<p class="ShowFluff legend">The empyric ritualists who lead these thrallbands wield magic without re
Enhancements (4)
20 pts Arcane Might
Drawing upon the rampant Warp energies coursing across the battlefield, this sorcerous champion imbu
THOUSAND SONS model only. Add 1 to the Strength characteristic of Psychic weapons equipped by models in the bearer’s unit. While the bearer’s unit is wholly within your army’s Flow of Magic, add 2 to the Strength characteristic of Psychic weapons equipped by models in that unit instead.
20 pts Empowered Manifestation
The many eyes of this witch lord blaze with barely contained arcane might. Whilst the spells they un
THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, you can add 6" to the range of Psychic abilities the bearer has that specify a range (including Rituals) and each time a model in the bearer’s unit takes a Hazardous test for a Psychic weapon, you can re-roll the result.
25 pts Empyric Onslaught
Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive
THOUSAND SONS model only. While the bearer’s unit is wholly within your army’s Flow of Magic, add 3 to the Attacks characteristic of ranged Psychic weapons equipped by the bearer.
15 pts Noctilith Mantle
With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of
THOUSAND SONS model only. While the bearer’s unit is on the battlefield, it is wholly within your army’s Flow of Magic. Models in that unit cannot be selected to use any Rituals.
Stratagems (6)
1 CP
KALEIDOSCOPIC TEMPEST
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Thousand Sons Psyker 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, your unit has the Stealth ability, and, if your unit is wholly within your army’s Flow of Magic, each time an attack targets your unit, it has the Benefit of Cover against that attack.
1 CP
SCOURING WARPFLAME
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 and is wholly within your army’s Flow of Magic.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has shot this phase, select one enemy unit hit by one or more of those attacks. Until the end of the phase, models in that unit cannot have the Benefit of Cover.
1 CP
STRANDS OF TIME
Your turn - Movement phase
WHEN: Your Movement phase, just after a THOUSAND SONS PSYKER unit from your army Falls Back.
TARGET: That Thousand Sons Psyker unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Fell Back. If your unit is wholly within your army’s Flow of Magic when it is targeted with this Stratagem, then until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CP
THROUGH THE VEIL
Your turn - Movement phase
WHEN: Start of the Reinforcements step of your Movement phase.
TARGET: One Rubric Marines or Scarab Occult Terminators unit from your army that is in Strategic Reserves.
EFFECT: If it is a RUBRIC MARINES unit, until the end of the phase, it has the Deep Strike ability. When your unit is set up on the battlefield using the Deep Strike ability, if it is a SCARAB OCCULT TERMINATOR unit it can be set up anywhere on the battlefield that is wholly within your army’s Flow of Magic and more than 6" horizontally away from all enemy models.
RESTRICTIONS: If a SCARAB OCCULT TERMINATORS unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn.
1 CP
WARDING HEX
Either player’s turn - Command phase
WHEN: Command phase.
TARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control, if that objective marker is wholly within your army’s Flow of Magic.
EFFECT: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CP
WRATH OF THE DOOMED
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, adding 1 to the result if your unit is wholly within your army’s Flow of Magic: on a 4+, do not remove it from play. That destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.