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Thousand Sons — army rules

Changehost of Deceit

Detachment rules

Infernal Pacts: Scintillating Legions units from your army gain: Daemonic Illusions (Aura): while a friendly Thousand Sons Psyker unit is within 6" of and visible to this unit, its models have a 4+ invulnerable save against ranged attacks. Thousand Sons units from your army gain: Mortal Sorcery (Aura): while a friendly Scintillating Legions Psyker unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability. RESTRICTIONS: You may include Scintillating Legions units even though they lack the THOUSAND SONS Faction keyword. Their combined points cost is limited to: Incursion up to 500 pts, Strike Force up to 1000 pts, Onslaught up to 1500 pts. No SCINTILLATING LEGIONS model may be your WARLORD.

Enhancements

Nethershriek Mind-eater (10 pts): THOUSAND SONS or Lord of Change model only. At the start of your Shooting phase, choose one enemy unit within 12" of and visible to the bearer. It must take a Battle-shock test; if failed, that unit suffers 3 mortal wounds.
Diabolic Savant (20 pts): Thousand Sons Infantry model only. While the bearer is within 6" of one or more friendly Scintillating Legions units, add 1 to the Psychic test result each time the bearer Channels the Warp.
Duplicitous Malediction (15 pts): THOUSAND SONS or Lord of Change model only. After both armies deploy, choose up to three THOUSAND SONS units from your army and redeploy them. You may place them into Strategic Reserves if you wish, ignoring the usual limit on how many units can be in Strategic Reserves.
Tome of True Names (20 pts): Thousand Sons Infantry model only. Once per battle, at the start of any phase, the bearer may use this Enhancement to gain a 2+ invulnerable save until the end of that phase.

Stratagems

SULPHUROUS VEIL 1CP · Changehost of Deceit – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Thousand Sons or Scintillating Legions unit from your army selected as a target of those attacks. EFFECT: For the rest of the phase, subtract 1 from the Hit roll of each attack targeting your unit.
ETHEREAL PHANTASM 1CP · Changehost of Deceit – Strategic Ploy Stratagem · Movement phase
WHEN: Your opponent's Movement phase, right after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: One Scintillating Legions unit from your army within 9" of that enemy unit and not within Engagement Range of any enemy unit. EFFECT: Your unit may make a Normal move of up to D6", or up to 6" instead if it is wholly within 6" of one or more friendly Thousand Sons units.
DECEPTIVE GLAMOUR 2CP · Changehost of Deceit – Strategic Ploy Stratagem · Fight phase
WHEN: Start of the Fight phase. TARGET: One Thousand Sons unit from your army. EFFECT: Until the phase ends, when an enemy model within Engagement Range of your unit picks targets, it can only target your unit if no eligible Scintillating Legions targets exist for those attacks.
GLIMMERSHIFT PORTAL 1CP · Changehost of Deceit – Strategic Ploy Stratagem · Fight phase
WHEN: End of your opponent's Fight phase. TARGET: Up to two Scintillating Legions units (not Monsters), or one Scintillating Legions Monster unit, from your army, provided all chosen units are more than 6" horizontally from every enemy unit. EFFECT: Remove those units and place them into Strategic Reserves.
CHRONOSORCEROUS BLEED 1CP · Changehost of Deceit – Strategic Ploy Stratagem · Charge phase
WHEN: Your opponent's Charge phase, right after an enemy unit declares a charge. TARGET: One Thousand Sons Psyker or Scintillating Legions unit from your army targeted by that charge. EFFECT: Until the phase ends, subtract 2 from that enemy unit's Charge rolls (not cumulative with other negative Charge roll modifiers).
FRACTAL DISJUNCTION 1CP · Changehost of Deceit – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Scintillating Legions unit from your army (not Monsters) selected as a target of those attacks. EFFECT: Until the phase ends, your unit can only be a target of a ranged attack if the attacking model is within 18".

Chosen Cabal

Detachment rules

Witchsight: Ranged weapons of THOUSAND SONS models from your army have the [IGNORES COVER] ability.

Enhancements

Warp Mastery (0 pts): When you roll the number of attacks for a Psychic weapon equipped by the bearer, you may re-roll the result.
Fires of Change (0 pts): After the bearer shoots, choose one enemy unit hit by one or more of those Psychic weapon attacks. It must take a Battle-shock test, subtracting 1 from the result.

Stratagems

TZEENTCH’S BOON 1CP · Chosen Cabal – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been chosen to shoot this phase. EFFECT: Until the phase ends, you may re-roll the Wound roll for each Psychic Attack your model makes.
COSTLY BLESSING 1CP · Chosen Cabal – Epic Deed Stratagem · Fight phase
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army selected as a target of those attacks. EFFECT: Until the phase ends, 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 · Fight phase
WHEN: End of your Fight phase. TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army. EFFECT: Choose one objective marker Secured by your opponent within 6" of and visible to your model, then roll one D6: on a 2+ that marker is no longer Secured by your opponent.
INFERNO BOLTERS 1CP · Chosen Cabal – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that has not been chosen to shoot this phase. EFFECT: Choose one closed Hatchway. Until the phase ends, your unit's models may make ranged attacks (not Torrent weapons) against enemy units within 1" of that Hatchway that are wholly on the far side of it from your unit, as if it were open. Each such attack has an Armour Penetration of 0.

Devoted Thralls

Detachment rules

Fervent Devotees: Melee weapons of THOUSAND SONS models from your army have [SUSTAINED HITS 1] while targeting an enemy unit within range of an objective marker.

Enhancements

Thrallmaster (0 pts): At the start of the first battle round, you may choose one friendly THOUSAND SONS CULTISTS or TZAANGORS unit in the same Entry Zone as the bearer; if you do, it may make a Normal move of up to 6".
Prescient Authority (0 pts): Once per turn, when a friendly THOUSAND SONS CULTISTS or TZAANGORS unit within 3" of the bearer is chosen to shoot or fight, the bearer may use this Enhancement: until the phase ends, that unit's models may re-roll a Wound roll of 1.

Stratagems

FLESH CHANGE 1CP · Devoted Thralls – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One TZAANGORS unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, your unit's models have Feel No Pain 5+.
PSYCHIC INGRESS 1CP · Devoted Thralls – Epic Deed Stratagem · Any phase
WHEN: End of any phase. TARGET: One THOUSAND SONS PSYKER CHARACTER model from your army. EFFECT: Open every Hatchway within 3" of your model, ignoring Walls and closed Hatchways when measuring. RESTRICTIONS: Usable only once.
BESTIAL SURGE 1CP · Devoted Thralls – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has shot. TARGET: One TZAANGORS unit from your army selected as a target of those attacks. EFFECT: Your unit may make a Bestial Surge move: roll one D6 and move it up to that many inches, but it must finish as close as it can to the attacking unit. Models may be moved within Engagement Range of that enemy unit, but no other enemy unit.
FELL SACRIFICE 1CP · Devoted Thralls – Strategic Ploy Stratagem · Command phase
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: Choose one enemy unit below its Starting Strength that is within Engagement Range of your unit. It must take a Battle-shock test; if it is also Below Half-strength, subtract 1 from that test. This cannot force a unit to take two Battle-shock tests in the same phase.

Fateseekers

Detachment rules

Methodical Conquest: Each THOUSAND SONS model from your army firing Overwatch scores a hit on an unmodified 5+ rather than only a 6. Also, SCARAB OCCULT TERMINATORS units from your army may perform the Set Overwatch Tactical Manoeuvre in the same turn they perform the Secure Site Tactical Manoeuvre.

Enhancements

Predestined Champion (0 pts): While the bearer is on the battlefield, you are treated as controlling one extra objective marker for the Twisting Fate army rule.
Astral Predation (0 pts): Once per battle, in your Movement phase when the bearer is chosen to move, it may use this Enhancement: choose one closed Hatchway on the battlefield. Until the phase ends, the bearer may move through that Hatchway as if open (it stays closed).

Stratagems

ENDURING ANIMUS 1CP · Fateseekers – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One THOUSAND SONS unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, when a model in your unit is destroyed and has not fought this phase, roll one D6. On a 4+ it is not removed; it may fight after the attacking unit finishes its attacks, then is removed from play.
PHANTASMIC MUNITIONS 1CP · Fateseekers – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One THOUSAND SONS PSYKER unit from your army that has not been chosen to shoot this phase. EFFECT: Until the phase ends, your unit's models can ignore enemy models when determining visibility.
STRATEGIC VISION 1CP · Fateseekers – Strategic Ploy Stratagem · Shooting phase
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 chosen to shoot this phase. EFFECT: Until the phase ends, your unit's ranged weapons gain [PISTOL], and your unit's models may target enemy units not within their Engagement Range (provided they are otherwise eligible).
INVISIBLE ASSAILANTS 1CP · Fateseekers – Strategic Ploy Stratagem · Movement phase
WHEN: Start of your opponent's Movement phase. TARGET: One THOUSAND SONS PSYKER model from your army. EFFECT: Choose one enemy unit visible to your model. It takes a Leadership test, subtracting 1: if failed, until the start of your opponent's next Movement phase, subtract 2" from its models' Move and subtract 2 from its Advance and Charge rolls; if passed, subtract 1" from its models' Move and subtract 1 from its Advance and Charge rolls.

Grand Coven

Detachment rules

Kindred Sorcery: In your Command phase, choose one of the following to last until the start of your next Command phase. Each may be chosen only once per battle. Imbued Manifestation: add 6" to the Range of ranged Psychic weapons of THOUSAND SONS models from your army. Psychic Maelstrom: add 1 to the Wound roll for each Psychic weapon attack by THOUSAND SONS models from your army. Wrath of the Immaterium: Psychic weapons of THOUSAND SONS models from your army gain [DEVASTATING WOUNDS].

Enhancements

Lord of Forbidden Lore (20 pts): THOUSAND SONS model only. When the bearer manifests a Ritual, add 6" to its range while resolving it.
Incandaeum (15 pts): Exalted Sorcerer model only. Once per battle, when choosing a Ritual for the bearer to attempt, you may pick Doombolt even if another model from your army already attempted it this phase.
Umbralefic Crystal (20 pts): THOUSAND SONS model only. Once per battle, in your Command phase, if the bearer's unit is not within Engagement Range of any enemy unit, you may remove it and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set it up anywhere more than 9" horizontally from all enemy units.
Eldritch Vortex of E’taph (35 pts): THOUSAND SONS model only. Add 1 to the Strength and Damage of Psychic weapons equipped by the bearer.

Stratagems

DEVASTATING SORCERY 2CP · Grand Coven – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Thousand Sons Psyker unit from your army that has not been chosen to shoot this phase. EFFECT: Until the phase ends, add 9" to the Range of Psychic weapons of your unit's models, and you may re-roll the Hit roll and the Wound roll for each Psychic weapon attack they make.
PSYCHIC DOMINION 1CP · Grand Coven – Epic Deed Stratagem · Any phase
WHEN: Any phase, right after an enemy unit has chosen its targets. TARGET: One Thousand Sons unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, the attacking unit's Psychic weapons gain [HAZARDOUS], and your unit's models have Feel No Pain 4+ against Psychic Attacks.
DESECRATION OF WORLDS 1CP · Grand Coven – Epic Deed Stratagem · Command phase
WHEN: Your Command phase. TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control. EFFECT: You keep control of that marker until, at the end of some phase, your opponent's Level of Control over it exceeds yours.
DESTINED BY FATE 1CP · Grand Coven – Epic Deed Stratagem · Any phase
WHEN: Any phase, right after a saving throw is failed for a Thousand Sons Psyker model from your army. With fast dice rolling, this may still be used after rolling several saves at once. TARGET: That PSYKER model. EFFECT: Set that attack's Damage to 0. With fast dice rolling, choose one of the attacks you failed a save for.
ARCANE FOCUS 1CP · Grand Coven – Epic Deed Stratagem · Shooting phase
WHEN: Your Shooting phase, right after you take a Psychic test for a Thousand Sons model from your army that Channelled the Warp (before resolving that Ritual). TARGET: That THOUSAND SONS model. EFFECT: Re-roll all D6 of that Psychic test, including the extra D6 for Channelling the Warp.
EGOTISTICAL POWER 1CP · Grand Coven – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase. TARGET: One Thousand Sons Psyker unit from your army. EFFECT: Choose Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium. Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if already chosen this battle.

Hexwarp Thrallband

Detachment rules

Flow of Magic: Parts of the battlefield lie within your army's Flow of Magic: your deployment zone always does; at the start of any phase, if you control at least half the objective markers in No Man's Land, No Man's Land is within it until that phase ends; and at the start of any phase, if you control at least half the objective markers in your opponent's deployment zone, that zone is within it until that phase ends. Each THOUSAND SONS model from your army making a Psychic Attack may re-roll a Wound roll of 1. If such a model is wholly within your Flow of Magic, instead add 1 to the Wound roll for each Psychic Attack it makes.

Enhancements

Arcane Might (20 pts): THOUSAND SONS model only. Add 1 to the Strength of Psychic weapons of models in the bearer's unit. While that unit is wholly within your army's Flow of Magic, add 2 instead.
Empowered Manifestation (20 pts): THOUSAND SONS model only. While the bearer's unit is wholly within your army's Flow of Magic, you may add 6" to the range of the bearer's Psychic abilities that specify a range (including Rituals), and you may re-roll each Hazardous test taken by a model in the unit for a Psychic weapon.
Empyric Onslaught (25 pts): THOUSAND SONS model only. While the bearer's unit is wholly within your army's Flow of Magic, add 3 to the Attacks of ranged Psychic weapons equipped by the bearer.
Noctilith Mantle (15 pts): THOUSAND SONS model only. While the bearer's unit is on the battlefield, it counts as wholly within your army's Flow of Magic. Its models cannot be chosen to use any Rituals.

Stratagems

KALEIDOSCOPIC TEMPEST 1CP · Hexwarp Thrallband – Battle Tactic Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Thousand Sons Psyker unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, your unit has Stealth, and if it is wholly within your army's Flow of Magic, each attack targeting it gains the Benefit of Cover against it.
THROUGH THE VEIL 1CP · Hexwarp Thrallband – Epic Deed Stratagem · Movement phase
WHEN: Start of the Reinforcements step of your Movement phase. TARGET: One Rubric Marines or Scarab Occult Terminators unit from your army in Strategic Reserves. EFFECT: If a RUBRIC MARINES unit, until the phase ends it gains Deep Strike. When set up via Deep Strike, if it is a SCARAB OCCULT TERMINATORS unit it may be placed anywhere wholly within your army's Flow of Magic and more than 6" horizontally from all enemy models. RESTRICTIONS: A SCARAB OCCULT TERMINATORS unit targeted by this cannot declare a charge that turn.
WARDING HEX 1CP · Hexwarp Thrallband – Epic Deed Stratagem · Command phase
WHEN: Command phase. TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control, if that marker is wholly within your army's Flow of Magic. EFFECT: You keep control of that marker until, at the end of some phase, your opponent's Level of Control over it exceeds yours.
SCOURING WARPFLAME 1CP · Hexwarp Thrallband – Strategic Ploy Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Thousand Sons Psyker unit from your army that has not been chosen to shoot this phase and is wholly within your army's Flow of Magic. EFFECT: Until the phase ends, your unit's ranged weapons gain [IGNORES COVER]. After your unit shoots, choose one enemy unit hit by those attacks; until the phase ends its models cannot have the Benefit of Cover.
STRANDS OF TIME 1CP · Hexwarp Thrallband – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, right after a THOUSAND SONS PSYKER unit from your army Falls Back. TARGET: That unit. EFFECT: Until the turn ends, your unit can shoot or declare a charge despite having Fallen Back. If it was wholly within your army's Flow of Magic when targeted, it can both shoot and declare a charge despite having Fallen Back, until the turn ends.
WRATH OF THE DOOMED 1CP · Hexwarp Thrallband – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One THOUSAND SONS unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, when a model in your unit is destroyed and has not fought this phase, roll one D6 (add 1 if your unit is wholly within your army's Flow of Magic): on a 4+ it is not removed. It may fight after the attacking unit finishes its attacks, then is removed from play.

Rubricae Phalanx

Detachment rules

All is Dust: When an attack with an unmodified Damage of 1 is allocated to a Rubricae model from your army, add 1 to any armour save against it.

Enhancements

Risen Rubricae (30 pts): THOUSAND SONS model only. At the start of the Declare Battle Formations step, choose either two Rubricae Battleline units or one other Rubricae unit from your army; their models gain Infiltrators.
Arcane Thralls (Aura) (5 pts): THOUSAND SONS model only. While a friendly Rubricae unit is within 9" of the bearer, you may re-roll its Battle-shock tests.
Lord of the Rubricae (15 pts): THOUSAND SONS model only. While the bearer is leading a unit, add 1 to the Hit roll of each attack made by a Rubricae model in that unit.
The Stave Abominus (20 pts): Thousand Sons Infantry model only. The bearer's melee weapons gain [SUSTAINED HITS D3] and [DEVASTATING WOUNDS].

Stratagems

UNWAVERING PHALANX 1CP · Rubricae Phalanx – Battle Tactic Stratagem · Charge phase
WHEN: Your opponent's Charge phase, right after an enemy unit ends a Charge move. TARGET: One Rubric Marines unit from your army within Engagement Range of that enemy unit. EFFECT: Until the turn ends, subtract 1 from the Wound roll of each attack targeting your unit.
INEXORABLE ADVANCE 1CP · Rubricae Phalanx – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase. TARGET: One Rubricae unit from your army. EFFECT: Until the turn ends, your unit may ignore any or all modifiers to its Move and to its Advance rolls, and its ranged weapons gain [ASSAULT].
IMPLACABLE GUARDIANS 2CP · Rubricae Phalanx – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Rubric Marines Psyker unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, when an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from that attack's Damage.
REVENGE OF THE RUBRICAE 1CP · Rubricae Phalanx – Strategic Ploy Stratagem · Shooting phase
WHEN: Your opponent's Shooting phase, right after a Thousand Sons Psyker model from your army is destroyed. TARGET: One Rubricae unit from your army within 6" of that PSYKER model when it was destroyed. EFFECT: After the attacking unit shoots, your RUBRICAE unit may shoot as if it were your Shooting phase, but it may only target the enemy unit that destroyed your PSYKER model (and only if eligible).
ARDENT AUTOMATA 1CP · Rubricae Phalanx – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, right after a Rubricae unit from your army Falls Back. TARGET: That unit. EFFECT: Until the turn ends, your unit can shoot and declare a charge despite having Fallen Back.
INFERNAL FUSILLADE 2CP · Rubricae Phalanx – Wargear Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Thousand Sons Psyker unit from your army that has not been chosen to shoot this phase. EFFECT: Until the phase ends, all inferno bolt pistols, inferno boltguns, inferno combi-bolters and inferno combi-weapons of your unit's models gain [PSYCHIC] and a Strength of 5.

Warpforged Cabal

Detachment rules

Warpfire Infusion: Each time a Thousand Sons Vehicle unit from your army is chosen to shoot or fight, apply one of the following: if that VEHICLE unit is within 6" of one or more friendly Thousand Sons Psyker models, you may re-roll one Hit roll, one Wound roll and one Damage roll; otherwise, you may re-roll one Hit roll, one Wound roll or one Damage roll. When a THOUSAND SONS VEHICLE model from your army with Deadly Demise is destroyed within 6" of one or more friendly THOUSAND SONS PSYKER models, its Deadly Demise inflicts mortal wounds on a 5+ instead of only a 6.

Enhancements

Warp Syphon (5 pts): THOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, when the bearer Channels the Warp, after rolling the extra D6 but before checking for doubles or triples, the bearer may use this Enhancement: choose one of those VEHICLE units; it suffers 1 mortal wound and you may re-roll that extra D6.
The Perplexing Cloak (20 pts): Thousand Sons Infantry model only. While the bearer is within 3" of one or more friendly Thousand Sons Vehicle units, the bearer has Lone Operative.
Biomechanical Mutation (15 pts): THOUSAND SONS model only. In your Command phase, choose one friendly Thousand Sons Vehicle model within 6" of this model; it regains up to D3 lost wounds.
Warp-cursed Runemaster (10 pts): THOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, when the bearer manifests a Ritual, add 6" to its range while resolving it.

Stratagems

HEX-MARKED ARMOUR 1CP · Warpforged Cabal – Battle Tactic Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Thousand Sons Vehicle unit from your army selected as a target of those attacks. EFFECT: Until the attacking unit finishes its attacks, worsen the Armour Penetration of each attack targeting your unit by 1.
ENSORCELLED INFUSION 1CP · Warpforged Cabal – Battle Tactic Stratagem · Shooting phase
WHEN: Your Shooting phase. TARGET: One Thousand Sons Vehicle unit from your army that has not been chosen to shoot this phase and is within 6" of one or more friendly Thousand Sons Psyker units. EFFECT: Until the phase ends, ranged weapons of VEHICLE models in your unit gain [PSYCHIC], and add 1 to the Wound roll of each attack with such a weapon.
MUTATE LANDSCAPE 1CP · Warpforged Cabal – Epic Deed Stratagem · Command phase
WHEN: Your Command phase. TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control. EFFECT: That marker becomes mutated and you keep control of it until, at the end of some phase, your opponent's Level of Control over it exceeds yours. While a marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of it, roll one D6: on a 4+ that unit suffers D3 mortal wounds.
MALEVOLENT ANIMUS 1CP · Warpforged Cabal – Epic Deed Stratagem · Command phase
WHEN: Your Command phase. TARGET: One Thousand Sons Vehicle unit from your army within 6" of one or more friendly Thousand Sons Psyker units. EFFECT: Until the start of your next Command phase, your VEHICLE unit is malevolent. A malevolent unit may ignore any or all modifiers to: its models' profile characteristics; the Weapon Skill and Ballistic Skill of its models' weapons; and any roll or test made for it (but not modifiers to saving throws).
CYBERSPIRIT MACHINATIONS 1CP · Warpforged Cabal – Strategic Ploy Stratagem · Movement phase
WHEN: Your Movement phase, right after a Thousand Sons Vehicle unit from your army Falls Back. TARGET: That VEHICLE unit and one friendly Thousand Sons Psyker unit within 6" of it. EFFECT: Until the turn ends, your VEHICLE unit can shoot and declare a charge despite having Fallen Back.
WARPFLAME GARGOYLES 1CP · Warpforged Cabal – Wargear Stratagem · Charge phase
WHEN: Your opponent's Charge phase, right after an enemy unit ends a Charge move. TARGET: One Thousand Sons Vehicle unit from your army within Engagement Range of that enemy unit. EFFECT: Roll six D6: for each 5+ that enemy unit suffers 1 mortal wound. It must then take a Battle-shock test.

Warpmeld Pact

Detachment rules

Warpmeld Sacrifice: When an enemy unit is chosen to shoot or fight and targets one or more Tzeentch Mutant Infantry or Tzeentch Mutant Mounted units from your army, each such TZEENTCH MUTANT unit may make a Warpmeld Sacrifice: until the phase ends, subtract 1 from the Wound roll of each attack targeting it, and at the end of the phase it suffers D3 mortal wounds. When a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is chosen to shoot or fight, before picking targets it may make a Warpmeld Sacrifice: until the phase ends, add 1 to the Wound roll of each attack its models make, and at the end of the phase it suffers D3 mortal wounds. KEYWORDS: Tzaangors units from your army gain BATTLELINE, and while such a unit is not Battle-shocked, add 1 to the Objective Control of TZAANGOR models in it.

Enhancements

Warpmeld Dagger (10 pts): Tzaangor Shaman model only. When the bearer attempts a Ritual, just before determining the Psychic test result, it may use this Enhancement: the bearer suffers D3 mortal wounds; if not destroyed, add 1 to that Psychic test result for each mortal wound suffered.
Diamond of Distortion (20 pts): Tzaangor Shaman model only. While the bearer is leading a unit, subtract 1 from the Hit roll of each attack targeting that unit.
Bray Lord (15 pts): Sorcerer or Infernal Master model only. The bearer has Scouts 6". During the Declare Battle Formations step, the bearer may be attached to a Tzaangors unit.
Flowing Flesh (10 pts): Tzaangor Shaman model only. The bearer has Feel No Pain 4+ and a Wounds characteristic of 5.

Stratagems

GIFT OF CHANGE 1CP · Warpmeld Pact – Epic Deed Stratagem · Any phase
WHEN: Any phase. TARGET: One Thousand Sons Character model from your army (not Monsters) that was just destroyed; you may use this even though it was just destroyed. EFFECT: At the end of the phase, add one Tzeentch Chaos Spawn unit of one model to your army, set up as close as possible to where your model was destroyed and not within Engagement Range of any enemy unit. RESTRICTIONS: Once per battle round.
TOUCHED BY TZEENTCH 1CP · Warpmeld Pact – Strategic Ploy Stratagem · Movement phase
WHEN: Start of your Movement phase. TARGET: One Tzeentch Mutant unit from your army. EFFECT: Until the turn ends, your unit can shoot or declare a charge despite having Advanced.
BLESSED TRANSMUTATIONS 1CP · Warpmeld Pact – Strategic Ploy Stratagem · Command phase
WHEN: Your Command phase. TARGET: One Thousand Sons Psyker model from your army and one friendly Tzaangors unit below its Starting Strength within 12" of that PSYKER model. EFFECT: Return up to D3+1 destroyed models (not Characters) to your TZAANGORS unit.
DERANGED FEROCITY 1CP · Warpmeld Pact – Strategic Ploy Stratagem · Fight phase
WHEN: Fight phase, right after a Tzeentch Mutant unit from your army is chosen to fight. TARGET: That unit. EFFECT: Until the phase ends, when a model in your unit makes a Pile-in or Consolidation move, it may move up to 6" instead of 3", and any of its models within 3" of one or more enemy models are eligible to fight. Such models may target an enemy unit within 3" of them and within Engagement Range of their unit.
WARPED VICISSITUDE 1CP · Warpmeld Pact – Strategic Ploy Stratagem · Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Tzaangors unit from your army selected as a target of those attacks. EFFECT: Until the phase ends, your unit's models have a 4+ invulnerable save.
TWISTED MIRAGE 1CP · Warpmeld Pact – Strategic Ploy Stratagem · Movement phase
WHEN: Reinforcements step of your Movement phase. TARGET: One Tzeentch Mutant unit from your army arriving from Strategic Reserves this phase. EFFECT: Set up your unit anywhere more than 6" horizontally from all enemy units, or more than 9" if it is a Monster unit. Either way, until the turn ends it cannot declare a charge.