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Thousand Sons

Hexwarp Thrallband

2 CP

Detachment Rules

Flow of Magic

Enhancements

Arcane Might

20 pts

Drawing upon the rampant Warp energies coursing across the battlefield, this sorcerous champion imbues their weapons and those of their talented underlings with soul‑shattering force.

  • 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

The many eyes of this witch lord blaze with barely contained arcane might. Whilst the spells they unleash are rendered far more lethal, such destructive power comes at significant risk.

  • 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

Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies.

  • 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

With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power.

  • 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

eitherPlayer

Warding Hex

1 CP
Command

Thousand Sons Sorcerers draw upon tide swells of Warp energy to weave spells of binding and warding, thereby shackling sites of arcane power to their own arrogant will.

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
Fight

Forewarned of the moment of their demise, the followers of Tzeentch allow the flood of magic to run rampant through their forms, providing them with a final burst of killing energy before unbound arcane force rips their bodies asunder.

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.

Your Turn

Strands of Time

1 CP
Movement

By drawing upon their expanding nexus of magic, this disciple of Tzeentch can tear strands of temporal energy from the Warp and wind them around themselves and their thralls. Lent speed by this garland of stolen time, they melt away from their foes’ desperate strikes before lashing out again.

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
Movement

With arcane energy flooding the battlefield, the veil between Warp and reality rapidly collapses. From yawning rifts emerge Rubricae reinforcements to ensure their thrallband’s victory.

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
Shooting

At a spat curse, Warp‑infused ammunition can be made to glow with sulphurous flame, enabling it to burn through solid cover to strike enemies beyond. Those hit by the fusillade find their forms wreathed in illuminating azure fire.

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.

Opponent's Turn

Kaleidoscopic Tempest

1 CP
Shooting

As the Thousand Sons solidify their control over sites of magical power, the Immaterium spills into reality in searing torrents, blossoming into a multi‑spectral storm of arcane energy that obscures mortal senses and mechanical augury.

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:

Until the end of the phase, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack.