<b>Amidst the twisting corridors of voidships, upon the strange tides of the warp, many esoteric and
Enhancements (2)
0 pts Astral Predation
With a great psychic effort, this warrior savant projects his eldritch soul out from his mortal shel
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).
0 pts Predestined Champion
Many strands of fate intertwine about this Champion of Tzeentch, for it has been foretold that he ma
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.
Stratagems (4)
1 CP
ENDURING ANIMUS
Either player’s turn - Fight phase
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.
1 CP
INVISIBLE ASSAILANTS
Opponent’s turn - Movement phase
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.
1 CP
PHANTASMIC MUNITIONS
Your turn - Shooting phase
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.
1 CP
STRATEGIC VISION
Your turn - 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 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).