Warhammer 40,000 rules

Factions — Codex: Thousand Sons

Thousand Sons

Cabal of Sorcerers #

If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed on the right. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.

Psychic Test Sequence

Roll 2D6

Roll 2D6

Channel the Warp
(Optional)

Optionally, you can roll one additional D6.

Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds.

If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

Destiny’s Ruin (Psychic)Warp Charge - 5

Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

Temporal Surge (Psychic)Warp Charge - 6

Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a Normal move of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

Doombolt (Psychic)Warp Charge - 7

Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 mortal wounds. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

Twist of Fate (Psychic)Warp Charge - 9

Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

FAQ

Errata Army Rule, Cabal of Sorcerers

Change first paragraph to:

‘If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed on the right. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.’

Destiny’s Ruin (Psychic)
Change to:

‘Select one enemy unit within 24” of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.’

Temporal Surge (Psychic)
Change to:

‘Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24” of and visible to the manifesting model. That unit can make a Normal move of up to D6”. If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6” instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.’

Twist of Fate (Psychic)
Change to:

‘Select one enemy unit within 24” of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.’

in the full FAQ
Q When using the Cabal of Sorcerers army rule, if I roll one or more doubles or triples, does my model only suffer D3 mortal wounds if I chose to Channel the Warp?

Yes.

in the full FAQ
Q Do I need to sequence all of my Cabal of Sorcerers Rituals at the start of my Shooting phase?

No, you just pick a model with the Cabal of Sorcerers rule, pick a Ritual to manifest, and attempt it, then repeat the process until you have run out of models or Rituals or both.

in the full FAQ
Q When using the Cabal of Sorcerers army rule, do I have to choose whether to Channel the Warp before rolling any dice?

No.

in the full FAQ

Pact of Sorcery #

When mustering your army, unless specifically stated otherwise, you cannot select SCINTILLATING LEGIONS as your Army Faction.

Grand Coven 3 pts #

Priority Assets

Kindred Sorcery #

In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.

Imbued Manifestation

Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army.

Psychic Maelstrom

Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll.

Wrath of the Immaterium

Psychic weapons equipped by THOUSAND SONS models from your army have the [DEVASTATING WOUNDS] ability.

Enhancements

Lord of Forbidden Lore #

20 pts

THOUSAND SONS model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.

Incandaeum #

15 pts

EXALTED SORCERER model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army has already attempted to manifest that Ritual this phase.

Errata Grand Coven Detachment, Incandaeum Enhancement

Change to:

EXALTED SORCERER model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army have already attempted to manifest that Ritual this phase.

in the full FAQ

Umbralefic Crystal #

20 pts

THOUSAND SONS model only. (Once per battle, per army) In your Command phase, if this unit is unengaged, you can use this ability. If you do:
▪ Place this unit in strategic reserves.
▪ This unit has Deep Strike until the start of your next Shooting phase.
▪ This unit must make an ingress move in your next Movement phase (including in your first turn).

Eldritch Vortex of E’Taph #

35 pts

THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer.

Stratagems

Psychic Dominion #

1 CP Epic Deed CommandMovementShootingChargeFight either turn
When

Any phase, just after an enemy unit has selected its targets.

Target

One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, all attacks made against your unit with Psychic weapons have the [HAZARDOUS] ability and all models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.

Destined by Fate #

1 CP Epic Deed CommandMovementShootingChargeFight either turn
When

Any phase, just after a saving throw is failed for a THOUSAND SONS PSYKER model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once.

Target

That PSYKER model.

Effect

Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for.

Egotistical Power #

1 CP Strategic Ploy Command your turn
When

Your Command phase.

Target

One THOUSAND SONS PSYKER unit from your army.

Effect

Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability (see Kindred Sorcery). Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle.

Desecration of Worlds #

1 CP Epic Deed Command your turn
When

Your Command phase.

Target

One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.

Effect

That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Arcane Focus #

1 CP Epic Deed Shooting your turn
When

Your Shooting phase, just after you take a Psychic test for a THOUSAND SONS model from your army that Channelled the Warp (before resolving that Ritual).

Target

That THOUSAND SONS model.

Effect

Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).

Devastating Sorcery #

2 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.

Ritual of Regeneration 1 pts #

Take and Hold

Sorcerous Invigoration #

(Once per turn, per unit) When a friendly Thousand Sons Psyker unit (excluding Monster units) successfully manifests a Ritual, that unit heals D3 wounds.

Enhancements

Curse of Life #

20 pts

Infantry/Mounted Thousand Sons Psyker model only. When this model heals as a result of the Sorcerous Invigoration detachment rule, you can add 3 to the number of wounds healed.

Eruption of Vitality #

35 pts

INFANTRY/MOUNTED THOUSAND SONS PSYKER model only. (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6:
▫ On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining.

Stratagems

Multitudinous Limbs #

1 CP Shooting your turn
When

Your Movement phase, when a friendly Infantry/Mounted Thousand Sons Psyker unit is selected to make an advance/fall back move.

Target

That Infantry/Mounted Thousand Sons Psyker unit.

Effect

That move does not prevent your unit from being eligible to start an action.

Relentless Rebirth #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly Infantry/Mounted Thousand Sons Psyker unit suffers a mortal wound.

Target

That Infantry/Mounted Thousand Sons Psyker unit.

Effect

Your unit has Feel No Pain 5+ against mortal wounds.

mutagenic magicks #

1 CP Fight either turn
When

Start of the Fight phase.

Target

One friendly engaged Thousand Sons Psyker unit.

Effect

Select one enemy unit engaged with your unit. Roll six D6:

  • For each 4+, that enemy unit suffers 1 mortal wound.

Sekhetar Cohort 1 pts #

Disruption

Ensorcelled Animus #

  • Friendly SEKHETAR ROBOTS unit’s attacks have [Psychic].
  • Friendly Thousand Sons Psyker units have the following ability:

Infusion (Aura): While a friendly SEKHETAR ROBOTS unit is within 12" of this unit, that unit’s melee attacks have +1 WS.

Enhancements

Occulus Infernum #

20 pts

Sorcerer/Exalted Sorcerer model only. In your Movement phase, at the start or end of this unit’s move, you can select one friendly SEKHETAR ROBOTS unit within 6" of this unit. That unit’s ranged attacks have +1 BS until the start of your next turn.

Walking Rampart #

30 pts

Sorcerer/Exalted Sorcerer model only. This model has the following abilities:

  • Soul Bound: In your Movement phase, at the start or end of this unit’s move, you can select one friendly SEKHETAR ROBOTS unit within 3" of this model. That SEKHETAR ROBOTS unit heals D3+1 wounds.
  • Kine‑shielded Guardians: While this model is within 3" of a friendly SEKHETAR ROBOTS unit, this model has Lone Operative.

Stratagems

Arcane Venting #

1 CP Movement your turn
When

End of your Movement phase.

Target

One friendly SEKHETAR ROBOTS unit.

Effect

Select one objective your unit is controlling. That objective is secured.

Ectoplasmic Extrusion #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly SEKHETAR ROBOTS unit within 12" of a friendly Thousand Sons Psyker unit starts an action.

Target

That SEKHETAR ROBOTS unit.

Effect

That action does not prevent your unit from being eligible to shoot.

Warp Fields #

1 CP Shooting opponent's turn
When

Your opponent’s Shooting phase, when an enemy unit targets a friendly SEKHETAR ROBOTS unit within 12" of a friendly Thousand Sons Psyker unit.

Target

That SEKHETAR ROBOTS unit.

Effect

Ranged attacks that target your unit with a S greater than your unit’s T have ‑1 to wound rolls.

Servants of Change 1 pts #

Reconnaissance

All-seeing Mutant Hordes #

  • Friendly Tzaangors units have Battleline.
  • In your Shooting phase, while a friendly MUTANT unit is shooting, enemy units have +6" detection range.

This detachment has the MUTANT tag and cannot be taken with another MUTANT detachment.

Enhancements

Thicket of Bladed Bone (Upgrade) #

10 pts

Spawn unit only. This unit’s melee attacks have:

  • +1 AP.
  • [Cleave 1].

Unravelled Fates #

15 pts

Tzaangor Shaman model only. In your Movement phase, at the start or end of this unit's move, you can select one friendly battle-shocked Mutant unit within 6" of this model. That unit is no longer battle-shocked.

Stratagems

Prismatic Displacement #

1 CP Shooting your turn
When

Your Movement phase, when a friendly Infantry/Mounted Mutant unit is selected to make an advance/fall back move.

Target

That Infantry/Mounted Mutant unit.

Effect
  • Your unit’s ranged attacks have [ASSAULT] until the end of the turn.
  • That move does not prevent your unit from being eligible to shoot/declare a charge.

Temporal Instability #

1 CP Shooting your turn
When

Your Movement phase, when a friendly Infantry/Mounted Mutant unit is selected to make an advance/fall back move.

Target

That Infantry/Mounted Mutant unit.

Effect

In a turn your unit made an advance/fall-back move, that move does not prevent your unit from being eligible to start an action.

The Land Writhes #

1 CP Movement your turn
When

Your Movement phase, when a friendly Monster Mutant unit is selected to move.

Target

That Monster Mutant unit.

Effect

Your unit has MOBILE.

Hexwarp Thrallband 3 pts #

Take and Hold

Flow of Magic #

Certain areas of the battlefield are within your army’s Flow of Magic, as follows:

■ Your deployment zone is always within your army’s Flow of Magic.
■ At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that phase, No Man’s Land is within your army’s Flow of Magic.
■ At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until the end of that phase, your opponent’s deployment zone is within your army’s Flow of Magic.

Each time a THOUSAND SONS model from your army makes a Psychic Attack, re‑roll a Wound roll of 1. If such a model is wholly within your army’s Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead.

Enhancements

Arcane Might #

20 pts

THOUSAND SONS model only. Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead.

Empowered Manifestation #

20 pts

THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re‑roll the result.

Empyric Onslaught #

25 pts

THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer.

Noctilith Mantle #

15 pts

THOUSAND SONS model only. While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals.

Stratagems

Warding Hex #

1 CP Epic Deed Command either turn
When

Command phase.

Target

One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic.

Effect

That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. 

Wrath of the Doomed #

1 CP Strategic Ploy Fight either turn
When

Fight phase, just after an enemy unit has selected its targets.

Target

One THOUSAND SONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.

Strands of Time #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back.

Target

That THOUSAND SONS PSYKER unit.

Effect

Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Through The Veil #

1 CP Epic Deed Movement your turn
When

Start of the Reinforcements step of your Movement phase.

Target

One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that is in Strategic Reserves.

Effect

If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models.

Restrictions

If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn.

Scouring Warpflame #

1 CP Strategic Ploy Shooting your turn
When

Your Shooting phase.

Target

One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase and is wholly within your army’s Flow of Magic.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover.

Kaleidoscopic Tempest #

1 CP Battle Tactic Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One THOUSAND SONS PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

▫ Your unit has Stealth.
▫ If your unit is wholly within your army’s Flow of Magic, your unit has ‐3 detection range.

Changehost of Deceit 2 pts #

Reconnaissance

Restrictions

You can include SCINTILLATING LEGIONS units in your army, even though they do not have the THOUSAND SONS Faction keyword. The combined points cost of such units you can include in your army is:

Incursion: Up to 500 pts
Strike Force: Up to 1000 pts
Onslaught: Up to 1500 pts

No SCINTILLATING LEGIONS models from your army can be your WARLORD.

Infernal Pacts #

SCINTILLATING LEGIONS units from your army have the following the ability:

Daemonic Illusions (Aura): While a friendly THOUSAND SONS PSYKER unit is within 6" of and visible to this unit, models in that unit have a 4+ invulnerable save against ranged attacks.

THOUSAND SONS units from your army have the following ability:

Mortal Sorcery (Aura): While a friendly SCINTILLATING LEGIONS PSYKER unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability.

Enhancements

Nethershriek Mind-Eater #

10 pts

THOUSAND SONS or LORD OF CHANGE model only. At the start of your Shooting phase, select one enemy unit within 12" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds.

Diabolic Savant #

20 pts

THOUSAND SONS INFANTRY model only. While the bearer is within 6" of one or more friendly SCINTILLATING LEGIONS units, each time the bearer Channels the Warp, add 1 to the Psychic test result.

Duplicitous Malediction #

15 pts

THOUSAND SONS or LORD OF CHANGE model only. After both players have deployed their armies, select up to three THOUSAND SONS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

Tome of True Names #

20 pts

THOUSAND SONS INFANTRY model only. Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save.

Stratagems

Sulphurous Veil #

1 CP Battle Tactic ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One THOUSAND SONS or SCINTILLATING LEGIONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.

Deceptive Glamour #

2 CP Strategic Ploy Fight either turn
When

Start of the Fight phase.

Target

One THOUSAND SONS unit from your army.

Effect

Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible SCINTILLATING LEGIONS targets for those attacks.

Ethereal Phantasm #

1 CP Strategic Ploy Movement opponent's turn
When

Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

Target

One SCINTILLATING LEGIONS unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

Your unit can make a Normal move of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly THOUSAND SONS units.

FAQ

Errata Changehost of Deceit Detachment, Ethereal Phantasm Stratagem, Target Section

Change 9" to 8".

in the full FAQ

Fractal Disjunction #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One SCINTILLATING LEGIONS unit from your army (excluding MONSTERS) that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".

Chronosorcerous Bleed #

1 CP Strategic Ploy Charge opponent's turn
When

Start of your opponent's Charge phase.

Target

One friendly unengaged THOUSAND SONS PSYKER/SCINTILLATING LEGIONS unit.

Effect

Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.

FAQ

Errata Changehost of Deceit Detachment, Chronosorcerous Bleed Stratagem

Change to:

WHEN: Start of your opponent's Charge phase.
TARGET: One friendly unengaged THOUSAND SONS PSYKER/SCINTILLATING LEGIONS unit.
EFFECT: Select one visible enemy unit within 12" of your unit. When that enemy unit declares a charge, that enemy unit has -1 to charge rolls.

in the full FAQ

Glimmershift Portal #

1 CP Strategic Ploy Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

Up to two SCINTILLATING LEGIONS units from your army (excluding MONSTERS), or one SCINTILLATING LEGIONS MONSTER unit from your army, if all of those units are more than 3" horizontally away from all enemy units.

Effect

Remove those units from the battlefield and place them into Strategic Reserves.

Warpmeld Pact 2 pts #

Purge the Foe

Keywords

TZAANGORS units from your army have the BATTLELINE keyword, and while such a unit is not Battle-shocked, add 1 to the Objective Control characteristic of TZAANGOR models in that unit.

Warpmeld Sacrifice #

Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.

Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.

Enhancements

Warpmeld Dagger #

10 pts

TZAANGOR SHAMAN model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered.

Diamond of Distortion #

20 pts

TZAANGOR SHAMAN model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.

Bray Lord #

15 pts

SORCERER or INFERNAL MASTER model only. The bearer has the Scouts 6" ability.

Errata Warpmeld Pact Detachment, Bray Lord Enhancement

 SORCERER or INFERNAL MASTER model only. The bearer has the Scouts 6" ability.

in the full FAQ

Flowing Flesh #

10 pts

TZAANGOR SHAMAN model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5.

Stratagems

Gift of Change #

1 CP Epic Deed CommandMovementShootingChargeFight either turn
When

Any phase.

Target

One THOUSAND SONS CHARACTER model from your army (excluding MONSTERS) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.

Effect

At the end of the phase, add one TZEENTCH CHAOS SPAWN unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units.

Restrictions

You can only use this Stratagem once per battle round.

Warped Vicissitude #

1 CP Strategic Ploy ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, models in your unit have a 4+ invulnerable save.

Deranged Ferocity #

1 CP Strategic Ploy Fight either turn
When

Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fi ght.

Target

That TZEENTCH MUTANT unit.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.

Blessed Transmutations #

1 CP Strategic Ploy Command your turn
When

Your Command phase.

Target

One THOUSAND SONS PSYKER model from your army, and one friendly TZAANGORS unit that is below its Starting Strength and within 12" of that PSYKER model.

Effect

Return up to D3+1 destroyed models (excluding CHARACTERS) to your TZAANGORS unit.

Touched by Tzeentch #

1 CP Strategic Ploy Movement your turn
When

Start of your Movement phase.

Target

One TZEENTCH MUTANT unit from your army.

Effect

Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.

FAQ

Q When using the Touched by Tzeentch Stratagem in the Warpmeld Pact Detachment, do I have to declare if my unit will shoot or charge

after Advancing as soon as I use the Stratagem?

No, you may decide later in the turn.

in the full FAQ

Twisted Mirage #

1 CP Strategic Ploy Movement your turn
When

Reinforcements step of your Movement phase.

Target

One TZEENTCH MUTANT unit from your army that is arriving from Strategic Reserves this phase.

Effect

Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 8" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.

FAQ

Errata Warpmeld Pact Detachment, Twisted Mirage Stratagem, Effect Section

▪ Change 3" to 6".
▪ Change 9" to 8".

in the full FAQ
Q When going second, can a Tzaangor unit that started the game on the battlefield and was placed into Strategic Reserves by its Ambushing Hunters ability then arrive during my first turn using the Twisted Mirage Stratagem?

No.

in the full FAQ

FAQ

Errata Warpmeld Pact Detachment, Warpmeld Sacrifice Detachment Rule

Change to:

‘Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.

Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.’

in the full FAQ

Rubricae Phalanx 3 pts #

Take and Hold

All is Dust #

Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.

Enhancements

Risen Rubricae #

30 pts

THOUSAND SONS model only. At the start of the Declare Battle Formations step, select either two RUBRICAE BATTLELINE units from your army or one other RUBRICAE unit from your army; models in the selected units have the Infiltrators ability.

Q While using the Rubricae Phalanx Detachment, if I attach a CHARACTER to a unit selected using the Risen Rubricae Enhancement, does that CHARACTER also gain the Infiltrators ability?

Yes.

in the full FAQ

Arcane Thralls (Aura) #

5 pts

THOUSAND SONS model only. While a friendly RUBRICAE unit is within 9" of the bearer, you can re-roll Battle-shock tests taken for that unit.

Lord of the Rubricae #

15 pts

THOUSAND SONS model only. While the bearer is leading a unit, each time a RUBRICAE model in that unit makes an attack, add 1 to the Hit roll.

Stave Abominus #

20 pts

THOUSAND SONS INFANTRY model only. The bearer’s melee weapons have the [SUSTAINED HITS D3] and [DEVASTATING WOUNDS] abilities.

Stratagems

Ardent Automata #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase, just after a RUBRICAE unit from your army Falls Back.

Target

That RUBRICAE unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Inexorable Advance #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase.

Target

One RUBRICAE unit from your army.

Effect

Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to Advance rolls made for it, and ranged weapons equipped by models in your unit have the [ASSAULT] ability.

Infernal Fusillade #

2 CP Wargear Shooting your turn
When

Your Shooting phase.

Target

One THOUSAND SONS PSYKER unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, all inferno bolt pistols, inferno boltguns, inferno combi‑bolters and inferno combi‑weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5.

Revenge of the Rubricae #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after a THOUSAND SONS PSYKER model from your army is destroyed.

Target

One RUBRICAE unit from your army that was within 6" of that PSYKER model when it was destroyed.

Effect

After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).

Implacable Guardians #

2 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One RUBRIC MARINES PSYKER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the end of the phase, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.

Unwavering Phalanx #

1 CP Battle Tactic Charge opponent's turn
When

Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

Target

One RUBRIC MARINES unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.

Warpforged Cabal 2 pts #

Priority Assets

Warpfire Infusion #

Each time a THOUSAND SONS VEHICLE unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:

■ If that VEHICLE unit is within 6" of one or more friendly THOUSAND SONS PSYKER models, you can re-roll one Hit roll, one Wound roll and one Damage roll.
■ Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll.

Each time a THOUSAND SONS VEHICLE model from your army with the Deadly Demise ability is destroyed while it is within 6" of one or more friendly THOUSAND SONS PSYKER models, that model’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 5+ instead of only a 6.

Enhancements

Warp Syphon #

5 pts

THOUSAND SONS model only. While the bearer is within 6" of one or more friendly THOUSAND SONS VEHICLE units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those VEHICLE units; that VEHICLE unit suffers 1 mortal wound and you can re-roll that additional D6.

Perplexing Cloak #

20 pts

THOUSAND SONS INFANTRY model only. While the bearer is within 3" of one or more friendly THOUSAND SONS VEHICLE units, the bearer has the Lone Operative ability

Biomechanical Mutation #

15 pts

THOUSAND SONS model only. In your Command phase, you can select one friendly THOUSAND SONS VEHICLE model within 6" of this model. That model regains up to D3 lost wounds.

Warp-Cursed Runemaster #

10 pts

THOUSAND SONS model only. While the bearer is within 6" of one or more friendly THOUSAND SONS VEHICLE units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.

Stratagems

Hex-Marked Armour #

1 CP Battle Tactic ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One THOUSAND SONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

FAQ

Errata Warpforged Cabal Detachment, Hex-marked Armour Stratagem, Effect Section

Change to:

‘Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.’

in the full FAQ

Mutate Landscape #

1 CP Epic Deed Command your turn
When

Your Command phase.

Target

One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.

Effect

That objective marker is mutated, and remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds.

Cyberspirit Machinations #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase, just after a THOUSAND SONS VEHICLE unit from your army Falls Back.

Target

That VEHICLE unit, and one friendly THOUSAND SONS PSYKER unit within 6" of that VEHICLE unit.

Effect

Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

Malevolent Animus #

1 CP Epic Deed Command your turn
When

Your Command phase

Target

One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.

Effect

Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).

Ensorcelled Infusion #

2 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One THOUSAND SONS VEHICLE unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly THOUSAND SONS PSYKER units.

Effect

Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the [PSYCHIC] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.

FAQ

Errata Warpforged Cabal Detachment, Ensorcelled Infusion Stratagem, CP Cost

Change to '2CP'.

in the full FAQ
Errata Warpforged Cabal Detachment, Ensorcelled Infusion Stratagem, Target Section

Change to:

‘One THOUSAND SONS VEHICLE unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly THOUSAND SONS PSYKER units.’

in the full FAQ

Warpflame Gargoyles #

1 CP Wargear Charge opponent's turn
When

Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

Target

One THOUSAND SONS VEHICLE unit from your army within Engagement Range of that enemy unit.

Effect

Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.