy it anywhere on the battlefield more than 9" from enemy models, even if it was previously locked in combat. The chosen unit does not count as falling back if they were within 1" of an enemy. Your Daemon Prince Warlord will love this (as long as he's the bearer - if someone else is, he isn't a valid target), but it's absolutely excellent in general. Remember, it won't work on any of your fast attack, heavy, flyer, or lord of war choices, but will work just fine on any of your Troops, Flamers, or Terminators.

Once per battle, at the end of your movement phase, you can select the bearer or a unit within 12" of the bearer and redeploy it anywhere on the battlefield more than 9" from enemy models, even if it was previously locked in combat. The chosen unit does not count as falling back if they were within 1" of an enemy. Your Daemon Prince Warlord will love this (as long as he's the bearer - if someone else is, he isn't a valid target), but it's absolutely excellent in general. Remember, it work on any of your fast attack, heavy, flyer, or lord of war choices, but will work just fine on any of your Troops, Flamers, or Terminators. Helm of the Third Eye: If your army is Battle-forged and the bearer is on the battlefield, each time your opponent uses a stratagem, roll a die: on a 5+, you gain 1 CP. This has the potential to be extremely useful, but also has the chance to do absolutely nothing. As long as you manage to keep the bearer alive, chances are high you will get at least 1 free CP from it. Also very useful against armies like Imperial Guard who love to throw out stratagem after stratagem. Prismatic Staff: Replaces a force staff, is a force staff. The bearer can shoot and charge in the same turn that they fall back. Because you can already fall back and shoot with anything with FLY , you'll get the most ranged bang for your buck on a Sorcerer in Terminator Armor, or you can put it on a Sorcerer/Exalted Sorcerer on Disc, Tzaangor Shaman, or Jump Sorcerer for the melee.

Replaces a force staff, is a force staff. The bearer can shoot and charge in the same turn that they fall back. Because you can already fall back and shoot with anything with , you'll get the most ranged bang for your buck on a Sorcerer in Terminator Armor, or you can put it on a Sorcerer/Exalted Sorcerer on Disc, Tzaangor Shaman, or Jump Sorcerer for the melee. Seer's Bane: Replaces a force sword or power sword, is a force sword, and the user's strength is doubled when targeting a psyker or any units that include any models with a leadership characteristic of 9 or higher. Like the Scrolls, this is too niche for general use, but a reasonable choice for the Relics of the Thousand Sons stratagem, if you are facing an army heavy in the units it works against, like Ultramarines (it procs on every Ultramarines unit, so long as the sergeant is alive) or Necrons.

Psychic Powers [ edit ]

Being the premier Sorcerers of 40K, the Thousand Sons get a whopping three disciplines to use (plus more based on their Cult). Whether you want to shit out mindbullets, buff allies, debuff enemies, or any combination of the above, the Thousand Sons will have it covered. Listed based on your random generation rolls:

Dark Hereticus Discipline [ edit ]

A slightly retooled version of the Psychic Discipline found in Chaos Space Marines. Infernal Gaze (Warp Charge 5): Pick an enemy unit within 18" (24" with BoS) to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as Smite, it can target specific enemy units rather than just the closest. Warptime (Warp Charge 6): Pick a friendly Chaos Marine unit within 3" (9" with BoS); that unit can immediately move as though it were the movement phase. Can't be applied more than once in a turn. Still FANTASTIC. Even better for the Thousand sons than other CSM legions as their legion trait lets you cast the spell from further away. Units moved with this power still suffer -1 to BS for moving with Heavy Weapons. Note: FAQ states that units that arrive from reserves or have been relocated cannot move except when piling-in or charging. Prescience (Warp Charge 7): Pick a friendly Chaos Marine unit within 18" (24" with BoS); that unit adds 1 to their hit rolls (shooting and close combat) until the next psychic phase. Tougher than the others to pull off, but rightfully so, as this power can be a tremendous force multiplier for your army. However, do not cast this power on any unit that already hits on a 2+, unless it is carrying a lot of plasma and you're very determined to keep it alive through overcharging. You will be wasting the effect since a to hit roll of 1 always fails to hit, regardless of modifiers. Prescience provides greater gains in efficiency when cast on units with lower stats or a large number of shots, (e.g BS4+ becoming 3+ is an improvement of offensive output of 133%; BS3+ to BS2+ is 125%. Likewise, on units with better shooting attacks, the increased offensive output is more useful. Especially devastating on a unit that can both shoot and charge in the same turn, Such as Scarab Occult. As if you needed another reason to drop a Sorcerer behind them when they deepstrike.

Think about this in a close combat standpoint. Cast this on a blob of Tzaangors and that's a lot more hits. But on the flip side it's smart to cast this on units like your Scarab Occult Terminators as they will hit on a 2+ in shooting and close combat as well as get DttFE on a 5+. Or if you're feeling really mean throw this on Magnus and see any high wound and high toughness imperium unit cry as he wipes an entire unit per turn Death Hex (Warp Charge 8): Target an enemy unit within 12" (18" with BoS) - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6" bubble around the psyker, whereas Death Hex has a longer range that the Sons extend even further and can choose a specific target, which arguably makes it much more flexible. Since you're only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat. Diabolic Strength (Warp Charge 6): Targeted model gains +2 strength, +1 attack. Magnus the Red can cast this, and is nasty as hell when he's under its effects. Gift of Chaos (Warp Charge 6): Targets an enemy unit within 6" (12" with BoS). Roll a die. If you roll higher than the unit's highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. Or use it on an enemy squad and turn 4 to 6 single wound models to slag with one spell. This is diabolical if used right. In order to use it right, give the power to a sorcerer, put that sucker in terminator armor and deep strike him with other termies near the enemy's HQ and go to town, with BoS and a cheeky drop you can cast it the turn you arrive. unfortunately, the unspeakable costs points in matched play as per the rulebook FAQ.

Alternatively you could just stuff a vanilla Sorcerer into a Rhino to get him to an enemy character. Add a havoc launcher and/or rubrics to butter up whoever you're going for.

NOTE: This is only effective against low-toughness characters, so don't expect it to work on Space Marines or Orks. But against factions with important buffer characters or expensive low-toughness models, it can shine.

No use against Marines or Orks? Having a 1/3 chance(5 or 6) of instantly murdering a Captain or Warboss sounds pretty damn worth a try. Plus, there's nothing more brutally, cruelly, dickishly satisfying than watching your opponents honorable Captain, Warboss, Farseer, or even named characters devolve into a heap of screeching, flailing, chaos-infused flesh.

Don't you dare try this on Tyranid HQs. You will fail miserably.

Discipline of Change [ edit ]

A Psychic Discipline available to all Psykers in the Army. With the ability to change those used by Sorcerers leading Rubrics and Scarab Occult units you'll find yourself dipping into here often to replace Smite. Tzeentch's Firestorm (Warp Charge 7): Select an enemy unit within 18″ (24" with BoS) of the psyker and visible to him. Roll 9 dice, the enemy unit takes a Mortal Wound for each roll of a 6. More *FUN than Infernal Gaze, for the same 1.5 MW on average per activation, while being at +2 difficulty. Against low-toughness targets, Gift of Chaos will do MUCH more work, but Firestorm has triple the range even before Brotherhood of Sorcerers is factored in, and it can hurt T6+. *enjoyment may vary Boon of Mutation (Warp Charge 7): Select a friendly Thousand Sons Non-Daemon character within 3" (9" with BoS). Roll 2D6 and consult the chart on the Boon of Tzeentch stratagem to see which result applies to that character for the remainder of the game. It's the entire chaos boon table rolled into one spell without having to spend command points for the stratagem. This makes the chaos boon table actually worth checking as everything on the chart except for double 1's will benefit the character somehow and you can save your command points for if you do end up rolling snake-eyes. Glamour of Tzeentch (Warp Charge 7): Target a friendly Thousand Sons unit within 12" (18" with BoS): enemies have -1 to hit rolls against that unit. Great for keeping a valuable unit (e.g. Magnus) alive. Doombolt (Warp Charge 9): Deals D3 Mortal Wounds, 18" (24" with BoS), the target also gets its movement halved for a turn, and it also can't advance. Expensive, but can utterly ruin a target's Movement phase, especially against very speedy armies that heavily rely on both advancing and charging to get in close. Temporal Manipulation (Warp Charge 6): Select a friendly Thousand Sons Model within 12" (18" with BoS) of the psyker, that model immediately heals D3 wounds. Just as planned, the god of change bestows us with a healing spell. The obvious choice is to use this to keep Magnus in peak form, however because it only specifies a T Sons model, you can also use this to heal your daemon engines, other characters, or your metal boxes. Weaver of Fates (Warp Charge 6): A Thousand Sons unit within 18" (24" with BoS) gets +1 to their invulnerable save (up to a maximum of 3++) or a 5++ invuln if they do not have one. Same as it always was, it just decided to... Change... its home.

Discipline of Tzeentch [ edit ]

A Psychic Discipline exclusive to Daemon Princes and Magnus. Other Psykers may take powers from this discipline through the use of the Chaos Familiar Stratagem. Boon of Change (Warp Charge 7): An ok, but not really power. Select a Tzeentch Daemon unit within 18" (24" with BoS) and give it a mutation! D3 - 1 is +1 Attack, 2 is +1S, and 3 is +1T. Good for buffing up Magnus, a Daemon Prince, or one of your Daemon Engines. Bolt of Change (Warp Charge 8): A targeted Smite. However, auto-causes an enemy unit within 18" (24" with BoS) to take d3 Mortal Wounds! If you kill a character, it becomes a spawn! Also it says clearly in the codex that you have to pay reinforcement points for the spawn in competitive games, which is fucking stupid. Gaze of Fate (Warp Charge 6): If manifested, you can re-roll a single die roll later that turn. Free re-rolls are always useful and it does not eat a command point. Treason of Tzeentch (Warp Charge 8): Looks cool on paper; in practice, not so much. You can choose an enemy character within 18" (24" with BoS), except the enemy warlord. It is then yours for the Shooting, Charge and Fight phases! Edit: as well as beating the WC8 you must also then roll HIGHER than the target's leadership on 2 dice, considering that most Characters have a higher-than-average Leadership value, this power becomes vastly unreliable and a very rare sight. Alternatively, if you have a decent number of LD-dropping factors in your force (mutalith vortex beasts cannot help, as they apply their debuff one phase too late, but some chaos allied units can) and the availability of a reroll, you can set up a rather easy grab. takes work and doesn't fit every list, but its doable in a pinch and can turn the game if you manage to take over the right target.

Fun Fact: IG Tank Commanders have the leadership of a basic guardsmen squad which makes them a very good target for this. Watch the face on your opponent's face when they realize the tank they outfitted with all the best guns turns on them.

You can have some mental moments with this power. For example, there is a stratagem in the knight codex that allows a knight to become a character... I know it's unlikely due to the high leadership, but the look on your opponents face when you steal their shiny new Valiant or Castellan is priceless Flickering Flames (Warp Charge 5): A friendly Tzeentch Daemon unit within 18" (24" with BoS) gets +1 to wound rolls when shooting. Makes your Defilers, Forgefiends, and Heldrakes much scarier. Can also make Tzaangor Enlightened a credible threat to most vehicles, as they would wound on a 4+, plus whatever automatic wounds you rolled to hit. Another cheeky thing you can do is cast this on any sorcerers that are riding disks, as that gives them the daemon keyword; while not very flashy, a inferno bolt pistol wounding on 3s could be useful. Might make the coruscator do some work, still probably for fun games only. Infernal Gateway (Warp Charge 8): If manifested, identify the nearest visible enemy model within 12" (18" with BoS) of the psyker. Enemy AND friendly units within 3" of the targeted model take d3 mortal wounds, or d6 if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras, but watch for friendly fire.

The Nine Cults [ edit ]

So with the introduction of Psychic Awakening: Ritual of the Damned, the Thousand Sons have received expanded rules and details on how to dedicate your detachments to one of the nine cults of the legion, with each cult granting a psychic power that is automatically known by every psyker who isn't named or a birdman in addition to the other powers he already knows, a warlord trait and a relic. Note that you can only take the relic if your warlord is from the same cult as the relic (this has been FAQ'd; you can also take the relic if Magnus is your warlord).

Cult of Change [ edit ]

The Cult of Change is anathema to order. They are the great unravellers, launching their armies wherever civilisation and reason exist. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will. Thematically the Cult represents the Fickle Whims of Tzeentch, ensuring that no one direction is fully travelled as the great plans of Tzeentch unfold; leading entire worlds to fall into anarchy before waiting till the last minute to decide the status quo was fine all along. Mechanically the Cult is focused on debuffing your opponents units and interfering with their psychic phase, whilst simultaneously buffing your Warlord and own psychic abilities. Psychic Power- Disturb Reality (Warp Charge 6): Select one enemy unit within 12"(18" with BoS) of the caster. -1 Ld and Attack until YOUR next Psychic phase.

Select one enemy unit within 12"(18" with BoS) of the caster. -1 Ld and Attack until YOUR next Psychic phase. Warlord Trait- Fickle Nature: You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back.

You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back. Relic- Capricious Crest: Once per turn, when a Psychic test is taken for a model that is within 18" of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent's army, you can change any roll of 6 to a roll of 1.

Cult of Duplicity [ edit ]

The Cult of Duplicity is unique within the Legion in that it both is, and is not, guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in their purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a singular, terrifying plan. Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group. Mechanically the Cult provides a great deal of pre-game and in-game manipulation of units whilst recharging your own or your opponents command points. Psychic Power- Sorcerous Facade (Warp Charge 7): Select a Cult of Duplicity unit within 6" (12" with BoS) of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy mode. That unit is treated as having moved this turn. DA JUMP: Chaos edition! Even better, in fact, since it doesn't restrict you to just Infantry . Send your opponent into fits by lobbing Defilers and Leviathan Dreadnoughts clean over their front line! Warlord Trait- Duplicitous Tactician: At the start of the first battle round, before the first turn begins, select up to D3 CULT OF DUPLICITY units from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a TRANSPORT model, all units embarked inside remain so when it is set up again.

At the start of the first battle round, before the first turn begins, select up to D3 units from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a model, all units embarked inside remain so when it is set up again. Relic- Perfidious Tome: At the start of the battle round, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. It's something that has tactical applications (even if you and your opponent are all out of Command Points you have a 4+ of getting a CP) but at the same time might have devastating consequences, your opponent just might be one command point short of achieving his strategy to win the game and "Oh, fuck, I just rolled a 1!"

Cult of Knowledge [ edit ]

The Cult of Knowledge are drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies and in the fabric of reality itself. Thematically the Cult represents the librarian and collector aspects of the Old Legion. Searching far and wide for the most obscure tomes and treatises that will give them a greater understanding of the universe, to provide an edge against their opponents. They then use this knowledge to change the tide of battle in Deus Ex-Machina ways. Mechanically the Cult provides minor re-rolling buffs and fails to show how ultimate knowledge of everything can help you win.

Psychic Power- Psychic Delve (Warp Charge 6): Select one enemy unit with 18" (24" with BoS) of the caster. Reroll wound rolls of 1 for Cult of Knowledge units against it.

Select one enemy unit with 18" (24" with BoS) of the caster. Reroll wound rolls of 1 for units against it. Warlord Trait- Ardent Scholar: When a psychic test is taken for this model, you can re-roll dice rolls of 1.

When a psychic test is taken for this model, you can re-roll dice rolls of 1. Relic- Incalandion's Cry: Model with warpflame pistol only. Incaladion's Cry replaces a warpflame pistol and has the following profile: Range 12" S6 AP-2 Damage 1 warpflame pistol.

Cult of Magic [ edit ]

The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Their bloody campaigns are launched to secure arcane objects held by Imperial, xenos and other Chaos forces. These artefacts are then used as foci in the weaving of devastating spells. Thematically the Cult represents the raw power of the warp tamed and manifested by the most powerful Sorcerers in the Army. Mechanically the Cult is, unsurprisingly, based around boosting the psychic capability of your army, adding in an extra smite-like power and helping with casting. Psychic Power- Astral Blast (Warp Charge 6): Closest enemy unit within 9" (15" with BoS) suffers D3 mortals and each unit within 3" suffers 1 mortal. Only the 9" range is affected by BoS range increase.

Closest enemy unit within 9" (15" with BoS) suffers D3 mortals and each unit within 3" suffers 1 mortal. Only the 9" range is affected by BoS range increase. Warlord Trait- Devastating Sorcery: When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1.

When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1. Relic- Arcane Focus: When a Psychic test is taken for a model with this Relic, add 1 to the total.

Cult of Manipulation [ edit ]

The Cult of Manipulation is deceptive, using its tendril web of influence to sway the actions of its enemies. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc. Thematically the Cult represents the lies and deceptions of Tzeentch to steal victory at the last moment. Mechanically the Cult provides some close-combat manipulation and the ability to steal the weapons of your opponent characters for a round. Psychic Power- Attempted Possession (Warp Charge 6): Select one enemy Character within 18" (24" with BoS) of the caster. Target suffers 1 mortal and -2 to psychic tests unit your next Psychic phase.

Select one enemy within 18" (24" with BoS) of the caster. Target suffers 1 mortal and -2 to psychic tests unit your next Psychic phase. Warlord Trait- Beguiling Influence: Subtract 1 (to a minimum of 1) from Attacks characterstics of models in enemy units whilst their unit is within 1" of this Warlord.

Subtract 1 (to a minimum of 1) from Attacks characterstics of models in enemy units whilst their unit is within 1" of this Warlord. Relic- Sorthis' Reflector: When a model with this Relic is chosen to fight with in the Fight phase, you can select one enemy INFANTRY model with a Leadership characteristic of 9 or less that is within 1" of that model. Select one melee weapon that enemy model is equipped with until the end of that phase, the model with this Relic is treated as only being equipped with that weapon, and it can only make attacks against that enemy model's unit. When resolving each of those attacks, you cannot re-roll the hit rolls and you cannot re-roll the wound rolls.

Cult of Mutation [ edit ]

The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations. Thematically this Cult represents the guys who aren't afraid of letting Tzeentch Gift them freely with multiple appendages and orifices. Mechanically the Cult gives you some terrain manipulation and boost the Close-Combat ability of your Warlord to be on par with a Chaos Lord. Psychic Power- Warp Reality (Warp Charge 6): Select a piece of terrain within 18" (24" with BoS) of the caster and an enemy unit with 3" of the terrain. Halve the Move characteristic and -1 to advance and charge rolls until your next Psychic phase. If you aren't against a little inter-god mingling, this can combo very impressively with the Chaos Daemon Fortifications, both of which count as terrain after being set up. Skull Alters have Daemonic Ritual and a very reasonable Power Level, and so can be dropped in wherever would would need them, though they do muck with Psychic Powers, which might not be your cup of warp juice. Fecluent Gnarlmaws, meanwhile, while a bit tasteless fluff-wise, combine beautifully with this Power. It helps keep enemy units nice and close, so that they can eat up the Mortal Wounds caused by the Gnarlmaw's Sickness Blossoms ability. Send Mr. Slimux out to plant some gardens and make sure the enemy sticks around to properly... appreciate them. Warlord Trait- Touch of Vicissitude: When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage.

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage. Relic- Exalted Mutation: SORCERER model only. Add 1 to Strength, Toughness and Attack characteristics to the model with this Relic.

Cult of Prophecy [ edit ]

The Cult of Prophecy is guided by incessant whispers that bleed from the warp. From these they divine the outcomes of multiple futures, and seek out events that can be twisted to their own purpose. Thematically the Cult represents Manipulation of the future with all the uncertainty of Tzeentch thrown in for good measure. Mechanically the Cult adds a little more dice manipulation shenanigans and the ability to infuriate your opponent trying to charge your Warlord by walking away after overwatch. Psychic Power- Divine the Future (Warp Charge 6): Roll a D6 and set it aside. Until your next Psychic phase, you may replace a single rolled dice for hit, wound, advance, charge, psychic, morale, or Deny the Witch rolls for a Cult of Prophecy unit. Don't cast this with your warlord. Since all psykers with the Cult of Prophecy keyword can cast it, it is best used by a backline Aspiring sorcerer. You should mainly focus on using it to make crucial morale tests if you roll low, or to make a long charge if you roll high. Combine this with gaze of fate to highly increase your chance of making a charge even from 9". Warlord Trait- Guided by the Whispers: Once per turn, after this warlord fires Overwatch, it can immediately move up to 6" as if it were your Movement Phase.

Once per turn, after this warlord fires Overwatch, it can immediately move up to 6" as if it were your Movement Phase. Relic- Pythic Brazier: When a unit within 6" of a friendly Cult of Prophecy model with this Relic is chosen to shoot or fight with, you can re-roll one hit roll, one wound roll, or one damage roll. You mostly will want to use this in a detachment with Daemon engines that have D3 or D6 damage weapons, particularly Defilers. Since Daemonforge allows you to reroll all failed hits and wounds already, this relic allows you to just focus on rerolling the damage, which statistically can double the output of your Dd6 weapons.

As per the Ritual of the Damned FAQ, this relic only affects friendly Cult of Prophecy units.

Cult of Scheming [ edit ]

The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. Every conquest and withdrawal is a perfectly planned manoeuvre, a single step that leads towards some unseen master stroke. Thematically the Cult represents the Just As Planned aspect of Tzeentch embracing the idea that win or lose you won in your own way (and participation medals all round). Mechanically the Cult offers some niche objective control and minor command point manipulation, thoroughly failing to deliver the above theme. Psychic Power- Seeded Strategy (Warp Charge 6): Select one friendly Cult of Scheming unit within 24" (30" with BoS) of the caster. Unit can shoot/assault after it Fell Back.

Select one friendly unit within 24" (30" with BoS) of the caster. Unit can shoot/assault after it Fell Back. Warlord Trait- Grand Schemer: Whilst they are within 3", friendly CULT OF SCHEMING units gain the Disciples of Tzeentch ability, if such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.

Whilst they are within 3", friendly units gain the Disciples of Tzeentch ability, if such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker. Relic- Cha'qi'thl's Theorem: Once per battle, in any phase, you can use Cha'qi'thl's Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic's controlling player (whichever comes sooner). Ignore the Command Point cost of that Stratagem. For obvious reasons, use only on 2-3 cp strats.

Cult of Time [ edit ]

The Cult of Time is similarly enthralled by the future, as well as the present and past. They view the flow of time as an unwrought resource that can be shaped into a weapon. By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged. Thematically the Cult are masters of manipulation of Temporal Realm, re-writing events and history to more favourable outcomes of their goals. Mechanically the Cult allows you to restore lost models to units, cast more powers per turn and squeeze an extra turn out of a character. Psychic Power- Time Flux (Warp Charge 5): An infantry unit within 6" (12" with BoS) of the user has a lost model revived with all its wounds restored. An unmodified 9+ to manifest the power revives d3 models instead.

An infantry unit within 6" (12" with BoS) of the user has a lost model revived with all its wounds restored. An unmodified 9+ to manifest the power revives d3 models instead. Warlord Trait- Immaterial Echo: In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.

In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase. Relic- Hourglass of Manat: The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining placing it as close as possible to its previous location and more than 1" away from any enemy model. For maximum trolling (since you are a Disciple of Tzeentch after all) give to a character that you plan on casting Boon of mutation on (meaning not a daemon prince or sorcerer on disc) and cross your fingers for spawndon/daemonhood, if your plan miraculously/inevitably succeeds you get a new spawn/Daemon Prince with in addition to having your old character be brought back up with any buffs they may have got from Boon of mutation.

The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining placing it as close as possible to its previous location and more than 1" away from any enemy model.

Unit Analysis [ edit ]

HQ [ edit ]

A NOTE ON DAEMONIC MOUNTS : Notice that Daemonic Mounts give the model the DAEMON keyword. This is both good and bad. Good, because this means you get buffed by nearby Heralds (+1 Strength is nice) and get affected by several powers that wouldn't normally buff them, so if you want to go Daemonkin you have some synergy right there. (This is absolutely confirmed in the Designers' Commentary.) Bad because things like Grey Knights are that much stronger against you. Keep it in mind when you choose your Lords and Sorcerers. Remember that despite having DAEMON you do not gain god specific bonuses. For example, Ahriman with a disc has both DAEMON and TZEENTCH keywords but he does not gain +1 to his invuln because he lacks the Ephemeral Form special rule. This applies to all mounts. Note: Characters on demonic mounts have the Cavalry keyword. This disqualifies them from many stratagems and psychic powers as they are only applied to infantry, bikes, Daemon Princes, and helbrutes. Note 2: This does mean they will benefit from the Locus of Trickery if you brought any tzeentch daemon characters in a daemon detachment. They will NOT generate the aura, but will be able to use the buff if near the daemon character.

: Notice that Daemonic Mounts give the model the keyword. This is both good and bad. Good, because this means you get buffed by nearby Heralds (+1 Strength is nice) and get affected by several powers that wouldn't normally buff them, so if you want to go Daemonkin you have some synergy right there. (This is absolutely confirmed in the Designers' Commentary.) Bad because things like Grey Knights are that much stronger against you. Keep it in mind when you choose your Lords and Sorcerers. Remember that despite having you do not gain god specific bonuses. For example, Ahriman with a disc has both and keywords but he does not gain +1 to his invuln because he lacks the Ephemeral Form special rule. This applies to all mounts. Daemon Prince - This entry and the Daemon Prince of Tzeentch entry are treated as the same now with the Rule of Three for Organized Play.

- This entry and the Daemon Prince of Tzeentch entry are treated as the same now with the Rule of Three for Organized Play. Daemon Prince of Tzeentch - No longer the one man army he used to be, though his melee is still rather powerful. Use him to support other units with his 6" bubble and psychic powers. 8 wounds means he can't be targeted by shooting if he's not the closest unit, so keep him behind another unit that can match his 8" move speed. As a psyker, he knows Smite and two powers, and you have quite the options to pick from; that said, consider focusing on the Tzeentch discipline, since he's the only guy who can use those powers other than Magnus. He also buffs both models with the same Legion and Daemon Allegiance keywords. 8th Edition made all the melee weapon options for them the exact same cost, so now it's a choice between two more attacks (Talons), doing 1 more Damage per attack (Sword), or having your Strength, AP and Damage by 1 better at the cost of -1 to hit (Axe). The Talons are probably still his best equipment choice unless you're desperate for something to kill vehicles with, but even then, 7 attacks at -2 AP are nothing to scoff at. Like the Death guard daemon prince, the Thousand sons DP apparently sacrificed his gat for more psychic dakka Important thing to realise is that these daemon princes can cast 2 powers each psychic phase compared to the traditional 1. At no extra points cost. They still get the ephemeral daemon bonus which is what a normal daemon prince of Chaos dedicated to Tzeentch gets. This makes them seriously worth considering even outside a thousand sons detachment. They also have access to All 3 disciplines This makes these extremely versatile units with the ability to totally fuck stuff up in psychic and combat and providing useful buffs to other units around them. Consider surrounding them with Tzaangor for a fast screen with some damage output that also fits the requirements for most of their buffing psychic powers. Daemon Princes cannot take The Seer's Bane, Coruscator, or Prismatic Staff, as they do not have an inferno bolt pistol, force staff, or power sword to replace. They CAN, however, still take the Dark Matter Crystal, Athenaean Scrolls, or the Helm of the Third Eye. Has very good synergy with a Chaos Daemons of Tzeentch detachment. Use a Pink Horror Bomb (30 Pink Horrors, 1 Changecaster for +1 Strength and Daemonspark Warlord trait if you feel like making the little guy the Warlord), fly the Daemon Prince over to them, cast Flickering Flames and watch 90 shots decimate or better (you should get about 15% casualties per shot against MEQ, and decimating is 10%....) the enemy on 4+ to hit, re-rolling 1s to hit, strength 4, +1 to wound, re-rolling 1s to wound. If you're lucky, Boon of Change could even make them strength 5 shots, which would wound Marines on 2 and Death Guard on 3. Very important difference between this version and his Chaos Space Marine twin is one tiny rule called Ephemeral Daemon which, instead of the traditional 5++ Daemon Save, gives him a 4++ . Combine this with either the Otherworldly Prescience WT or the Weaver of Fates Psychic Power and have a Daemon Prince with an equivalent of a Storm Shield !

- No longer the one man army he used to be, though his melee is still rather powerful. Use him to support other units with his 6" bubble and psychic powers. 8 wounds means he can't be targeted by shooting if he's not the closest unit, so keep him behind another unit that can match his 8" move speed. As a psyker, he knows and two powers, and you have quite the options to pick from; that said, consider focusing on the Tzeentch discipline, since he's the only guy who can use those powers other than Magnus. He also buffs both models with the same Legion and Daemon Allegiance keywords. 8th Edition made all the melee weapon options for them the exact same cost, so now it's a choice between two more attacks (Talons), doing 1 more Damage per attack (Sword), or having your Strength, AP and Damage by 1 better at the cost of -1 to hit (Axe). The Talons are probably still his best equipment choice unless you're desperate for something to kill vehicles with, but even then, 7 attacks at -2 AP are nothing to scoff at. Like the Death guard daemon prince, the Thousand sons DP apparently sacrificed his gat for more psychic dakka Exalted Sorcerer - Knows two psychic powers from the Discipline of Change or Dark Hereticus. Can cast two powers and deny one. Their main strength is that they have the combat stats (not necessarily equipment, but not far off) of a Chaos Lord with the Psychic power of a Sorcerer. Can't take familiars (so no +1 to cast), but they do get Lord of the Thousand Sons which provides re-roll 1's to hit to units within 6" which more than makes up for it in most circumstances. Ahriman is a much better version of an Exalted Sorcerer and will therefore likely see a lot more use than they will. If you have a few backfield vehicles (predators, for example) then it might be worth taking one of these guys, giving him a disc and giving him Prescience/Temporal Manipulation. It's a lot cheaper than taking a Daemon Prince, he should rarely be the closest target to the opponent and you'll be buffing your ranged troops with the aura, healing some of the damage they sustain and with 24" range you should still be able to prescience anything you like. You could buy him a power sword and give him Seer's Bane, combined with Diabolic strength, and you have yourself a highly cost effective close combat monster swinging 5 attacks at S12 AP-3 D1d3 against any psyker or LD 9+ unit. Is also still swinging at S6 AP-3 D1d3 against other targets, which is still potent.

- Knows two psychic powers from the Discipline of Change or Dark Hereticus. Can cast two powers and deny one. Their main strength is that they have the combat stats (not necessarily equipment, but not far off) of a Chaos Lord with the Psychic power of a Sorcerer. Can't take familiars (so no +1 to cast), but they do get which provides re-roll 1's to hit to units within 6" which more than makes up for it in most circumstances. Ahriman is a much better version of an Exalted Sorcerer and will therefore likely see a lot more use than they will. Sorcerer - The future Exalted Sorcerers. They can cast two powers and deny one. They're as good at casting as Exalted Sorcerers , benefit from the +6" range but have less wounds, worse combat stats and, vitally, no reroll 1s to hit aura. However, they do make a good option for a 2nd psyker character and might be useful if you don't need a 2nd aura. Per the datasheet rules, Codex units can take wargear they had in Legends, since this is a Sorcerer, not a Sorcerer of Tzeentch. You can still take things like the Jump pack and Force Axe, but you have to pay the Legends point costs and the cost of a jump pack makes the sorcerer the same cost as a terminator sorcerer, making his utility very niche. Gains a 5++ save and an inferno bolt pistol instead of a normal one. Sorcerer in Terminator Armour - Heavy duty Sorcerer. Note that this guy costs 20pts more than the vanilla one, but if you fear for his safety this is good investment. The main reason to take this guy is to accompany Scarab Occults or units making use of the Deep Strike stratagem. Can also take a familiar upgrade that gives +1 to the first spell he casts each turn. If using a familiar, the 'High Magister' warlord trait and the 'Cabalistic Focus' stratagem, you can have the hardest power to cast (Doombolt) going off on a 5! a 5! You'll Almost automatically pass most others, so the warp is your oyster! Sorcerer on Disc of Tzeentch - Legends only. Costs 46 points more than a sorcerer with a jump pack, and can't take an Inferno Bolt Pistol or Warpflame Pistol. In exchange you get... the DAEMON keyword and the functional equivalent of a chainsword . Not a good choice, or even a mediocre one, but a couple quick notes on this guy before you completely dismiss him. One,