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Thousand Sons

Ritual of Regeneration

1 CP

Detachment Rules

Sorcerous Invigoration

Enhancements

Eruption of Vitality

35 pts

Their carcass consumed in a sudden pyre of warpflame, this champion of Tzeentch steps from the blaze as a mutant parody of their former self.

Infantry/Mounted Thousand Sons Psyker model only. The first time this model is destroyed, at the end of the phase, roll one D6:

  • On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.

Curse of Life

20 pts

A ghastly torrent of unnatural life force pours through this warrior mystic, which will curse them with animus long after they wish themselves safely dead.

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.

Stratagems

eitherPlayer

Relentless Rebirth

1 CP
CommandMovementShootingChargeFight

As quickly as these warriors are wounded, so their corporeal forms regenerate with supernatural swiftness.

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

Focusing the unholy energies of their ritual into the bodies of the foe, the champions of Tzeentch cause them to erupt into a riot of gruesome and unstoppable mutation.

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.

Your Turn

Multitudinous Limbs

1 CP
Shooting

So unstoppable is the torrent of life rushing through these warriors that their bodies and even their wargear sprout nests of twitching limbs that move and act with a mind of their own.

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.