runes plate — not savedSorcerers of the Changer of Ways
“Magic Is Might”
Once the most learned and gifted of the Space Marine Legions, the Thousand Sons were undone by their own primarch's hubris — the Rubric of Ashes turned the rank and file to animate, soulless dust within their armour, preserving them forever as silent, spellbound automata. Only the Legion's surviving sorcerers retain their minds, each a powerful psyker bent to endless research in pursuit of a way to reverse the curse and restore their brothers to life. Serving Tzeentch, the Architect of Fate, in his crystal city of Tizca-reborn, the Thousand Sons wage war with blistering sorcery, warpflame, and the tireless bolters of the Rubricae, seeking always the next secret that might undo their ancient doom.
Army Rule
Thousand Sons PSYKER units and RUBRIC MARINES units gain a 5+ invulnerable save, representing the warding sorceries woven through their war-plate. Additionally, each time a friendly THOUSAND SONS unit manifests a psychic power, you gain 1 Cabal Point that can be spent on additional psychic effects.
Once per battle round, when a THOUSAND SONS unit is selected to shoot, you can spend Cabal Points to grant that unit's ranged weapons the [SUSTAINED HITS 1] ability for the phase.
2 available
Cabal Points
Your army generates Cabal Points whenever a THOUSAND SONS unit manifests a psychic power; spend these points on powerful Ritual abilities such as extra mortal wounds or re-rolls for your units.
The bearer knows one additional psychic power and can manifest it even if it has already manifested a power this phase.
Once per battle, re-roll all failed Hit rolls for the bearer's unit in the Shooting phase.
The bearer has a 4+ invulnerable save.
Once per turn, when the bearer manifests a psychic power, you gain an additional Cabal Point.
Aetherstride
RUBRIC MARINE units in this detachment can shoot even if they Advanced or Fell Back this turn, and treat their ranged weapons as Assault while doing so.
The bearer's melee weapon has the [DEVASTATING WOUNDS] ability.
Add 1 to Psychic tests taken for the bearer.
Once per battle, the bearer can ignore the effects of a Mortal Wound-inflicting ability.
Improve the AP of the bearer's melee weapons by 1 and re-roll wound rolls of 1.
6 stratagems
BATTLE TACTIC · Shooting phase
Use when a THOUSAND SONS unit is selected to shoot. Until the end of the phase, that unit's ranged weapons have the [IGNORES COVER] ability.
STRATEGIC PLOY · Any phase
Use when a THOUSAND SONS PSYKER manifests a psychic power. You gain 1 additional Cabal Point.
WARGEAR · Your turn phase
Use after a THOUSAND SONS PSYKER manifests a psychic power. Spend 3 Cabal Points to deal D3 mortal wounds to an enemy unit within 12".
BATTLE TACTIC · Movement phase
Use when a RUBRIC MARINES unit Advances. That unit can still shoot this phase as if it had not moved.
EPIC DEED · Fight phase
Use when a THOUSAND SONS unit is selected to fight. Until the end of the phase, re-roll Wound rolls of 1 for that unit's melee attacks.
STRATEGIC PLOY · Opponent's turn phase
Use when a THOUSAND SONS unit is targeted by an attack. Until the end of the phase, subtract 1 from Hit rolls made against that unit.
27 units