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Grand Coven

<p class="ShowFluff legend">When a Grand Coven of the Thousand Sons goes to war, Warp sorcery satura

Detachment Rules (1)

Kindred Sorcery

For an instant, the chanting voices of the Thousand Sons achieve eerie synchronisation. Their words
In your Command phase, you can select one of the abilities listed below to take effect until the start of your next Command phase. You can only select each of these abilities once per battle.

Imbued Manifestation

Add 6" to the Range characteristic of ranged Psychic weapons equipped by THOUSAND SONS models from your army.

Psychic Maelstrom

Each time a THOUSAND SONS model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll.

Wrath of the Immaterium

Psychic weapons equipped by THOUSAND SONS models from your army have the [devastating wounds] ability.

Enhancements (4)
35 pts

Eldritch Vortex of E’taph

When the insane Magister E’taph was consumed by his own ritual, his death created a semi-sentient vo
THOUSAND SONS model only. Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer.
15 pts

Incandaeum

This staff was fashioned from the sorcerously crystallized fires of a Tzeentchian Firelord. Roiling
Exalted Sorcerer model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army have already attempted to manifest that Ritual this phase.
20 pts

Lord of Forbidden Lore

This Sorcerer has committed many a grimoire and unholy tome to memory, giving them unparalleled know
THOUSAND SONS model only. Each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.
20 pts

Umbralefic Crystal

One in command of this powerful relic - coalesced from the cursed gloom of Mangel III - can use its
THOUSAND SONS model only. Once per battle, in your Command phase, if the bearer’s unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves. In the Reinforcements step of your next Movement phase, set that unit back up anywhere on the battlefield that is more than 9" horizontally away from all enemy units.
Stratagems (6)
1 CP

ARCANE FOCUS

Your turn - Shooting phase
WHEN: Your Shooting phase, just 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 of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).
1 CP

DESECRATION OF WORLDS

Your turn - 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 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

DESTINED BY FATE

Either player’s turn - Any phase
WHEN: Any phase, just after a saving throw is failed for a Thousand Sons Psyker model from your army. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple saving throws at once.

TARGET: That PSYKER model.

EFFECT: Change the Damage characteristic of that attack to 0. If you are using fast dice rolling, select one of those attacks you failed a saving throw for.
2 CP

DEVASTATING SORCERY

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, add 9" to the Range characteristic of Psychic weapons equipped by models in your unit, and each time a model in your unit makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.
1 CP

EGOTISTICAL POWER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Thousand Sons Psyker unit from your army.

EFFECT: Select the Imbued Manifestation, Psychic Maelstrom or Wrath of the Immaterium ability. Until the start of your next Command phase, that ability applies to your unit instead of any other Kindred Sorcery ability, even if you have already selected that ability this battle.
1 CP

PSYCHIC DOMINION

Either player’s turn - Any phase
WHEN: Any 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, Psychic weapons equipped by models in the attacking unit have the [hazardous] ability, and models in your unit have the Feel No Pain 4+ ability against Psychic Attacks.