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Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.
Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.
Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.
Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.
Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.
Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.
Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic testBattle Round
CORUSCATING BEAM (Thousand Sons – Strategic Ploy)
3pc
Use this Stratagem in your Command phase, if a THOUSAND SONS WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 9" of the centre of that marker and draw a line between the centre of each of the markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.
SLOW AND PURPOSEFUL (Thousand Sons – Strategic Ploy)
1pc
INESCAPABLE FOREWARNING (Thousand Sons – Strategic Ploy)
2pc
Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18" of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6" of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18" of their unit and that ARCANA ASTARTES PSYKER unit when doing so.
UNHOLY SUSURRUS (Thousand Sons – Epic Deed)
1pc
Use this Stratagem at the start of your Psychic phase. Select one THOUSAND SONS PSYKER unit from your army. Select one psychic power from the disciplines it has access to. That psychic power replaces one psychic power that unit knows.
GREAT SORCERER (Thousand Sons – Epic Deed)
1pc Use this Stratagem in your Psychic phase. Select one THOUSAND SONS PSYKER model from your army. That unit can attempt to manifest one additional psychic power this turn.
MALEFIC SCROLL (Thousand Sons – Wargear)
1pc Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army (excluding MAGNUS THE RED) manifests the Smite psychic power. That manifestation inflicts 3 mortal wounds instead of D3 or D6 (no dice roll is made).
MASTERS OF THE IMMATERIUM (Thousand Sons – Epic Deed)
1pc
Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp.
METAPHYSICAL FOCUS (Thousand Sons – Epic Deed)
1pc Use this Stratagem in your Psychic phase, after attempting to perform a psychic action with an ARCANA ASTARTES PSYKER unit from your army. That unit can attempt to manifest one psychic power this phase.
WARPED REGENERATION (Thousand Sons – Epic Deed)
1pc Use this Stratagem in your Psychic phase, after manifesting a psychic power with a THOUSAND SONS unit from your army with an unmodified Psychic test of 9 or more. If that unit contains a model that has lost any wounds, that model is healed and regains up to D3 lost wounds (each model can only be healed once per turn). Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.
INFERNAL FUSILLADE (Thousand Sons – Battle Tactic)
1pc
Use this Stratagem in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit shoots a bolt weapon, make one additional attack with that weapon. For example, a model shooting an inferno combi-bolter at a target within half range would make 5 attacks.
IMPLACABLE GUARDIANS (Thousand Sons – Strategic Ploy)
1pc
Use this Stratagem at the start of your opponent’s Shooting phase. Select one ARCANA ASTARTES CHARACTER model from your army (excluding MAGNUS THE RED). Until the end of the phase, while that model is within 3" of any friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS units, that model can use the Look Out, Sir rule even if this unit contains fewer than 3 models.
ARCANE SMOKESCREEN (Thousand Sons – Wargear)
1pc
Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.
UNWAVERING PHALANX (Thousand Sons – Battle Tactic)
1-3pc
Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS RUBRIC MARINES or THOUSAND SONS SCARAB OCCULT TERMINATORS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 3CP.
Enemy Charge phase
SELFLESS AUTOMATA (Thousand Sons – Strategic Ploy)
2pc
Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that finished a charge move within Engagement Range of any ARCANA ASTARTES CHARACTER units from your army that phase: one friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit that is within 12" of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that unit can move up to 2D6" instead of up to 3" and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units (otherwise it does not move).
SORCEROUS MIGHT (Thousand Sons – Epic Deed)
1pc
Use this Stratagem in any phase, when a THOUSAND SONS VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
WRATH OF THE WRONGED (Thousand Sons – Battle Tactic)
x2
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Ahriman sur Disque de Tzeentch
9 | 180
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Sorcier Exalté
7 | 120
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Sorcier Exalté
7 | 120
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Sorcier Exalté sur Disque de Tzeentch
8 | 135
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| 4 unités | 555 points | 27.75 % | ||||||||||||||||||||||||||||||||||||||||
| Troupes | ||||||||||||||||||||||||||||||||||||||||
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Marines Rubricae (10)
13 | 238
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Marines Rubricae (10)
13 | 225
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| 2 unités | 463 points | 23.15 % | ||||||||||||||||||||||||||||||||||||||||
| Elite | ||||||||||||||||||||||||||||||||||||||||
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Terminators de Scarabée Occulte (5)
11 | 225
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Terminators de Scarabée Occulte (5)
11 | 220
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| 2 unités | 445 points | 22.25 % | ||||||||||||||||||||||||||||||||||||||||
| Seigneur de Batailles | ||||||||||||||||||||||||||||||||||||||||
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[Seigneur de Guerre]
Magnus le Rouge
23 | 420
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| 1 unité | 420 points | 21 % | ||||||||||||||||||||||||||||||||||||||||
| Transport | ||||||||||||||||||||||||||||||||||||||||
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Rhino du Chaos
4 | 80
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| 1 unité | 80 points | 4 % |
| Points | : | 106 | 1963 |
| - pts restants | : | 37 |
| Commandement | : | 5 |
| Cabale | : | 22 |
| Figurines | : | 36 |
| Unités | : | 10 |
| Abattez-le | : | 5 |
| Assassinat | : | 16 |
| Abhorrez le sorcier | : | 23 |
| Pas de prisonniers | : | 70 |
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