Thousand Sons
Warpmeld Pact
Detachment Rules
Warpmeld Sacrifice
Enhancements
Warpmeld Dagger
10 ptsSacrifice is ever at the route of infernal power, even better when bought with the grossest of betrayal.
- TZAANGOR SHAMAN* model only. Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered.
Diamond of Distortion
20 ptsThis precious gem is infused with a strange energy that distorts reality around the bearer, making them all but impossible to strike.
- TZAANGOR SHAMAN* model only. While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.
Bray Lord
15 ptsThere are those amongst Magnus’ gene-sons that revel in dominating the twisted mutants of Sortiarius, setting themselves up as demigods over their shrieking flocks.
- SORCERER* or INFERNAL MASTER model only. The bearer has the Scouts 6" ability. During the Declare Battle Formations step, the bearer can be attached to a TZAANGORS unit.
Flowing Flesh
10 ptsThis prophet is favoured by the transmutative boon of Tzeentch’s fell mutations, their body a rippling vessel of constantly reforming flesh and sinew, feather and bone.
- TZAANGOR SHAMAN* model only. The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5.
Stratagems
eitherPlayer
Gift of Change
1 CPFor those already saturated by the coursing power of the Warp, even death is no barrier to change.
Any phase.
One THOUSAND SONS CHARACTER model from your army (excluding MONSTERS) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
At the end of the phase, add one TZEENTCH CHAOS SPAWN unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units.
You can only use this Stratagem once per battle round.
Warped Vicissitude
1 CPWith a shrieked plea to Tzeentch, mutant flesh can flicker between insubstantial states as if not there.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One TZAANGORS 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, models in your unit have a 4+ invulnerable save.
Deranged Ferocity
1 CP*With insane, bestial ferocity is true change wrought.*
Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fi ght.
That TZEENTCH MUTANT unit.
Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.
Your Turn
Blessed Transmutations
1 CPWhen Tzeentchian magicks wax strong, spirit and flesh are yoked again and again in service to the Great Sorcerer.
Your Command phase.
One THOUSAND SONS PSYKER model from your army, and one friendly TZAANGORS unit that is below its Starting Strength and within 12" of that PSYKER model.
Return up to D3+1 destroyed models (excluding CHARACTERS) to your TZAANGORS unit.
Touched by Tzeentch
1 CPThe mutagenic vitality flowing through the Thousand Sons’ twisted thralls can manifest in flickering bursts of supernatural speed.
Start of your Movement phase.
One TZEENTCH MUTANT unit from your army.
Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.
Twisted Mirage
1 CPThe very flesh of a Warpmeld Pact’s mutant abominations radiates a reality-twisting aura. They may appear in one place to their foes, but things are not always as they seem.
Reinforcements step of your Movement phase.
One TZEENTCH MUTANT unit from your army that is arriving from Strategic Reserves this phase.
Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 9" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.