| Model Name | M | T | Sv | W | Ld | OC |
Ahriman ⌀40mm | 10" | 4 | 3+ 4++ | 6 | 6+ | 2 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Inferno bolt pistol pistol | 12" | 1 | 2 | 4 | -1 | 1 |
Transmogrifying Blast blast, psychic | 18" | D6+1 | 2 | 6 | -1 | D3 |
| Melee Weapons | Range | A | BS | S | AP | D |
Black Staff of Ahriman psychic | Melee | 5 | 2 | 7 | -1 | 3 |
| Name | Description |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
1CP GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
1CP HEROIC INTERVENTION Detachment: Core | WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP EPIC CHALLENGE Detachment: Core | WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight. TARGET: One CHARACTER model in your unit. EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability. |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
2CP DECEPTIVE GLAMOUR Detachment: Changehost of Deceit | WHEN: Start of the Fight phase. TARGET: One Thousand Sons unit from your army. EFFECT: Until the end of the phase, each time an enemy model within Engagement Range of your unit selects targets for its attacks, it can only target your unit if there are no eligible Scintillating Legions targets for those attacks. |
1CP SULPHUROUS VEIL Detachment: Changehost of Deceit | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Thousand Sons or Scintillating Legions 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 an attack targets your unit, subtract 1 from the Hit roll. |
1CP CHRONOSORCEROUS BLEED Detachment: Changehost of Deceit | WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge. TARGET: One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge. EFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll). |
1CP TZEENTCH’S BOON Detachment: Chosen Cabal | WHEN: Your Shooting phase. TARGET: One THOUSAND SONS PSYKER model from your army within range of an objective marker that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time your model makes a Psychic Attack, you can re-roll the Wound roll. |
1CP EMPYRIC DESECRATION Detachment: Chosen Cabal | WHEN: End of your Fight phase. TARGET: One THOUSAND SONS PSYKER CHARAcTER model from your army. EFFECT: Select one objective marker Secured by your opponent’s army that is within 6" of and visible to your model, then roll one D6: on a 2+, that objective marker is no longer considered Secured by your opponent’s army. |
1CP COSTLY BLESSING Detachment: Chosen Cabal | WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One THOUSAND SONS PSYKER CHARAcTER model 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 model has a 3+ invulnerable save. At the end of the phase, your model suffers D3 mortal wounds. |
1CP PSYCHIC INGRESS Detachment: Devoted Thralls | WHEN: End of any phase. TARGET: One THOUSAND SONS PSYKER CHARAcTER model from your army. EFFECT: Open every Hatchway within 3" of your model. When measuring this distance, ignore Walls and closed Hatchways. RESTRICTIONS: You can only use this Stratagem once. |
1CP FELL SACRIFICE Detachment: Devoted Thralls | 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: Select one enemy unit below its Starting Strength that is within Engagement Range of your unit. That enemy unit must take a Battle-shock test. If that enemy unit is also Below Half-strength, subtract 1 from that test. This Enhancement cannot cause a unit to take two Battle-shock tests in the same phase. |
1CP ENDURING ANIMUS Detachment: Fateseekers | 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. |
1CP INVISIBLE ASSAILANTS Detachment: Fateseekers | 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. |
1CP STRATEGIC VISION Detachment: Fateseekers | 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). |
1CP PHANTASMIC MUNITIONS Detachment: Fateseekers | 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. |
1CP DESECRATION OF WORLDS Detachment: Grand Coven | 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. |
1CP PSYCHIC DOMINION Detachment: Grand Coven | 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. |
1CP DESTINED BY FATE Detachment: Grand Coven | 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. |
1CP ARCANE FOCUS Detachment: Grand Coven | 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). |
1CP EGOTISTICAL POWER Detachment: Grand Coven | 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. |
2CP DEVASTATING SORCERY Detachment: Grand Coven | 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. |
1CP WARDING HEX Detachment: Hexwarp Thrallband | 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. |
1CP KALEIDOSCOPIC TEMPEST Detachment: Hexwarp Thrallband | 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. |
1CP SCOURING WARPFLAME Detachment: Hexwarp Thrallband | 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. |
1CP STRANDS OF TIME Detachment: Hexwarp Thrallband | 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. |
1CP WRATH OF THE DOOMED Detachment: Hexwarp Thrallband | 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. |
2CP INFERNAL FUSILLADE Detachment: Rubricae Phalanx | 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, all inferno bolt pistols, inferno boltguns, inferno combi-bolters and inferno combi-weapons equipped by models in your unit have the [PSYCHIC] ability and a Strength characteristic of 5. |
1CP MUTATE LANDSCAPE Detachment: Warpforged Cabal | 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 is mutated, and 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. While an objective marker is mutated and under your control, each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within range of that objective marker, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds. |
1CP CYBERSPIRIT MACHINATIONS Detachment: Warpforged Cabal | WHEN: Your Movement phase, just 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 that VEHICLE unit. EFFECT: Until the end of the turn, your VEHICLE unit is eligible to shoot and declare a charge in a turn in which it Fell Back. |
1CP GIFT OF CHANGE Detachment: Warpmeld Pact | WHEN: Any phase. TARGET: One Thousand Sons Character model from your army (excluding Monsters) that was just destroyed. You can use this Stratagem on that model even though it was just destroyed. EFFECT: At the end of the phase, add one Tzeentch Chaos Spawn unit containing one model to your army, and set it up as close as possible to where your model was destroyed and not within Engagement Range of one or more enemy units. RESTRICTIONS: You can only use this Stratagem once per battle round. |
1CP BLESSED TRANSMUTATIONS Detachment: Warpmeld Pact | WHEN: Your Command phase. TARGET: One Thousand Sons Psyker model from your army, and one friendly Tzaangors unit that is below its Starting Strength and within 12" of that PSYKER model. EFFECT: Return up to D3+1 destroyed models (excluding Characters) to your TZAANGORS unit. |