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★ Thousand Sons

The name of the Thousand Sons was taken from the initial series of genetic imprints taken from the tissue of their Primarch, Magnus the Red. Magnus’ soul had already been touched by Chaos, and Tzeentch insinuated into him a fascination with the Warp and the occult forces that lie within its fabric. From his imprint, a thousand Space Marines were created – the Thousand Sons of Magnus. An entire Legion of many thousands of Space Marines were subsequently raised to take part in the Great Crusade, but the Legion always kept the title of the Thousand Sons.

How This Supplement Works

On this page you will find special rules unique to armies from the Thousand Sons that reflect their tactics on the battlefield. You will also find Warlord Traits, Chaos Artefacts and Tactical Objectives that you can use when fielding your Thousand Sons army in games of Warhammer 40,000, and a Detachment – the Grand Coven.

Books


BookKindEditionVersionLast update
► War Zone Fenris: Wrath of MagnusCampaign71.0December 2016
  Gathering the Storm: Fracture of Biel-tanSupplement71.0February 2017

FAQ

War Zone Fenris: Wrath of Magnus

 Q: Do the units that are created count as Objective Secured if the Pink Horrors that spawned them had that rule? Are they a part of the Detachment that spawns them and therefore subject to all the rules of the Detachment?
 A
No to both questions.
 Q: Should the player pay points for the extra units formed when Pink or Blue Horrors split?
 A
No.
 Q: Do the new Pink Horrors get Malefic psychic powers?
 A
No, they do not get Daemonology (Malefic) Powers.
 Q: Does the entire spawned unit have to be within 6" or just 1 model in it? Could I string a unit of Blue Horrors or Brimstone Horrors across the table, with just 1 model within 6" of the Pink Horrors? It is not clear.
 A
The entire squad needs to be within 6".
 Q: It seems that the only thing that stops them from Splitting is if they roll a Daemonic Instability test result that causes the entire unit to be taken off of the table. Is this correct?
 A
Yes.
 Q: What do you do if a unit of Blue Horrors or Brimstone Horrors cannot be placed because there are enemy models that prohibit this? I assume they are destroyed, or those that cannot be placed are destroyed, but it does not say.
 A
Any models that cannot be placed are destroyed (the destruction of Blue Horrors in this manner does not create any Brimstone Horrors).
 Q: If the entire unit of Pink Horrors is destroyed, do you place the Blue Horrors immediately? The Split special rule indicates that you only immediately place the Blue Horrors if a ‘rule’ causes the entire unit of Pink Horrors to be wiped out (which wounds like it is indicating something like Perils of the Warp, etc.) but what about simple attrition? If I shoot and destroy 10 of 10 Pink Horrors, how do I place a unit of 20 or 40 Blue Horrors within 6" of the Pink Horrors if they are no longer there? Or, was the Split rule that talks about them being removed all at once due to a rule meant to indicate simply any time they are wiped out? It’s a bit ambiguous.
 A
If a unit is wiped out, place the new unit immediately before removing the last model as a casualty.

Thousand Sons Special Rules

Any Detachment with the Chaos Space Marines Faction can be from the Thousand Sons. A Thousand Sons Detachment retains the Chaos Space Marines Faction and is treated in all ways as a Chaos Space Marines Detachment, with the following modifications:
All units in a Thousand Sons Detachment or Formation gain the following special rules:

Blessing of Tzeentch

If a unit with the Veterans of the Long War special rule is affected by a blessing, their invulnerable save is improved by 1 until the start of your next Psychic phase.

Blood Feud

All units with the Veterans of the Long War special rule re-roll failed To Hit rolls in every round of close combat when attacking Space Wolves units. However, all Space Wolves units have the Hatred (Thousand Sons) special rule.

Legacy of the Rubricae

Units of Rubric Marines are Troops choices instead of Elites choices.

Special Rules


Bane of Wisdom

Against non-vehicle targets, the Strength value of the Seer’s Bane is equal to the bearer’s Leadership characteristic, and all To Wound rolls are made against the target’s Leadership characteristic instead of their Toughness. However, use the target’s Toughness values as normal for determining whether or not the Seer’s Bane inflicts Instant Death.

Repelling Sweep

Enemy units attempting to charge the bearer or his unit must subtract 2 from their charge roll.

Tactical Objectives

D6Result
11Ritual Slaughter 
12Psychic Supremacy 
13Vengeance Long Awaited 
14Arcane Rite 
15The Wrath of Magnus 
16Power of the Cabal 

Below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Thousand Sons players, and help to reflect their psychic might and esoteric methods of waging war.

If your Warlord is from a Thousand Sons Detachment or Formation, you may replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules with the tactical objectives below.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Thousand Sons player using these tactical objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Thousand Sons Tactical Objective, as shown in the table below. Other Tactical Objectives (numbers 21-66) are generated normally.

RITUAL SLAUGHTER
The letting of blood is a powerful ingredient of fell rituals – spill it to Tzeentch’s liking, and reap the rewards.
11
Score 1 Victory Point at the end of your turn if you killed at least 9 enemy models during your turn.
Type: THOUSAND SONS
PSYCHIC SUPREMACY
The sons of Prospero have long been masters of the Empyrean – those who rival their supremacy must have their works undone.
12
Score 1 Victory Point at the end of your opponent’s turn if you made a successful Deny the Witch test to nullify an enemy psychic power earlier during their turn.
Type: THOUSAND SONS
VENGEANCE LONG AWAITED
The Thousand Sons have waited for millennia to avenge the wrongs of the Horus Heresy – now that reckoning is at hand.
13
Score 1 Victory Point at the end of your turn if you completely destroyed at least one enemy unit belonging to a Faction which is part of the Armies of the Imperium during your turn.
Type: THOUSAND SONS
ARCANE RITE
The land itself contains great power – for this geomantic rite to be complete, the battlefield must belong to the Thousand Sons.
14
Score D3 Victory Points at the end of your turn if you control at least one Objective Marker and your opponent controls none at the end of your turn.
Type: THOUSAND SONS
THE WRATH OF MAGNUS
It is not enough to merely slay the foe – he must be overcome in mind, body and spirit for Magnus’ work to be complete.
15
Score D3 Victory Points at the end of your turn if you completely destroyed an enemy unit in the Psychic phase of your turn.
Type: THOUSAND SONS
POWER OF THE CABAL
To muster even a fragment of the Legion’s former splendour is to show the power of Prospero reborn. Woe to those nearby!
16
Score D3 Victory Points at the end of your turn if you successfully manifested three psychic powers of different types (e.g. blessing, beam and nova). Score D3+3 Victory Points instead if you successfully manifest six psychic powers of different types during your turn.
Type: THOUSAND SONS

Warlord Traits

When generating his Warlord Traits, a Warlord from a Thousand Sons Detachment may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Chaos Space Marines

D6Warlord Traits
1Arrogance of Aeons
The Warlord draws strength from a long-harboured hubris; the idea of submitting to the will of another is anathema to him.
Your Warlord has the Adamantium Will special rule and can choose to re-roll a single dice each time they make a Deny the Witch test. 
2Undying Form
The Warlord’s body has been transformed into an impervious substance such as psychocrystal, living granite, or glittering cosmic dust.
Your Warlord has the Eternal Warrior special rule. 
3Aetherstride
By chanting an ancient incantation, the Warlord can fold time and space to walk through walls as if he were no more than an unquiet spirit.
Your Warlord and his unit are not slowed by difficult terrain and do not suffer the penalty to their Initiative for charging through difficult terrain
4Lord of Forbidden Lore
This Warlord has committed to memory many a grimoire and graven tome, giving him extensive knowledge of hexes, cantrips and spells.
Your Warlord knows one additional psychic power
5Walker of the Webway
The Warlord knows many of the hidden webway paths long claimed by the forces of disorder, and uses them to launch sudden unheralded attacks.
Your Warlord and his unit have the Deep Strike special rule. If they already had the Deep Strike special rule, then do not roll for scatter when they arrive by Deep Strike. 
6Lord of Flux
The ground itself rebels at the Warlord’s presence – he is so anathema to natural order that rock runs like liquid, earth twists into snapping maws, and roots writhe and clutch like the fingers of living skeletons.
Enemy units within 12" of your Warlord treat all terrain, even open ground, as difficult terrain. In addition, all models in any enemy units that Run, Turbo-boost, move Flat Out or charge within 12" of your Warlord must take a Dangerous Terrain test

Detachments


Thousand Sons Grand Coven

The Grand Coven allows you to represent the typical structure of a Thousand Sons army on the battlefield. Whether you wish to bring death and destruction with the full might of a Chaos invasion force, or field an elite warband tasked with some dark purpose, the choices below offer a great way to pick your army.

The Grand Coven is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Grand Coven are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Grand Coven, that entire Grand Coven is your Primary Detachment.

Command
0-4
Core
1+
Auxiliary
1+


 • Magnus the Red
 • 3-9 units chosen from the following:
  - Daemon Prince1
  - Exalted Sorcerer
1 Must have the Daemon of Tzeentch special rule.
 • Ahriman
 • 3-9 Exalted Sorcerers

LORD OF THE LEGION
 • 1 of the following:
  - Magnus the Red
  - Ahriman
  - Daemon Prince1
  - Exalted Sorcerer
1 Must have the Daemon of Tzeentch special rule.

 • 1 of the following:
  - Ahriman
  - Daemon Prince1
  - Exalted Sorcerer
 • 1-3 units chosen from the following:
  - Exalted Sorcerer
  - Sorcerer
 • 1-3 units of Rubric Marines
 • 1-3 units of Scarab Occult Terminators
1 Must have the Daemon of Tzeentch special rule.
 • 1 of the following:
  - Magnus the Red
  - Ahriman
  - Daemon Prince1
  - Exalted Sorcerer
  - Sorcerer
 • 3-9 units of Scarab Occult Terminators
1 Must have the Daemon of Tzeentch special rule.

 • 1 of the following:
  - Daemon Prince1
  - Exalted Sorcerer
  - Sorcerer
 • 3-9 units chosen from the following:
  - Exalted Sorcerer
  - Sorcerer
1 Must have the Daemon of Tzeentch special rule.

LEGION ARMOURY
 • 1 unit chosen from the following:
  - Chaos Land Raider
  - Chaos Predator
  - Chaos Vindicator
 • 1 Sorcerer or Exalted Sorcerer
 • 3 units of Tzaangors
 • 0-6 units chosen from the following:
  - Tzaangors
  - Chaos Spawn

DAEMON ENGINES
 • 1 unit chosen from the following:
  - Defiler
  - Forgefiend
  - Helbrute
  - Heldrake
  - Maulerfiend

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to four Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment.

COMMAND BENEFITS
Lord of Fallen Prospero: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Thousand Sons Warlord Traits table.

Masters of Arcane Knowledge: If a Psyker from this Detachment suffers Perils of the Warp, you can choose to re-roll the result. In addition, Psykers from this Detachment can attempt to manifest one additional psychic power in each Psychic phase. For example, a Psyker with a Mastery Level of 3 could attempt to manifest 4 psychic powers.

Formations


Ahriman’s Exiles

FORMATION
 • Ahriman
 • 3-9 Exalted Sorcerers
RESTRICTIONS
This is a Thousand Sons Detachment.
SPECIAL RULES
Cabal of the Rubric: Ahriman, and models from this Formation that are within 18" of him, harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers.

Favoured of Tzeentch: If an Ahriman’s Exiles contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Rehati War Sect

FORMATION
 • Magnus the Red
 • 3-9 units chosen from the following:
  - Daemon Prince
  - Exalted Sorcerer
RESTRICTIONS
This is a Thousand Sons Detachment. All Daemon Princes and Exalted Sorcerers in the Formation must be upgraded to Psyker (Mastery Level 3).
SPECIAL RULES
Court of the Crimson King: Whilst they are within 18" of Magnus the Red, Daemon Princes and Exalted Sorcerers from a Rehati War Sect harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers, and they have line of sight to every unit on the battlefield when determining the targets of their psychic powers.

Favoured of Tzeentch: If a Rehati War Sect contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Sekhmet Conclave

FORMATION
 • 1 of the following:
  - Magnus the Red
  - Ahriman
  - Daemon Prince
  - Exalted Sorcerer
  - Sorcerer
 • 3-9 units of Scarab Occult Terminators
RESTRICTIONS
This is a Thousand Sons Detachment.
SPECIAL RULES
 • Fear

Favoured of Tzeentch: If a Sekhmet Conclave contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Sorcerous Sigil-wards: Units from a Sekhmet Conclave have +1 Toughness so long as they are within 6" of at least 2 other units from their Formation.

Tzaangor Warherd

FORMATION
 • 1 Sorcerer or Exalted Sorcerer
 • 3 units of Tzaangors
 • 0-6 units chosen from the following:
  - Tzaangors
  - Chaos Spawn
RESTRICTIONS
This is a Thousand Sons Detachment.
SPECIAL RULES
 • Fleet

Avaricious Vigour: Tzaangor units from this Formation can Run and charge in the same turn. In addition, if a charging Tzaangor unit rolls 9 or more for its charge roll, add 1 to their Strength and Initiative in the ensuing Fight sub-phase.

Favoured of Tzeentch: If a Tzaangor Warherd contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

War Cabal

FORMATION
 • 1 of the following:
  - Ahriman
  - Daemon Prince
  - Exalted Sorcerer
 • 1-3 units chosen from the following:
  - Exalted Sorcerer
  - Sorcerer
 • 1-3 units of Rubric Marines
 • 1-3 units of Scarab Occult Terminators
RESTRICTIONS
This is a Thousand Sons Detachment.
SPECIAL RULES
Favoured of Tzeentch: If a War Cabal contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Oracular Guidance: If a Psyker from a War Cabal successfully manifests a psychic power, the Psyker, and any War Cabal unit he is part of or has joined, can re-roll failed To Hit rolls of 1 until the start of your next Psychic phase.

War Coven

FORMATION
 • 1 of the following:
  - Daemon Prince
  - Exalted Sorcerer
  - Sorcerer
 • 3-9 units chosen from the following:
  - Exalted Sorcerer
  - Sorcerer
RESTRICTIONS
This is a Thousand Sons Detachment.
SPECIAL RULES
Favoured of Tzeentch: If a War Coven contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Prosperine Cult: Before generating powers for models from a War Coven, you can choose a single cult of ancient Prospero from those listed below. All units in the Formation then count as having belonged to that cult, and harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers from their cult’s associated psychic discipline:

CultPsychic Discipline
PavoniBiomancy 
CorvidaeDivination 
PyraePyromancy 
RaptoraTelekinesis 
AthanaeansTelepathy 

Chaos Artefacts of the Thousand Sons

The artefacts of the Thousand Sons are items of incredible rarity, bestowing great power upon the Sorcerers that carry them. Only one of each of the following items may be chosen per army, and only one may be chosen per model.


Units in a Thousand Sons Detachment or Formation that can normally take Chaos Artefacts in Codex: Chaos Space Marines can choose to take items from the Chaos Artefacts of the Thousand Sons list below at the points cost shown instead.

Staff of Arcane Compulsion 10 pts
Athenaean Scrolls 20 pts
Coruscator 20 pts
Helm of the Third Eye 20 pts
Astral Grimoire 30 pts
Seer’s Bane 40 pts

Astral Grimoire

The Astral Grimoire contains the magic of the stars, its hermetically inscribed constellations and cosmic diagrams imbuing it with so much astrological energy it must be bound with chains to stop it from orbiting its owner as a moon orbits its planet. One in command of this powerful relic can escape the quotidian shackles of gravity; the powers of levitation and even flight are his to command.
At the start of the Movement phase, pick the bearer or a single friendly Infantry unit within 12" of the bearer. For the duration of the phase, that unit has the Jump unit type.

Athenaean Scrolls

The arch-sorcerer Ahriman consumed the knowledge contained in the Athenaeum of Kallimakus long ago. However, not all of the Athenaeum’s founders were slain when their repository of knowledge was destroyed. Some of their Apollonian disciplines have since been transcribed on sanctified papyrus in order to keep an echo of that great library in existence. One who possesses the so-called ‘Athenaean Scrolls’ has access to advanced psychic techniques that make his spells all but unstoppable.
If the bearer makes a successful Psychic test that includes two or more dice of the same number, the power has been manifested with such unstoppable force that the target unit cannot choose to take a Deny the Witch test.

Coruscator

Of all the Warp-forged weapons carried to battle by the Thousand Sons, Coruscator is the most revered. Since the time of the Horus Heresy, it has taken the lives of countless loyalist Space Marines, and its daemonic spirit will take any chance to stoke the fires of hatred that eat away at the Imperium from within. When the trigger is pulled, Coruscator fires not bolts, but blinding helices of magical energy that punch a smoking hole through a target’s torso – the edges of that grievous wound will glitter and burn until there is nothing left to consume.
Replaces one of the bearer’s ranged weapons.

Range S AP Type
12" 4 3 Pistol, Blast, Soul Blaze

Helm of the Third Eye

Many of the Thousand Sons’ disciplines teach of a mystical third eye that stares out from the forehead, seeing with far more than sight alone and even staring into the souls of men. This helm incorporates a crystalline eyeball that allows the wearer to perceive the intent of those around him, giving him a chance to react even before they have committed to their next action.
The wearer and any unit he joins can fire Overwatch even if they have the Slow and Purposeful special rule. Units that do not have the Slow and Purposeful special rule can instead fire Overwatch at Ballistic Skill 2.

Seer’s Bane

The Seer’s Bane is a Daemon weapon, quenched in the blood of a grand vizier and bound tight with a thousand curses. Its magic-infused alloys form the prison for the disgraced Lord of Change Malach’raccatax, who once uttered an unvarnished truth in the presence of Lord Tzeentch. It is said this ensorcelled weapon is the bane of learned men, and that it can cut through the minds of those that earn its master’s ire as easily as it slices apart their flesh.
Replaces the bearer’s Melee weapon.

Range S AP Type
- User 2 Melee, Bane of Wisdom, Daemon Weapon, Force

Bane of Wisdom: Against non-vehicle targets, the Strength value of the Seer’s Bane is equal to the bearer’s Leadership characteristic, and all To Wound rolls are made against the target’s Leadership characteristic instead of their Toughness. However, use the target’s Toughness values as normal for determining whether or not the Seer’s Bane inflicts Instant Death.

Staff of Arcane Compulsion

This long-hafted weapon is bound with hypnotic rune-forms. Created by the arch-seneschal Tazariq to keep the oppressed masses of Cataractis from his door, it can repel a distant throng of enemy warriors with a simple horizontal motion. When the Long War erupts on a battlefield, the time bought by the staff’s protective magic can be the difference between life and death.
Replaces the bearer’s Melee weapon.

Range S AP Type
- +2 4 Melee, Concussive, Force, Repelling Sweep

Repelling Sweep: Enemy units attempting to charge the bearer or his unit must subtract 2 from their charge roll.

Altar of War: Thousand Sons Missions

This page includes three Altar of War missions for the Thousand Sons which illustrate the mysterious strategies used by this army and provide new tests of your tactical ability.

If either you or your opponent wish to use an Altar of War mission, roll-off at the start of The Mission step of Preparing for Battle in Warhammer 40,000: The Rules.

The winner of the roll-off can either choose to roll on the Eternal War or Maelstrom of War mission tables, or agree with their opponent to select an Altar of War mission from this page that they wish to fight. Picking missions is a great way to try out a particular mission you haven’t fought before or to hone your skills at missions you have fought previously.



1-2
ALTAR OF WAR

Fury of the Storm

The intrinsic psychic talents of the Thousand Sons enable them to bring about a world’s apocalypse by channelling the destructive potency of a Warp storm through arcane rituals – a risky but incredibly deadly practice for which the Thousand Sons are rightly feared even above and beyond the other Traitor Legions.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

The Thousand Sons Warlord must have the Chaos Space Marines Faction and either the Mark of Tzeentch or the Daemon of Tzeentch special rule.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission. The centre point of the battlefield represents a ritual site (see map).

DEPLOYMENT
The Thousand Sons player deploys first, setting up all of their models that are not being held in Reserve within 9" of the centre of the battlefield. Their opponent deploys second, setting up all their units not held in Reserve anywhere in their deployment zone (see map).

FIRST TURN
The Thousand Sons player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Thousand Sons player wins if they still have at least one Psyker, or unit with the Brotherhood of Psykers/Sorcerers special rule, on the battlefield. Any other result is a victory for their opponent.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Channelling the Storm: At the start of every Psychic phase, when generating Warp Charge, players can choose to try to channel additional power from the Warp storm with each of their Psykers that are on the battlefield. To do so, the controlling player rolls a dice for each of their Psykers that they wish to channel with: on a roll of 2-6, that Psyker generates one additional dice for their Warp Charge pool. On a roll of 1, the Psyker being rolled for immediately suffers Perils of the Warp. In the case of a unit with the Brotherhood of Psykers/Sorcerers special rule, only one attempt to channel the storm can be made in each Psychic phase.

From the Warp They Come: When they arrive, the Thousand Sons player’s units that are held in Reserve must do so via Deep Strike. When doing so, however, the first model that is placed from each unit must be positioned within 18" of the centre of the battlefield before rolling for scatter.

Lines of Retreat: Units belonging to the enemy player Fall Back towards the nearest table edge. Any Thousand Sons units that Fall Back must do so towards the centre of the board, where they will remain until they Regroup.

Psychic Backlash: Each time a Psyker, or the last model in a unit with the Brotherhood of Psykers/Sorcerers special rule, belonging to the Thousand Sons player is slain, roll a dice immediately before removing the model as a casualty. All units within D6" of the slain Psyker suffer D6 Strength 6 AP1 hits.

The Warp Storm Unleashed: At the start of each of their Shooting phases, the Thousand Sons player must roll on the Tzeentchian Warp Storm table.

3-4
ALTAR OF WAR

Timeless Vengeance

In the Eye of Terror, time holds no sway. Yet of all the Traitor Legions that fled there in the wake of the Horus Heresy, it is the Thousand Sons that have best learned to patiently wait until the exact moment when their plan reaches fruition, when their vengeance will take the greatest toll on those they blame for their long exile.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

The Thousand Sons Warlord must have the Chaos Space Marines Faction and either the Mark of Tzeentch or the Daemon of Tzeentch special rule.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
The enemy player deploys first, setting up any units not being held in Reserve anywhere within their deployment zone (see map). The Thousand Sons player does not set up any units at this point; their units arrive later in the game (see Mission Special Rules).

FIRST TURN
The Thousand Sons player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Thousand Sons player wins if they have completely destroyed all their opponent’s forces. If there are any models belonging to their opponent remaining, including those in units that are Falling Back, the enemy player wins.

Units that are not on the battlefield at the end of the game count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

All According to Plan…: At the start of their first turn, the Thousand Sons player can move any of their units onto the battlefield from anywhere along any table edge they wish. Any units that they choose not to move onto the battlefield at the start of their first turn in this manner must be held in Reserve.

Courage Born of Desperation: All non-vehicle units belonging to the enemy player have the Fearless and Hatred special rules.

Lines of Retreat: Any units belonging to the Thousand Sons player that Fall Back do so towards the nearest table edge. Any of the enemy player’s units that Fall Back must do so towards the centre of the board, where they will remain until they Regroup.

5-6
ALTAR OF WAR

The Quest for Knowledge

From the earliest days of the Great Crusade, the Thousand Sons have craved improved understanding of all things arcane, regardless of its source. Indeed, it was this endless thirst for knowledge that led to their damnation, yet to this day they continue their search to unlock the mysteries of the Warp and become its masters.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules.

The Thousand Sons Warlord must have the Chaos Space Marines Faction and either the Mark of Tzeentch or the Daemon of Tzeentch special rule.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

Objective Markers
After terrain has been set up, but before determining table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers as described in Warhammer 40,000: The Rules.

DEPLOYMENT
Players must deploy using the Standard Deployment Method.

FIRST TURN
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

Tactical Objectives
Each player generates 3 Tactical Objectives at the start of their first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have scored the same number of Victory Points, the game is a draw.

Primary Objectives
Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, they have fewer than 3 Active Tactical Objectives, they must generate a number of new Tactical Objectives until they have 3.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves, Tactical Objectives.

A Solemn Duty: Non-vehicle units belonging to the enemy player have the Stubborn special rule whilst they are within 3" of an Objective Marker.

Reclaiming Stolen Secrets: The enemy player scores 2 Victory Points instead of 1 for achieving a Take & Hold or Storm & Defend Tactical Objective if the Thousand Sons player controlled the objective in question at the start of turn.

Seeking Knowledge: The Thousand Sons player earns 2 Victory Points for each Take & Hold and Storm & Defend Tactical Objective that they achieve.