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Sorcerers of the Changer of Ways

Thousand Sons

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

Rubric Wards

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.

Tzeentch's Firestorm

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.

4 available

Detachments & Enhancements

Ritual of Regeneration

Sorcerous Invigoration

The sorcerous workings unleashed by this coven draw upon the energies of the Warp to effect relentless change, reknitting damaged flesh, sealing shattered armour and infusing even the most gruesomely mangled bodies with relentless life. (Once per turn, per unit) When a friendly THOUSAND SONS PSYKER unit (excluding MONSTER units) successfully manifests a Ritual, that unit heals D3 wounds.

Eruption of Vitality

35 pts

Their carcass consumed in a sudden pyre of warpflame, this champion of Tzeentch steps from the blaze as a mutant parody of their former self. INFANTRY/MOUNTED THOUSAND SONS PSYKER model only. (Once per battle, per army) When this model is destroyed, at the end of the phase, roll one D6: - On a 2+, set up this model on the battlefield, unengaged and as close as possible to where it was destroyed. This model is not part of an attached unit and its unit has a starting strength of 1. This model has 3 wounds remaining.

Curse of Life

20 pts

A ghastly torrent of unnatural life force pours through this warrior mystic, which will curse them with animus long after they wish themselves safely dead. INFANTRY/MOUNTED THOUSAND SONS PSYKER model only. When this model heals as a result of the Sorcerous Invigoration detachment rule, you can add 3 to the number of wounds healed.

Sekhetar Cohort

Ensorcelled Animus

Some amongst the sorcerers of the Thousand Sons have learned to channel their wills through the mechanical bodies of Sekhetar Robots, rendering the constructs extensions of their own subtle bodies. - Friendly SEKHETAR ROBOTS units' attacks have [PSYCHIC]. - Friendly THOUSAND SONS PSYKER units have the following ability: Infusion (Aura): While a friendly SEKHETAR ROBOTS unit is within 12" of this unit, that unit's melee attacks have +1 WS.

Walking Rampart

30 pts

This Sorcerer callously employs the Sekhetar Robots as a mobile fortification, pouring sorcery into them to repair their battered forms and maintain his ambulatory shield. SORCERER / EXALTED SORCERER model only. This model has the following abilities: - Soul Bound: In your Movement phase, at the start or end of this unit's move, you can select one friendly SEKHETAR ROBOTS unit within 3" of this model. That SEKHETAR ROBOTS unit heals D3+1 wounds. - Kine-shielded Guardians: While this model is within 3" of a friendly SEKHETAR ROBOTS unit, this model has Lone Operative.

Occulus Infernum

20 pts

It may be the Sekhetar Robots that fire upon the foe, but it is their sorcerous master that aims through their stolen senses. SORCERER/EXALTED SORCERER model only. In your Movement phase, at the start or end of this unit's move, you can select one friendly SEKHETAR ROBOTS unit within 6" of this unit. That unit's ranged attacks have +1 BS until the start of your next turn.

Servants of Change

All-seeing Mutant Hordes

Beneath the multitudinous eyes of so many servants of Tzeentch, reality itself shifts and mutates, leaving the foe exposed to the onrushing mutant masses. - Friendly TZAANGORS units have BATTLELINE. - In your Shooting phase, while a friendly MUTANT unit is shooting, enemy units have +6" detection range. This detachment has the MUTANT tag and cannot be taken with another MUTANT detachment.

Unravelled Fates

15 pts

How can the foe hope to suppress or drive back the hordes when, with a twist of sorcery, panic turns to courage, and certain doom mutates into burgeoning triumph? TZAANGOR SHAMAN model only. In your Movement phase, at the start or end of this unit's move, you can select one friendly battle-shocked MUTANT unit within 6" of this model. That unit is no longer battle-shocked.

Thicket of Bladed Bone

10 pts

Horrific mutations have rendered this degenerate Spawn especially dangerous at close quarters. SPAWN unit only. This unit's melee attacks have: - +1 AP. - [CLEAVE 1].

Hexwarp Thrallband

Flow of Magic

With each site seized by the thrallband's warriors, the flow of arcane energies increases, and the veil between reality and the Warp erodes. The resultant influxes of Warp energy are potent enough to invoke the flesh-change and must be channelled carefully by the thrallband's Sorcerers. With masterful skill, they wield these mutagenic energies, expertly syphoning excess magic to empower themselves and the warriors at their command while maintaining control of their ever-expanding ritual. Certain areas of the battlefield are within your army's Flow of Magic, as follows: ■ Your deployment zone is always within your army's Flow of Magic. ■ At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Flow of Magic. ■ At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Flow of Magic. Each time a Thousand Sons model from your army makes a Psychic Attack, re-roll a Wound roll of 1. If such a model is wholly within your army's Flow of Magic, each time it makes a Psychic Attack, add 1 to the Wound roll instead.

Arcane Might

20 pts

Drawing upon the rampant Warp energies coursing across the battlefield, this sorcerous champion imbues their weapons and those of their talented underlings with soul-shattering force. 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.

Empowered Manifestation

20 pts

The many eyes of this witch lord blaze with barely contained arcane might. Whilst the spells they unleash are rendered far more lethal, such destructive power comes at significant risk. 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.

Empyric Onslaught

25 pts

Suffused with boundless empyric force, this ritualist unleashes overwhelming torrents of destructive magic upon their enemies. 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.

Noctilith Mantle

15 pts

With this crest, wrought from empyrically charged blackstone, this warrior becomes a mobile locus of unchecked Warp power. 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.

15 stratagems

Stratagems

Relentless Rebirth

1 CP

Detachment · Any phase · Ritual of Regeneration

WHEN: Any phase, when a friendly INFANTRY/MOUNTED THOUSAND SONS PSYKER unit suffers a mortal wound. TARGET: That INFANTRY/MOUNTED THOUSAND SONS PSYKER unit. EFFECT: Your unit has Feel No Pain 5+ against mortal wounds.

Mutagenic Magicks

1 CP

Detachment · Fight phase · Ritual of Regeneration

WHEN: Start of the Fight phase. TARGET: One friendly engaged THOUSAND SONS PSYKER unit. EFFECT: Select one enemy unit engaged with your unit. Roll six D6: - For each 4+, that enemy unit suffers 1 mortal wound.

Multitudinous Limbs

1 CP

Detachment · Movement phase · Ritual of Regeneration

WHEN: Your Movement phase, when a friendly INFANTRY/MOUNTED THOUSAND SONS PSYKER unit is selected to make an advance/fall back move. TARGET: That INFANTRY/MOUNTED THOUSAND SONS PSYKER unit. EFFECT: That move does not prevent your unit from being eligible to start an action.

Arcane Venting

1 CP

Detachment · Movement phase · Sekhetar Cohort

WHEN: End of your Movement phase. TARGET: One friendly SEKHETAR ROBOTS unit. EFFECT: Select one objective your unit is controlling. That objective is secured.

Ectoplasmic Extrusion

1 CP

Detachment · Shooting phase · Sekhetar Cohort

WHEN: Your Shooting phase, when a friendly SEKHETAR ROBOTS unit within 12" of a friendly THOUSAND SONS PSYKER unit starts an action. TARGET: That SEKHETAR ROBOTS unit. EFFECT: That action does not prevent your unit from being eligible to shoot.

Warp Fields

1 CP

Detachment · Shooting phase · Sekhetar Cohort

WHEN: Your opponent's Shooting phase, when an enemy unit targets a friendly SEKHETAR ROBOTS unit within 12" of a friendly THOUSAND SONS PSYKER unit. TARGET: That SEKHETAR ROBOTS unit. EFFECT: Ranged attacks that target your unit with a S greater than your unit's T have -1 to wound rolls.

Prismatic Displacement

1 CP

Detachment · Movement phase · Servants of Change

WHEN: Your Movement phase, when a friendly INFANTRY/MOUNTED MUTANT unit is selected to make an advance/fall back move. TARGET: That INFANTRY/MOUNTED MUTANT unit. EFFECT: - Your unit's ranged attacks have [ASSAULT] until the end of the turn. - That move does not prevent your unit from being eligible to shoot/declare a charge.

Temporal Instability

1 CP

Detachment · Movement phase · Servants of Change

WHEN: Your Movement phase, when a friendly INFANTRY/MOUNTED MUTANT unit is selected to make an advance/fall back move. TARGET: That INFANTRY/MOUNTED MUTANT unit. EFFECT: In a turn your unit made an advance/fall-back move, that move does not prevent your unit from being eligible to start an action.

The Land Writhes

1 CP

Detachment · Movement phase · Servants of Change

WHEN: Your Movement phase, when a friendly MONSTER MUTANT unit is selected to move. TARGET: That MONSTER MUTANT unit. EFFECT: Your unit has MOBILE.

Warding Hex

1 CP

Epic Deed · Command phase · 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.

Wrath of the Doomed

1 CP

Strategic Ploy · Fight phase · 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.

Strands of Time

1 CP

Strategic Ploy · Movement phase · 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.

Through the Veil

1 CP

Epic Deed · Movement phase · Hexwarp Thrallband

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.

Scouring Warpflame

1 CP

Strategic Ploy · Shooting phase · 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.

Kaleidoscopic Tempest

1 CP

Battle Tactic · Shooting phase · 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: • Your unit has Stealth. • If your unit is wholly within your army's Flow of Magic, your unit has -3 detection range.

29 units

Datasheets

M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
M
10"
T
4
SV
3+
W
6
LD
6+
OC
1
M
12"
T
11
SV
3+
W
18
LD
6+
OC
5
M
6"
T
4
SV
3+
W
5
LD
6+
OC
1
M
12"
T
4
SV
3+
W
6
LD
6+
OC
1
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
M
14"
T
11
SV
2+
W
16
LD
5+
OC
6
M
10"
T
10
SV
4+
W
13
LD
6+
OC
4
M
5"
T
4
SV
3+
W
2
LD
6+
OC
2
M
5"
T
5
SV
2+
W
3
LD
6+
OC
1
M
8"
T
5
SV
4+
W
4
LD
7+
OC
1
M
6"
T
3
SV
6+
W
1
LD
7+
OC
1
M
7"
T
10
SV
2+
W
10
LD
6+
OC
3
M
11"
T
9
SV
2+
W
10
LD
6+
OC
3
M
8"
T
10
SV
3+
W
14
LD
6+
OC
5
M
8"
T
10
SV
3+
W
12
LD
6+
OC
3
M
6"
T
9
SV
2+
W
8
LD
6+
OC
3
M
20+"
T
9
SV
3+
W
12
LD
6+
OC
0
M
10"
T
12
SV
2+
W
16
LD
6+
OC
5
M
10"
T
10
SV
3+
W
12
LD
6+
OC
3
M
10"
T
10
SV
3+
W
11
LD
6+
OC
4
M
10"
T
10
SV
3+
W
11
LD
6+
OC
4
M
12"
T
9
SV
3+
W
10
LD
6+
OC
2
M
6"
T
4
SV
3+
W
4
LD
6+
OC
1
M
5"
T
5
SV
2+
W
5
LD
6+
OC
1
M
10"
T
11
SV
2+
W
11
LD
6+
OC
3
M
10"
T
4
SV
5+
W
2
LD
7+
OC
2
M
10"
T
4
SV
5+
W
4
LD
7+
OC
1
M
6"
T
4
SV
6+
W
1
LD
7+
OC
2

Rules digest

How This Force Plays

Our own plain-speech digest of how this force's rules hang together — army rule, detachment choice, command-point economy and roster shape. Written by us, not reproduced from the pack; the official PDF is the only authority on exact wording.

Read the official pack PDF

How the army rule shapes play

Every list in this force answers to Rubric Wards, so plan your turns around it rather than treating it as a bonus. A second layer — Tzeentch's Firestorm — lets you tilt the same roster toward a different way of fighting before the first dice are rolled. Exact wording lives in the official pack PDF; the summary here is ours.

Choosing a detachment

You commit to one of 4 detachments (Ritual of Regeneration, Sekhetar Cohort, Servants of Change, Hexwarp Thrallband), and that choice locks in both your detachment rule and the 10 enhancements available to your characters. Pick the detachment that matches the units you already own, then buy enhancements last.

Command points and stratagems

There are 15 stratagems on offer, costing between 1 and 1 CP. In a normal game you will bank enough for two or three interventions a turn at most, so decide before deployment which one or two plays you are saving command points for.

Building to a points limit

The roster runs to 29 datasheets. The cheapest entry comes in at 50 points and the most expensive at 455, so a single flagship choice can eat a fifth of a 2,000-point army. Use the list builder to keep the Rule of Three, character limits and your points ceiling honest as you add units.

Official faction pack v1.2

What Changed & Rulings

Our own plain-speech summary of what the current pack alters for this force — no rules text reproduced. The exact wording is authoritative only in the Games Workshop PDF. Legal for matched play from 26th August 2026.

Read the official pack PDF

Army Rules

Cabal of Sorcerers

This pack amends Cabal of Sorcerers. See the official pack PDF for the exact wording.

Ritual this turn and select one Ritual no model from your army has

Ritual this turn and select one Ritual no model from your army has is updated in this pack. See the official pack PDF for the exact wording.

SCINTILLATING LEGIONS model from your army makes an attack that

SCINTILLATING LEGIONS model from your army makes an attack that is updated in this pack. See the official pack PDF for the exact wording.

SCINTILLATING LEGIONS model from your army makes an attack that

SCINTILLATING LEGIONS model from your army makes an attack that is updated in this pack. See the official pack PDF for the exact wording.

Changehost Of Deceit Detachment

Ethereal Phantasm Stratagem, Target Section

Numbers change only: Ethereal Phantasm's target section now reads 8" where it used to read 9".

Chronosorcerous Bleed Stratagem

Chronosorcerous Bleed has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Grand Coven Detachment

Incandaeum Enhancement

Incandaeum has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Umbralefic Crystal Enhancement

Umbralefic Crystal has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Warpforged Cabal Detachment

Hex-marked Armour Stratagem, Effect Section

Hex-marked Armour's effect section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Ensorcelled Infusion Stratagem, Target Section

Ensorcelled Infusion's target section has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Ensorcelled Infusion Stratagem, CP Cost

Ensorcelled Infusion Stratagem, CP Cost has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Warpmeld Pact Detachment

Bray Lord Enhancement

Bray Lord is updated in this pack. See the official pack PDF for the exact wording.

Twisted Mirage Stratagem, Effect Section

Twisted Mirage's effect section is updated in this pack. See the official pack PDF for the exact wording.

Warpmeld Sacrifice Detachment Rule

Warpmeld Sacrifice has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from

TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from is updated in this pack. See the official pack PDF for the exact wording.

Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED

Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED is updated in this pack. See the official pack PDF for the exact wording.

Datasheets

Destructor, Chaos Rhino and Chaos Vindicator - Keywords Section

This pack bolts an extra clause onto Destructor, Chaos Rhino and Chaos Vindicator - Keywords Section — the rule does everything it did before, plus more. See the official pack PDF for the exact wording.

Heldrake

Heldrake is updated in this pack. See the official pack PDF for the exact wording.

Chaos Vindicator, Profile

This pack amends Chaos Vindicator, Profile. See the official pack PDF for the exact wording.

Daemon Prince of Tzeentch with Wings, Aetherstride Ability

Daemon Prince of Tzeentch with Wings, Aetherstride Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Flamers, Profile

This pack amends Flamers, Profile. See the official pack PDF for the exact wording.

Kairos Fateweaver, One Head Looks Back Ability

Kairos Fateweaver, One Head Looks Back Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Infernal Gateway - Witchfire

Infernal Gateway - Witchfire is updated in this pack. See the official pack PDF for the exact wording.

RANGE A BS S AP D

RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.

Infernal Gateway - Focused Witchfire

Infernal Gateway - Focused Witchfire is updated in this pack. See the official pack PDF for the exact wording.

RANGE A BS S AP D

RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.

Mutalith Vortex Beast, Immaterial Flare Ability

Mutalith Vortex Beast, Immaterial Flare Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

RANGE A BS S AP D

RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.

RANGE A BS S AP D

RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.

RANGE A BS S AP D

RANGE A BS S AP D is updated in this pack. See the official pack PDF for the exact wording.

Maulerfiend, Snarling Protector Ability

Maulerfiend, Snarling Protector Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Screamers, Profile

This pack amends Screamers, Profile. See the official pack PDF for the exact wording.

Sekhetar Robots, Prophetic Sentinels Ability

Sekhetar Robots, Prophetic Sentinels Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Sorcerer in Terminator Armour, Marked by Fate Ability

Sorcerer in Terminator Armour, Marked by Fate Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Malign Trickery Ability

Malign Trickery Ability has been rewritten for this pack, so the old wording no longer applies. See the official pack PDF for the exact wording.

Q: When using the Touched by Tzeentch Stratagem in the Warpmeld

Q: When using the Touched by Tzeentch Stratagem in the Warpmeld is updated in this pack. See the official pack PDF for the exact wording.

after Advancing as soon as I use the Stratagem?

after Advancing as soon as I use the Stratagem? is updated in this pack. See the official pack PDF for the exact wording.

one Twisted Mirage Stratagem?

one Twisted Mirage Stratagem? is updated in this pack. See the official pack PDF for the exact wording.

CHARACTER to a unit selected using the Risen Rubricae Enhancement,

CHARACTER to a unit selected using the Risen Rubricae Enhancement, is updated in this pack. See the official pack PDF for the exact wording.

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