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Thousand Sons

Grand Coven

3 CP

Detachment Rules

Kindred Sorcery

Enhancements

Lord of Forbidden Lore

20 pts

This sorcerer has committed many a grimoire and unholy tome to memory, giving him unparalleled knowledge of hexes, curses and destructive rites.

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

Incandaeum

15 pts

This staff was fashioned from the sorcerously crystallized fires of a Tzeentchian Firelord. Roiling tides of apocalyptic flame surge constantly within Incandaeum’s iron-hard prison, but only through twisted incantation can they be unleashed.

  • 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.

Umbralefic Crystal

20 pts

One in command of this powerful relic – coalesced from the cursed gloom of Mangel III – can use its energies to temporarily fold space, creating a gate of sorcerous translocation through which they can step.

  • THOUSAND SONS* model only. Once per battle, in your Command phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units.

Eldritch Vortex of E’Taph

35 pts

When the insane Magister E’taph was consumed by his own ritual, his death created a semi-sentient vortex. Many have attempted to channel its power into their spells, risking E’taph’s insane gaze turning on them.

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

Stratagems

eitherPlayer

Psychic Dominion

1 CP
CommandMovementShootingChargeFight

To pit one’s own psychic prowess against the sorcerous might of the Thousand Sons is to be trapped, helpless and screaming, within one’s own mind.

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
CommandMovementShootingChargeFight

The Architect of Fate has great designs for his pawns, which do not yet include their untimely demise.

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.

Your Turn

Egotistical Power

1 CP
Command

Drawing on the accumulating empyric energies, one devoted to Tzeentch will willingly syphon the swelling power to fuel their selfish ploys.

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
Command

The Sorcerers of the Thousand Sons pour their corrupting spite and contempt into the bedrock of the battlefield, tainting it with their warpcraft.

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
Shooting

Using a locus formed from the ritually broken matter of sorcerous artefacts, a Sorcerer can infuse themselves with its power. So invigorated, their empyrically fuelled manipulations are made all the more potent.

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
Shooting

The Thousand Sons’ flesh seethes with raw sorcery. The sheer unstoppable might of their conjurations is such that little can prevent them from manifesting devastation when unleashed with destructive intent.

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.