Thousand Sons
Changehost of Deceit
Detachment Rules
Infernal Pacts
Enhancements
Nethershriek Mind-Eater
10 ptsThis occultist draws upon an eldritch contract with a daemonic gheist. The entity gleefully tears into weak wills, feasts on doubts and screams its burning laughter into the recesses of its prey’s meagre souls.
- 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 ptsBy making a promise of blood and souls, this Sorcerer draws an infernal sentience near. It presses against the straining veil of reality, and from its fanged maw spill gibbered secrets of sanity-straining sorcery.
- 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 ptsThis magisterial deceiver is capable of weaving bewitching illusions across entire battlefronts, hiding their true strength behind twisted falsehoods.
- 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 ptsStolen from Imperial daemonhunters and added to over millennia, this dangerous tome can compel a host of empyric entities to shield the bearer in extremis. Once uttered, however, the names vanish.
- 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
eitherPlayer
Sulphurous Veil
1 CPGouts of choking brimstone or arcane smog seeping from the Warp are exploited to confound the foe.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
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.
Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
Deceptive Glamour
2 CPTendrils of phantasmal sorcery are sent to invade the minds of the Thousand Sons’ foes, magnifying the infernal threat until it eclipses all others in a kaleidoscope of insanity.
Start of the Fight phase.
One THOUSAND SONS unit from your army.
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.
Opponent's Turn
Ethereal Phantasm
1 CPSemi-sentient doppelgangers stalk the battlefield, bewildering attempts to target the daemonic spawn.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
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.
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.
Fractal Disjunction
1 CPTzeentchian daemons can twist perceptions until they seem no longer there, bending light and dissipating technological targeting scans in a dizzying, fractal puzzle.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
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.
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 CPBy sacrificing minute slivers of the oncoming foes’ lives, time can be bled into the Warp, stretching perceptions and causing sudden exhaustion.
Start of your opponent's Charge phase.
One friendly unengaged THOUSAND SONS PSYKER/SCINTILLATING LEGIONS unit.
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.
Glimmershift Portal
1 CPWeaving a spell of splintering translocation, Tzeentch’s daemons can prise open an unnatural pathway through the Warp.
End of your opponent’s Fight phase.
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.
Remove those units from the battlefield and place them into Strategic Reserves.