Cataclysm in the Abyss

Thousand Sons

Faction detachments for Boarding Actions

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Chosen Cabal

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
* The combined total number of all of these units cannot be more than the number of RUBRIC MARINES units.
You can include up to one of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Twisting Fate

The Thousand Sons are arch schemers, yet even their labyrinthine plots are subject to the whims of fate. Should they come to fruition, however, the rewards are glorious to behold.

Units from your army with the Cabal of Sorcerers ability lose it and THOUSAND SONS units from your army gain this one.

While a THOUSAND SONS PSYKER model from your army is on the battlefield and you control at least as many objective markers as your opponent does, your plan is considered to be in Ascendance. Each time you or your opponent spend one or more Command points to use a Stratagem, roll one D6, adding 1 if your plan is in Ascendance: on a 1-2, your opponent gains 1CP; on a 6+, you gain 1CP.

Detachment Rule

Witchsight

Those who possess the favour of Tzeentch may gain the benefit of the Change Gods all-seeing eye. No foe can hope to conceal themselves from their piercing gaze.

Ranged weapons equipped by THOUSAND SONS models from your army have the [iGNORES COvER] ability.

Stratagems

COSTLY BLESSING
1CP
Chosen Cabal – Epic Deed Stratagem
Tzeentch's gifts may protect his followers, but such intervention never comes without cost.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One THOUSAND SONS PSYKER CHARACTER model 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 model has a 3+ invulnerable save. At the end of the phase, your model suffers D3 mortal wounds.
EMPYRIC DESECRATION
1CP
Chosen Cabal – Epic Deed Stratagem
Powerful Sorcerers may use their mastery of the warp to corrupt areas of the battlefield and deny them to the foe.
WHEN: End of your Fight phase.

TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army.

EFFECT: Select one objective marker Secured by your opponent’s army that is within 6" of and visible to your model, then roll one D6: on a 2+, that objective marker is no longer considered Secured by your opponent’s army.
INFERNO BOLTERS
1CP
Chosen Cabal – Strategic Ploy Stratagem
The Thousand Sons inferno bolters make use of warp-imbued ammunition capable of burning through bulkheads to strike unsuspecting targets.
WHEN: Your Shooting phase.

TARGET: One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that has not been selected to shoot this phase.

EFFECT: Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0.
TZEENTCH’S BOON
1CP
Chosen Cabal – Battle Tactic Stratagem
This psyker’s devotion to the God of Change has been rewarded with terrible destructive power.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, each time your model makes a Psychic Attack, you can re-roll the Wound roll.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

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Warp Mastery

This psyker is steeped in the malefic secrets of the warp. Their powers are manifested with a terrifying and destructive intensity.

Each time you roll to determine the number of attacks made with a Psychic weapon equipped by the bearer, you can re-roll the result.

Fires of Change

Those struck by this psyker’s sorcery are engulfed in vibrant, flickering flames that inflict horrifying mutations upon their bodies.

Each time the bearer shoots, after it has shot, select one enemy unit hit by one or more of those attacks made with a Psychic weapon. That unit must take a Battle-shock test, subtracting 1 from the result.

Devoted Thralls

Mustering a Boarding Patrol

You can include up to two of the following units (duplicates are not allowed):
You can include up to three of each of the following units:
You can include up to one of the following unit:

Forming Boarding Squads


Rules Adaptations


Army Rule

Twisting Fate

The Thousand Sons are arch schemers, yet even their labyrinthine plots are subject to the whims of fate. Should they come to fruition, however, the rewards are glorious to behold.

Units from your army with the Cabal of Sorcerers ability lose it and THOUSAND SONS units from your army gain this one.

While a THOUSAND SONS PSYKER model from your army is on the battlefield and you control at least as many objective markers as your opponent does, your plan is considered to be in Ascendance. Each time you or your opponent spend one or more Command points to use a Stratagem, roll one D6, adding 1 if your plan is in Ascendance: on a 1-2, your opponent gains 1CP; on a 6+, you gain 1CP.

Detachment Rule

Fervent Devotees

The Human and mutant thralls of the Thousand Sons seek to earn the favour of their Chaos Space Marine masters by enacting rituals and offering sacrifices in the name of the Lord of Change. Thus do they hurl themselves upon the foe in frothing tides of wild aggression.

Melee weapons equipped by THOUSAND SONS models from your army have the [SUSTAiNED HiTS 1] ability while targeting an enemy unit within range of an objective marker.

Stratagems

PSYCHIC INGRESS
1CP
Devoted Thralls – Epic Deed Stratagem
The Sorcerers of the Thousand Sons can draw upon their powers to melt away hatches and bulkheads.
WHEN: End of any phase.

TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army.

EFFECT: Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways.

RESTRICTIONS: You can only use this Stratagem once.
FLESH CHANGE
1CP
Devoted Thralls – Battle Tactic Stratagem
Tzeentch’s mutagenic gifts lend resilience to those brave or fool hardy enough to embrace them.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TZAANGORS 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, models in your unit have the Feel No Pain 5+ ability.
FELL SACRIFICE
1CP
Devoted Thralls – Strategic Ploy Stratagem
As ritual violence gathers in intensity, the massed thralls of the Thousand Sons swell with the terrifying powers of the warp.
WHEN: Your opponent’s Command phase, at the start of the Battle-shock step.

TARGET: One THOUSAND SONS CHARACTER or TZAANGORS unit from your army.

EFFECT: Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase.
BESTIAL SURGE
1CP
Devoted Thralls – Strategic Ploy Stratagem
When struck by enemy fire, the bestial Tzaangors react with instinctive fury, surging towards their assailants in a vengeful flock.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.

TARGET: One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

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Thrallmaster

In the eyes of this Sorcerer, thronging masses of cultists and Tzaangors are little more than cannon fodder to be used as living shield.

At the start of the first battle round, you can select one friendly THOUSAND SONS CULTISTS or TZAANGORS unit within the same Entry Zone as the bearer. If you do, that unit can make a Normal move of up to 6".

Prescient Authority

This Sorcerer exerts their domineering will over their mortal charges and guides their hands as they lash out at the enemy with beak, blade and talon.

Once per turn, when a friendly THOUSAND SONS CULTISTS or TZAANGORS unit within 3" of the bearer is selected to shoot or fight, the bearer can use this Enhancement. If it does, until the end of the phase, each time a model in that THOUSAND SONS CULTISTS or TZAANGORS unit makes an attack, re-roll a Wound roll of 1.

Fateseekers

Mustering a Boarding Patrol

You can include up lo two of the following units (duplicates are not allowed):
You can include up to two of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Twisting Fate

The Thousand Sons are arch schemers, yet even their labyrinthine plots are subject to the whims of fate. Should they come to fruition, however, the rewards are glorious to behold.

Units from your army with the Cabal of Sorcerers ability lose it and THOUSAND SONS units from your army gain this one.

While a THOUSAND SONS PSYKER model from your army is on the battlefield and you control at least as many objective markers as your opponent does, your plan is considered to be in Ascendance. Each time you or your opponent spend one or more Command points to use a Stratagem, roll one D6, adding 1 if your plan is in Ascendance: on a 1-2, your opponent gains 1CP; on a 6+, you gain 1CP.

Detachment Rule

Methodical Conquest

Too much is at stake and the prize too close to risk being reckless now. Instead, the Thousand Sons advance in steady and relentless lockstep, sweeping for threats and eliminating them as they arise.

Each time a THOUSAND SONS model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, SCARAB OCCULT TERMINATORS units from your army can perform the Set Overwatch Tactical Manoeuvre in the same turn as performing the Secure Site Tactical Manoeuvre.

Stratagems

ENDURING ANIMUS
1CP
Fateseekers – Strategic Ploy Stratagem
The malefic spirit echoes bound within the armour of the Thousand Sons cling tenaciously to existence and are not banished easily.
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. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
STRATEGIC VISION
1CP
Fateseekers – Strategic Ploy Stratagem
Flickering visions allow this Sorcerer to foresee enemy threats and direct the weapons of their thralls accordingly.
WHEN: Your Shooting phase.

TARGET: One THOUSAND SONS PSYKER unit from your army that is within Engagement Range of one or more enemy units and has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [PISTOL] ability, and models in your unit can target enemy units that are not within Engagement Range of them (as long as they are otherwise eligible targets).
PHANTASMIC MUNITIONS
1CP
Fateseekers – Strategic Ploy Stratagem
The Sorcerer renders the shells and blasts of their warriors ethereal, allowing them to pass through intervening targets before solidifying again to lethal effect.
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, models in your unit can ignore enemy models for the purposes of determining visibility.
INVISIBLE ASSAILANTS
1CP
Fateseekers – Strategic Ploy Stratagem
Flocking to the Sorcerer's summons, swarms of minor warp entities assail the enemy, wailing and clawing at them until they are driven to horrified distraction.
WHEN: Start of your opponent’s Movement phase.

TARGET: One THOUSAND SONS PSYKER model from your army.

EFFECT: Select one enemy unit visible to your model. That unit must take a Leadership test, subtracting 1 from the result: if failed, until the start of your opponent’s next Movement phase, subtract 2" from the Move characteristic of models in that unit and subtract 2 from Advance and Charge rolls made for it; if passed, subtract 1" from the Move characteristic of models in that unit and subtract 1 from Advance and Charge rolls made for it.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Predestined Champion

Many strands of fate intertwine about this Champion of Tzeentch, for it has been foretold that he may achieve greatness. Of course, fate is ever fickle...

While the bearer is on the battlefield, you are considered to control one additional objective marker for the purposes of the Twisting Fate army rule.

Astral Predation

With a great psychic effort, this warrior savant projects his eldritch soul out from his mortal shell that it might pass through doorways into other futures and strike down his enemies before they have a chance to react.

Once per battle, in your Movement phase, when the bearer is selected to move, it can use this Enhancement. If it does, select one closed Hatchway on the battlefield. Until the end of the phase, the bearer can move through that Hatchway as if it was open (note that this does not open that Hatchway - it remains closed).