Detachment Rule
Warpfire Infusion
To the Sorcerers of Warpforged Cabals, logic cores and data-wafers, plasma cells and advanced augurs are merely matter, as subservient to their will as flesh and spirit is to others. They infuse dangerous eldritch protocols into the war engines under their command, pouring raw Warp magic into shell casings or capturing malevolent sprites within targeting cogitators, magnifying their vehicles’power. Such battle tanks and combat walkers seem to throb with barely contained sorcery, and their greater danger is apparent to those with empyric senses.
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.
Stratagems
CYBERSPIRIT MACHINATIONS
1 CPWarpforged Cabal – Strategic Ploy Stratagem · Movement phase
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.
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.
ENSORCELLED INFUSION
1 CPWarpforged Cabal – Battle Tactic Stratagem · Shooting phase
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.
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.
HEX-MARKED ARMOUR
1 CPWarpforged Cabal – Battle Tactic Stratagem · Shooting or Fight phase
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.
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.
MALEVOLENT ANIMUS
1 CPWarpforged Cabal – Epic Deed Stratagem · Command phase
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).
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).
MUTATE LANDSCAPE
1 CPWarpforged Cabal – Epic Deed Stratagem · Command phase
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.
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.
WARPFLAME GARGOYLES
1 CPWarpforged Cabal – Wargear Stratagem · Charge phase
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.
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.
Enhancements
Warp Syphon
5 ptsTHOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, each time the bearer Channels the Warp, after you roll that additional D6 but before checking for doubles or triples, the bearer can use this Enhancement. If it does, select one of those VEHICLE units; that VEHICLE unit suffers 1 mortal wound and you can re-roll that additional D6.
Warp-cursed Runemaster
10 ptsTHOUSAND SONS model only. While the bearer is within 6" of one or more friendly Thousand Sons Vehicle units, each time the bearer manifests a Ritual, while resolving that Ritual, add 6" to its range.
Biomechanical Mutation
15 ptsTHOUSAND SONS model only. In your Command phase, you can select one friendly Thousand Sons Vehicle model within 6" of this model. That model regains up to D3 lost wounds.
The Perplexing Cloak
20 ptsThousand Sons Infantry model only. While the bearer is within 3" of one or more friendly Thousand Sons Vehicle units, the bearer has the Lone Operative ability.
Eligible Units
Dedicated Transports
Other
CerberusChaos Land RaiderChaos Predator AnnihilatorChaos Predator DestructorChaos ThunderhawkChaos VindicatorDefilerDeredeo DreadnoughtFalchionFellbladeFire Raptor GunshipForgefiendHelbruteHeldrakeHell BladeHell TalonKratosLand Raider AchillesLand Raider ProteusLeviathan DreadnoughtMastodonMaulerfiendRapier CarrierRelic Contemptor DreadnoughtSekhetar RobotsSicaran Battle TankSicaran PunisherSicaran VenatorSokar-pattern StormbirdSpartanStorm Eagle GunshipTyphonWhirlwind ScorpiusXiphon Interceptor