Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- AHRIMAN (excluding FLY)
- EXALTED SORCERER (excluding FLY)
- INFERNAL MASTER
- THOUSAND SONS SORCERER (excluding TERMINATOR)
- THOUSAND SONS TERMINATOR
SORCERER
You can include up to three of each of the following units:
- RUBRIC MARINES (5 or 10 models)
THOUSAND SONS CULTISTS*
(10 models)
- TZAANGORS* (10 models)
* 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:
- SCARAB OCCULT TERMINATORS
(5 models)
- THOUSAND SONS CHAOS SPAWN (2 models)
Forming Boarding Squads
- RUBRIC MARINES and SCARAB
OCCULT TERMINATORS units that do not contain
an Aspiring Sorcerer or Scarab Occult Sorcerer model after you have formed Boarding Squads lose the
PSYKER keyword and any Psychic abilities they have.
- The following units do not split into separate units in the Form Boarding Squads step:
THOUSAND SONS CULTISTS
- TZAANGORS
Rules Adaptations
- The AHRIMAN model loses the Arch-Sorcerer of Tzeentch ability.
- The EXALTED SORCERER model loses the Rebind Rubricae ability.
- The THOUSAND SONS CHAOS
SPAWN unit loses the Regenerating Monstrosities ability.
- The
THOUSAND SONS CULTISTS
unit loses the Pawns of Fate ability.
- The TZAANGORS unit loses the Relic Hunters ability
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
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
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
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
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!
Click to view
|
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. |
Mustering a Boarding Patrol
You can include up to two of the following units (duplicates are not
allowed):
- EXALTED SORCERER (excluding FLY)
- INFERNAL MASTER
- THOUSAND SONS SORCERER (excluding TERMINATOR)
You can include up to three of each of the following units:
THOUSAND SONS CULTISTS
(10 models)
- TZAANGORS (10 models)
You can include up to one of the following unit:
- THOUSAND SONS CHAOS SPAWN (2 models)
Forming Boarding Squads
- Do not split
THOUSAND SONS CULTISTS
units into separate units in the Form Boarding Squads step.
Rules Adaptations
THOUSAND SONS CULTISTS
units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
- The EXALTED SORCERER model loses the Rebind Rubricae ability.
- The THOUSAND SONS CHAOS
SPAWN unit loses the Regenerating Monstrosities ability.
- The
THOUSAND SONS CULTISTS
unit loses the Pawns of Fate ability.
- The TZAANGORS unit loses the Relic Hunters ability.
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
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
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
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
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!
Click to view
|
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. |
Mustering a Boarding Patrol
You can include up lo two of the following units (duplicates are not
allowed):
- AHRIMAN (excluding FLY)
- EXALTED SORCERER (excluding FLY)
- INFERNAL MASTER
- THOUSAND SONS TERMINATOR
SORCERER
You can include up to two of each of the following units:
- SCARAB OCCULT TERMINATORS
(5 or 10 models)
- THOUSAND SONS CHAOS SPAWN (2 models)
Forming Boarding Squads
- SCARAB OCCULT TERMINATORS
units that do not contain a Scarab Occult Sorcerer model after you have formed Boarding Squads lose the
PSYKER keyword
and any Psychic
abilities they have.
Rules Adaptations
- SCARAB OCCULT TERMINATORS
units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
- The AHRIMAN model loses the Arch-Sorcerer of Tzeentch ability.
- The EXALTED SORCERER model loses the Rebind Rubricae ability.
- The THOUSAND SONS CHAOS
SPAWN unit loses the Regenerating Monstrosities ability.
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
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
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
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
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). |