Thousand Sons
Warpforged Cabal
Detachment Rules
Warpfire Infusion
Enhancements
Warp Syphon
5 ptsThis Sorcerer greedily digs into the occult ley lines that thread a cabal’s war engines, redirecting unwelcome surges of empyric overflow into the vehicles’ structure.
- 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 ptsWoven from fibres pulled from mind impulse units while their owners are still alive, this cloak is a ritual interface between the biological and the mechanical, masking the wearer in the shadow of their iron wards.
- 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 ptsThe war engines of the Thousand Sons seethe with Warp energies, power that this adept of eldritch metallurgy can manipulate to cause their sundered hulls to flow and reseal like wax.
- 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 ptsThis malefic ritualist draws upon the power coiled within baleful runes applied to the thrallband’s armoured assets, bleeding them for empyric energy.
- 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
eitherPlayer
Hex-Marked Armour
1 CPAmorphous runes and sigils carved into the armoured flanks of the Cabal’s war engines flare with unholy power, leaching the foe’s attacks of strength.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One THOUSAND SONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
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.
Your Turn
Mutate Landscape
1 CPWhere the Warpforged Cabals spread their malignant change, the terrain erupts in uncontrolled mutation or transmogrifies into hazardous forms.
Your Command phase.
One THOUSAND SONS PSYKER unit from your army within range of an objective marker you control.
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 CPTechnoshamanic rites can briefly possess a vehicle’s logic-cores, shackling its mechanisms to a new lore.
Your Movement phase, just after a THOUSAND SONS VEHICLE unit from your army Falls Back.
That VEHICLE unit, and one friendly THOUSAND SONS PSYKER unit within 6" of that VEHICLE unit.
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 CPWhether a corrupted machine spirit or a cackling possessor daemon, the core animus of many Thousand Sons war engines seethe with a malignity that sees them unerringly strike out at prey even when critical systems are compromised.
Your Command phase
One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.
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 CPUtilising the fell powers of the Warp, Thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.
Your Shooting phase.
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.
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.
Opponent's Turn
Warpflame Gargoyles
1 CPOn the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew warpfire over those nearby.
Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
One THOUSAND SONS VEHICLE unit from your army within Engagement Range of that enemy unit.
Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.