| Model Name | M | T | Sv | W | Ld | OC |
Chaos Lord On Disc Of Tzeentch ⌀40mm | 12" | 4 | 3+ 4++ | 6 | 6+ | 1 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Plasma pistol – standard pistol | 12" | 1 | 2 | 7 | -2 | 1 |
Combi-weapon anti-infantry 4+, devastating wounds, rapid fire 1 | 24" | 1 | 4 | 4 | 0 | 1 |
Combi-bolter rapid fire 2 | 24" | 2 | 2 | 4 | 0 | 1 |
Bolt pistol pistol | 12" | 1 | 2 | 4 | 0 | 1 |
Plasma pistol – supercharge hazardous, pistol | 12" | 1 | 2 | 8 | -3 | 2 |
| Melee Weapons | Range | A | BS | S | AP | D |
Paired accursed weapons twin-linked | Melee | 7 | 2 | 4 | -1 | 1 |
Power fist | Melee | 5 | 2 | 8 | -2 | 2 |
Close combat weapon | Melee | 6 | 2 | 4 | 0 | 1 |
Astartes chainsword | Melee | 7 | 2 | 4 | -1 | 1 |
Accursed weapon | Melee | 6 | 2 | 5 | -2 | 1 |
| Name | Description |
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. |
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 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 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 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. |
1CP GRENADE Detachment: Core | WHEN: Your Shooting phase. TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units. EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound. |
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 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. |
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. |
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 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 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 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 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. |
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. |