# Thousand Sons Stratagems: 11th Edition Cards by Detachment

> All 57 Thousand Sons stratagems for 40k 11th edition by detachment, with CP, timing, phase and rules text, ready to print as cards.

Canonical: https://lexmechanic.com/print/stratagems/thousand-sons

[§ PRINT](/print) · 11th edition

# Thousand Sons Stratagems: 57 stratagems across 12 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

57

Detachments

12 9 tournament legal

Army rules

5

Data

2026-08-04

[Print as cards](/print/stratagems?faction=thousand-sons) [Phase Plan](/phaseplan) [Thousand Sons meta](/metamerge/thousand-sons)

[Changehost of Deceit](#det-changehost-of-deceit) [Chosen Cabal](#det-chosen-cabal) [Devoted Thralls](#det-devoted-thralls) [Fateseekers](#det-fateseekers) [Grand Coven](#det-grand-coven) [Hexwarp Thrallband](#det-hexwarp-thrallband) [Ritual of Regeneration](#det-ritual-of-regeneration) [Rubricae Phalanx](#det-rubricae-phalanx) [Sekhetar Cohort](#det-sekhetar-cohort) [Servants of Change](#det-servants-of-change) [Warpforged Cabal](#det-warpforged-cabal) [Warpmeld Pact](#det-warpmeld-pact)

5 rules

## Army rules

What every Thousand Sons army brings to the table, whichever detachment it is built on.

### Cabal of Sorcerers

If your Army Faction is THOUSAND SONS, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.
**PSYCHIC TEST SEQUENCE** **Roll 2D6**
**Channel the Warp**
(Optional)
Then, if one or more doubles or triples were rolled during this test, that model’s unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.

#### DESTINY’S RUIN (PSYCHIC)

WARP CHARGE 5 Select one enemy unit within 24" of and **visible** to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.

#### TEMPORAL SURGE (PSYCHIC)

WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24" of and **visible** to the manifesting model. That unit can make a **Normal move** of up to D6". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.

#### DOOMBOLT (PSYCHIC)

WARP CHARGE 7 Select one enemy unit within 24" of and **visible** to the manifesting model (excluding units with the **Lone Operative** ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 **mortal wounds**. If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.

#### TWIST OF FATE (PSYCHIC)

WARP CHARGE 9 Select one enemy unit within 24" of and **visible** to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.

57 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Changehost of Deceit

6 stratagems

### Infernal Pacts

SCINTILLATING LEGIONS units from your army have the following the ability:
**Daemonic Illusions (Aura):** While a friendly THOUSAND SONS PSYKER unit is within 6" of and **visible** to this unit, models in that unit have a 4+ invulnerable save against ranged attacks.
THOUSAND SONS units from your army have the following ability:
**Mortal Sorcery (Aura):** While a friendly SCINTILLATING LEGIONS PSYKER unit is within 6" of and visible to this unit, that SCINTILLATING LEGIONS unit has the Cabal of Sorcerers ability.
**RESTRICTIONS**
You can include SCINTILLATING LEGIONS units in your army, even though they do not have the THOUSAND SONS Faction keyword. The combined points cost of such units you can include in your army is:
**Incursion:** Up to 500 pts
**Strike Force:** Up to 1000 pts
**Onslaught:** Up to 1500 pts
No SCINTILLATING LEGIONS models from your army can be your WARLORD.

1 CP Battle Tactic Either turn

### SULPHUROUS VEIL

Shooting · Fight

Gouts of choking brimstone or arcane smog seeping from the Warp are exploited to confound the foe.

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.

2 CP Strategic Ploy Either turn

### DECEPTIVE GLAMOUR

Fight

Tendrils of phantasmal sorcery are sent to invade the minds of the Thousand Sons' foes, magnifying the infernal threat until it eclipses all others in a kaleidoscope of insanity.

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.

1 CP Strategic Ploy Opponent's turn

### ETHEREAL PHANTASM

Movement

Semi-sentient doppelgangers stalk the battlefield, bewildering attempts to target the daemonic spawn.

When

Your opponent’s Movement phase, just after an enemy unit ends a **Normal**, **Advance** or **Fall Back move**.

Target

One SCINTILLATING LEGIONS unit from your army that is within 8" of that enemy unit and not within Engagement Range of one or more enemy units.

Effect

Your unit can make a **Normal move** of up to D6", or a Normal move of up to 6" instead if it is wholly within 6" of one or more friendly THOUSAND SONS units.

1 CP Strategic Ploy Opponent's turn

### FRACTAL DISJUNCTION

Shooting

Tzeentchian daemons can twist perceptions until they seem no longer there, bending light and dissipating technological targeting scans in a dizzying, fractal puzzle.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One SCINTILLATING LEGIONS unit from your army (excluding MONSTERS) 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 can only be selected as the target of a ranged attack if the attacking model is within 18".

1 CP Strategic Ploy Opponent's turn

### CHRONOSORCEROUS BLEED

Charge

By sacrificing minute slivers of the oncoming foes' lives, time can be bled into the Warp, stretching perceptions and causing sudden exhaustion.

When

Start of your opponent’s Charge phase.

Target

One friendly **unengaged** THOUSAND SONS PSYKER / SCINTILLATING LEGIONS unit.

Effect

Select one **visible** enemy unit within 12" of your unit. When that enemy unit **declares a charge**, that enemy unit has -1 to **charge rolls**.

1 CP Strategic Ploy Opponent's turn

### GLIMMERSHIFT PORTAL

Fight

Weaving a spell of splintering translocation, Tzeentch's daemons can prise open an unnatural pathway through the Warp.

When

End of your opponent’s Fight phase.

Target

Up to two SCINTILLATING LEGIONS units from your army (excluding MONSTERS), or one SCINTILLATING LEGIONS MONSTER unit from your army, if all of those units are more than 6" horizontally away from all enemy units.

Effect

Remove those units from the battlefield and place them into **Strategic Reserves**.

## Chosen Cabal

Boarding Actions 4 stratagems

### Witchsight

Those who possess the favour of Tzeentch may gain the benefit of the Change Gods all-seeing eye. No foe can hope to conceal themselves from their piercing gaze.

Ranged weapons equipped by THOUSAND SONS models from your army have the \[iGNORES COvER\] ability.

1 CP Epic Deed Either turn

### COSTLY BLESSING

Fight

Tzeentch's gifts may protect his followers, but such intervention never comes without cost.

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**.

1 CP Epic Deed Your turn

### EMPYRIC DESECRATION

Fight

Powerful Sorcerers may use their mastery of the warp to corrupt areas of the battlefield and deny them to the foe.

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.

1 CP Strategic Ploy Your turn

### INFERNO BOLTERS

Shooting

The Thousand Sons inferno bolters make use of warp-imbued ammunition capable of burning through bulkheads to strike unsuspecting targets.

When

Your Shooting phase.

Target

One RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit from your army that has not been selected to shoot this phase.

Effect

Select one closed Hatchway. Until the end of the phase, models in your unit can make attacks with ranged weapons (excluding Torrent weapons) that target enemy units within 1" of that Hatchway and that are wholly on the opposite side of it from your unit, as if that Hatchway was open. Each time a model does so, that attack has an Armour Penetration characteristic of 0.

1 CP Battle Tactic Your turn

### TZEENTCH’S BOON

Shooting

This psyker’s devotion to the God of Change has been rewarded with terrible destructive power.

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.

## Devoted Thralls

Boarding Actions 4 stratagems

### Fervent Devotees

The Human and mutant thralls of the Thousand Sons seek to earn the favour of their Chaos Space Marine masters by enacting rituals and offering sacrifices in the name of the Lord of Change. Thus do they hurl themselves upon the foe in frothing tides of wild aggression.

Melee weapons equipped by THOUSAND SONS models from your army have the \[SUSTAiNED HiTS 1\] ability while targeting an enemy unit within range of an objective marker.

1 CP Epic Deed Either turn

### PSYCHIC INGRESS

Any phase

The Sorcerers of the Thousand Sons can draw upon their powers to melt away hatches and bulkheads.

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.

1 CP Battle Tactic Either turn

### FLESH CHANGE

Shooting · Fight

Tzeentch’s mutagenic gifts lend resilience to those brave or fool hardy enough to embrace them.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One TZAANGORS 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, models in your unit have the **Feel No Pain 5+** ability.

1 CP Strategic Ploy Opponent's turn

### FELL SACRIFICE

Command

As ritual violence gathers in intensity, the massed thralls of the Thousand Sons swell with the terrifying powers of the warp.

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.

1 CP Strategic Ploy Opponent's turn

### BESTIAL SURGE

Shooting

When struck by enemy fire, the bestial Tzaangors react with instinctive fury, surging towards their assailants in a vengeful flock.

When

Your opponent’s Shooting phase, just after an enemy unit has shot.

Target

One TZAANGORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Your unit can make a Bestial Surge move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

## Fateseekers

Boarding Actions 4 stratagems

### Methodical Conquest

Too much is at stake and the prize too close to risk being reckless now. Instead, the Thousand Sons advance in steady and relentless lockstep, sweeping for threats and eliminating them as they arise.

Each time a THOUSAND SONS model from your army makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6. In addition, SCARAB OCCULT TERMINATORS units from your army can perform the Set Overwatch Tactical Manoeuvre in the same turn as performing the Secure Site Tactical Manoeuvre.

1 CP Strategic Ploy Either turn

### ENDURING ANIMUS

Fight

The malefic spirit echoes bound within the armour of the Thousand Sons cling tenaciously to existence and are not banished easily.

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.

1 CP Strategic Ploy Your turn

### STRATEGIC VISION

Shooting

Flickering visions allow this Sorcerer to foresee enemy threats and direct the weapons of their thralls accordingly.

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).

1 CP Strategic Ploy Your turn

### PHANTASMIC MUNITIONS

Shooting

The Sorcerer renders the shells and blasts of their warriors ethereal, allowing them to pass through intervening targets before solidifying again to lethal effect.

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.

1 CP Strategic Ploy Opponent's turn

### INVISIBLE ASSAILANTS

Movement

Flocking to the Sorcerer's summons, swarms of minor warp entities assail the enemy, wailing and clawing at them until they are driven to horrified distraction.

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.

## Grand Coven

6 stratagems

### Kindred Sorcery

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.

1 CP Epic Deed Either turn

### PSYCHIC DOMINION

Any phase

To pit one's psychic prowess against the sorcerous might of the Thousand Sons is to be trapped, helpless and screaming, within one's mind.

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.

1 CP Epic Deed Either turn

### DESTINED BY FATE

Any phase

The Architect of Fate has great designs for his pawns, which do not yet include their untimely demise.

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.

1 CP Strategic Ploy Your turn

### EGOTISTICAL POWER

Command

Drawing on the accumulating empyric energies, one devoted to Tzeentch will willingly syphon the swelling power to fuel their selfish ploys.

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 Epic Deed Your turn

### DESECRATION OF WORLDS

Command

The Sorcerers of the Thousand Sons pour their corrupting spite and contempt into the bedrock of the battlefield, tainting it with their warpcraft.

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 Epic Deed Your turn

### ARCANE FOCUS

Shooting

Using a locus formed from the ritually broken matter of sorcerous artefacts, a Sorcerer can infuse themselves with its power. So invigorated, their empyrically fuelled manipulations are made all the more potent.

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).

2 CP Battle Tactic Your turn

### DEVASTATING SORCERY

Shooting

The Thousand Sons' flesh seethes with raw sorcery. The sheer unstoppable might of their conjurations is such that little can prevent them from manifesting devastation when unleashed with destructive intent.

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.

## Hexwarp Thrallband

6 stratagems

### Flow of Magic

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.

1 CP Epic Deed Either turn

### WARDING HEX

Command

Thousand Sons Sorcerers draw upon tide swells of Warp energy to weave spells of binding and warding, thereby shackling sites of arcane power to their own arrogant will.

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.

1 CP Strategic Ploy Either turn

### WRATH OF THE DOOMED

Fight

Forewarned of the moment of their demise, the followers of Tzeentch allow the flood of magic to run rampant through their forms, providing them with a final burst of killing energy before unbound arcane force rips their bodies asunder

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.

1 CP Strategic Ploy Your turn

### STRANDS OF TIME

Movement

By drawing upon their expanding nexus of magic, this disciple of Tzeentch can tear strands of temporal energy from the Warp and wind them around themselves and their thralls. Lent speed by this garland of stolen time, they melt away from their foes’ desperate strikes before lashing out again.

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.

1 CP Epic Deed Your turn

### THROUGH THE VEIL

Movement

With arcane energy flooding the battlefield, the veil between Warp and reality rapidly collapses. From yawning rifts emerge Rubricae reinforcements to ensure their thrallband’s victory.

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.

1 CP Strategic Ploy Your turn

### SCOURING WARPFLAME

Shooting

At a spat curse, Warp‑infused ammunition can be made to glow with sulphurous flame, enabling it to burn through solid cover to strike enemies beyond. Those hit by the fusillade find their forms wreathed in illuminating azure fire.

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**.

1 CP Battle Tactic Opponent's turn

### KALEIDOSCOPIC TEMPEST

Shooting

As the Thousand Sons solidify their control over sites of magical power, the Immaterium spills into reality in searing torrents, blossoming into a multi-spectral storm of arcane energy that obscures mortal senses and mechanical augury.

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**.

## Ritual of Regeneration

3 stratagems

### 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.

1 CP Either turn

### RELENTLESS REBIRTH

Any phase

As quickly as these warriors are wounded, so their corporeal forms regenerate with supernatural swiftness.

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**.

1 CP Either turn

### MUTAGENIC MAGICKS

Fight

Focusing the unholy energies of their ritual into the bodies of the foe, the champions of Tzeentch cause them to erupt into a riot of gruesome and unstoppable mutation.

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**.

1 CP Your turn

### MULTITUDINOUS LIMBS

Shooting

So unstoppable is the torrent of life rushing through these warriors that their bodies and even their wargear sprout nests of twitching limbs that move and act with a mind of their own.

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**.

## Rubricae Phalanx

6 stratagems

### All is Dust

When gathered in significant numbers, empyric eddies gust around the eerily silent Rubricae, reinforcing the sorcerous shackles that bind their spirits to their armour. So empowered, the Thousand Sons’ battle-brothers become nigh invulnerable. The rune-etched sarcophagus of their battle plate must be hacked apart piece by piece before the unquiet spirit within submits.

Each time an attack with an unmodified Damage characteristic of 1 is allocated to a RUBRICAE model from your army, add 1 to any armour saving throw made against that attack.

1 CP Strategic Ploy Your turn

### ARDENT AUTOMATA

Movement

The martial discipline once known amongst the Legion's fellowships has been pared back and twisted until it is another means of control, one which the Rubricae’s masters use to wrongfoot their foes with sudden changes of tactics.

When

Your Movement phase, just after a RUBRICAE unit from your army Falls Back.

Target

That RUBRICAE unit.

Effect

Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.

1 CP Strategic Ploy Your turn

### INEXORABLE ADVANCE

Movement

The warriors of the Thousand Sons can be driven on relentlessly while laying down a hail of weapons fire. They know no fatigue nor weakness, unable to falter even if they wished to.

When

Your Movement phase.

Target

One RUBRICAE unit from your army.

Effect

Until the end of the turn, your unit can ignore any or all modifiers to its Move characteristic and to **Advance rolls** made for it, and ranged weapons equipped by models in your unit have the \[ASSAULT\] ability.

2 CP Wargear Your turn

### INFERNAL FUSILLADE

Shooting

Arcane invocations imbue the Thousand Sons’ weapons with sorcerous power, rendering them still more lethal to the foe.

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.

1 CP Strategic Ploy Opponent's turn

### REVENGE OF THE RUBRICAE

Shooting

Magnus’ psychic scions are as vindictive as their Daemon Primarch. Many weave arcane curses and runes of spite into the eldritch armour of their guardians. Should they fall, their Rubricae unleash a vengeful doom upon the executioners.

When

Your opponent’s Shooting phase, just after a THOUSAND SONS PSYKER model from your army is destroyed.

Target

One RUBRICAE unit from your army that was within 6" of that PSYKER model when it was destroyed.

Effect

After the attacking unit has shot, your RUBRICAE unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target the enemy unit that just destroyed your PSYKER model (and only if it is an eligible target).

2 CP Strategic Ploy Opponent's turn

### IMPLACABLE GUARDIANS

Shooting

The Rubricae are superlative, enduring guardians who can absorb great storms of fire if it means shielding their masters.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One RUBRIC MARINES 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, each time an attack is allocated to a model in your unit (excluding PSYKER models), subtract 1 from the Damage characteristic of that attack.

1 CP Battle Tactic Opponent's turn

### UNWAVERING PHALANX

Charge

Massed in an unyielding wall of sorcerous ceramite, the sheer unnatural resilience of the Thousand Sons can withstand the most vicious assault.

When

Your opponent’s Charge phase, just after an enemy unit ends a **Charge move**.

Target

One RUBRIC MARINES unit from your army within Engagement Range of that enemy unit.

Effect

Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.

## Sekhetar Cohort

3 stratagems

### 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**.

1 CP Your turn

### ARCANE VENTING

Movement

Even as they cross the battlefield, so these Sekhetar Robots vent glittering sorcerous residue that contaminates sites of power and importance.

When

End of your Movement phase.

Target

One friendly SEKHETAR ROBOTS unit.

Effect

Select one **objective** your unit is controlling. That objective is **secured**.

1 CP Your turn

### ECTOPLASMIC EXTRUSION

Shooting

Employing a form of limited astral projection, the Sorcerer possesses these robots and then extrudes ectoplasmic limbs from within their bodies to work his will even as they continue to fight.

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**.

1 CP Opponent's turn

### WARP FIELDS

Shooting

Weaving sorcery into a shimmering shield, the sorcerer protects his enslaved automata from harm.

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**.

## Servants of Change

3 stratagems

### 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.

1 CP Your turn

### PRISMATIC DISPLACEMENT

Shooting

Flickering light like cast through a many-faceted gem, the skyborne warriors of Tzeentch seem to manifest and fade, then leap back into sharp relief elsewhere with sudden violence.

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.

1 CP Your turn

### TEMPORAL INSTABILITY

Shooting

Time runs differently around these warriors, allowing them ample space to act while their foes appear to lurch sluggishly on around them.

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**.

1 CP Your turn

### THE LAND WRITHES

Movement

The very fabric of reality runs like melting wax before this monstrous abomination, oozing aside to clear its path.

When

Your Movement phase, when a friendly MONSTER MUTANT unit is selected to move.

Target

That MONSTER MUTANT unit.

Effect

Your unit has MOBILE.

## Warpforged Cabal

6 stratagems

### Warpfire Infusion

Each time a THOUSAND SONS VEHICLE unit from your army is selected to shoot or fight, apply one of the following when resolving those attacks:
▪ If that VEHICLE unit is within 6" of one or more friendly THOUSAND SONS PSYKER models, you can re-roll one Hit roll, one Wound roll and one Damage roll.
▪ Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll. Each time a THOUSAND SONS VEHICLE model from your army with the **Deadly Demise** ability is destroyed while it is within 6" of one or more friendly THOUSAND SONS PSYKER models, that model’s Deadly Demise ability inflicts **mortal wounds** on a D6 roll of 5+ instead of only a 6.

1 CP Battle Tactic Either turn

### HEX-MARKED ARMOUR

Shooting · Fight

Amorphous runes and sigils carved into the armoured flanks of the Cabal's war engines flare with unholy power, leaching the foe's attacks of strength.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One THOUSAND SONS VEHICLE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

Effect

Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.

1 CP Epic Deed Your turn

### MUTATE LANDSCAPE

Command

Where the Warpforged Cabals spread their malignant change, the terrain erupts in uncontrolled mutation or transmogrifies into hazardous forms.

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**.

1 CP Strategic Ploy Your turn

### CYBERSPIRIT MACHINATIONS

Movement

Technoshamanic rites can briefly possess a vehicle's logic-cores, shackling its mechanisms to a new lore.

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.

1 CP Epic Deed Your turn

### MALEVOLENT ANIMUS

Command

Whether a corrupted machine spirit or a cackling possessor daemon, the core animus of many Thousand Sons war engines seethe with a malignity that sees them unerringly strike out at prey even when critical systems are compromised.

When

Your Command phase.

Target

One THOUSAND SONS VEHICLE unit from your army within 6" of one or more friendly THOUSAND SONS PSYKER units.

Effect

Until the start of your next Command phase, your VEHICLE unit is malevolent. While a unit is malevolent, it can ignore any or all modifiers to the following: the profile characteristics of its models; the Weapon Skill and Ballistic Skill characteristics of weapons equipped by its models; any roll or test made for it (excluding modifiers to saving throws).

2 CP Battle Tactic Your turn

### ENSORCELLED INFUSION

Shooting

Utilising the fell powers of the Warp, Thousand Sons Sorcerers infuse vehicles with empyric energies to render them even deadlier.

When

Your Shooting phase.

Target

One THOUSAND SONS VEHICLE unit from your army that has not been selected to shoot this phase, that is within 6" of one or more friendly THOUSAND SONS PSYKER units.

Effect

Until the end of the phase, ranged weapons equipped by VEHICLE models in your unit have the \[PSYCHIC\] ability and each time an attack is made with such a weapon, add 1 to the Wound roll.

1 CP Wargear Opponent's turn

### WARPFLAME GARGOYLES

Charge

On the hulls of vehicles swollen with the power of Tzeentch, gnashing maws open to spew warpfire over those nearby.

When

Your opponent’s Charge phase, just after an enemy unit ends a **Charge move**.

Target

One THOUSAND SONS VEHICLE unit from your army within Engagement Range of that enemy unit.

Effect

Roll six D6: for each 5+, that enemy unit suffers 1 **mortal wound**. That enemy unit must then take a Battle-shock test.

## Warpmeld Pact

6 stratagems

### Warpmeld Sacrifice

Each time an enemy unit is selected to shoot or fight and one or more TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED units from your army are selected as a target of one or more of those attacks, each of those TZEENTCH MUTANT units can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time an attack targets that unit, subtract 1 from the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 **mortal wounds**.
Each time a TZEENTCH MUTANT INFANTRY or TZEENTCH MUTANT MOUNTED unit from your army is selected to shoot or fight, before selecting its targets, that unit can make a Warpmeld Sacrifice. If it does, until the end of the phase, each time a model in that unit makes an attack, add 1 to the Wound roll. At the end of the phase, that TZEENTCH MUTANT unit suffers D3 mortal wounds.

**KEYWORDS**
TZAANGORS units from your army have the BATTLELINE keyword, and while such a unit is not **Battle-shocked**, add 1 to the Objective Control characteristic of TZAANGOR models in that unit.

1 CP Epic Deed Either turn

### GIFT OF CHANGE

Any phase

For those already saturated by the coursing power of the Warp, even death is no barrier to change.

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.

1 CP Strategic Ploy Either turn

### WARPED VICISSITUDE

Shooting · Fight

With a shrieked plea to Tzeentch, mutant flesh can flicker between insubstantial states as if not there.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One TZAANGORS 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, models in your unit have a 4+ invulnerable save.

1 CP Strategic Ploy Either turn

### DERANGED FEROCITY

Fight

With insane, bestial ferocity is true change wrought.

When

Fight phase, just after a TZEENTCH MUTANT unit from your army is selected to fight.

Target

That TZEENTCH MUTANT unit.

Effect

Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3", and when determining which models in it are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within Engagement Range of their unit.

1 CP Strategic Ploy Your turn

### BLESSED TRANSMUTATIONS

Command

When Tzeentchian magicks wax strong, spirit and flesh are yoked again and again in service to the Great Sorcerer.

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.

1 CP Strategic Ploy Your turn

### TOUCHED BY TZEENTCH

Movement

The mutagenic vitality flowing through the Thousand Sons' twisted thralls can manifest in flickering bursts of supernatural speed.

When

Start of your Movement phase.

Target

One TZEENTCH MUTANT unit from your army.

Effect

Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.

1 CP Strategic Ploy Your turn

### TWISTED MIRAGE

Movement

The very flesh of a Warpmeld Pact's mutant abominations radiates a reality-twisting aura. They may appear in one place to their foes, but things are not always as they seem.

When

Reinforcements step of your Movement phase.

Target

One TZEENTCH MUTANT unit from your army that is arriving from **Strategic Reserves** this phase.

Effect

Your unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, or anywhere on the battlefield that is more than 8" horizontally away from all enemy units if it is a MONSTER unit. In either case, until the end of the turn, it is not eligible to declare a charge.

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
