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The sorcerers of Tzeentch wield devastating psychic might! Build your Thousand Sons army list with complete datasheets for Rubric Marines, sorcerers, and the Legion of the Cyclops.
Quick reference
Current 11th Edition points for every datasheet, updated with the latest Munitorum Field Manual. Open any unit for its complete stats, weapons and abilities.
Thousand Sons are the psychic army. Almost everything in the roster interacts with psychic powers in some way, and the army generates and spends a psychic resource that fuels its abilities. Where other armies shoot and fight, Thousand Sons additionally apply a layer of psychic damage and control that ignores much of the usual defensive maths.
Rubric Marines are the core: extremely durable against small arms, slow, and backed by sorcerers who supply the actual threat. The army plays as a slow advance behind a wall of ceramite while the psychic phase does the real work.
It is one of the more mechanically complex armies in the game, with more decisions per turn than most, and it rewards a player willing to learn the interactions properly.
Sorcerers are not optional. The psychic engine is the army, and cutting characters for another Rubric squad usually makes the list worse.
Build in a way to handle armour. Psychic damage covers a lot of problems but dedicated anti-tank is still a deliberate inclusion.
If you are new to Thousand Sons: Learn your psychic options thoroughly before your first game. Thousand Sons have more per-turn decisions than most armies and playing them without knowing the toolkit wastes the faction.
Psychic-focused with durable infantry. Thousand Sons dominate the psychic phase and use sorcery to buff their forces while devastating enemies.
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