{"schemaVersion":2,"factionId":"thousand-sons","factionName":"Thousand Sons","catalogueId":"1069-10ff-3ba9-873b","factionRules":[{"id":"b280-6105-5358-ba2e","name":"Cabal of Sorcerers","description":"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. 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 by following the sequence below:\n\n1. Roll 2D6\n2. Optionally, roll one additional D6 (Channel the Warp). Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds.\n3. 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.","table":{"name":"Rituals","valueLabel":"Warp Charge","entries":[{"name":"Destiny's Ruin (Psychic)","value":"5","effect":"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 Legion^^** 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."},{"name":"Temporal Surge (Psychic)","value":"6","effect":"Select one friendly ^^**Thousand Sons^^** or ^^**Scintillating Legion^^** 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."},{"name":"Doombolt (Psychic)","value":"7","effect":"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."},{"name":"Twist of Fate (Psychic)","value":"9","effect":"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 Legion^^** 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."}]}}],"detachments":[{"id":"7b92-cca6-0617-1b6d","name":"Hexwarp Thrallband","rule":{"name":"Flow of Magic","description":"■ 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."},"enhancements":[{"id":"9d89-dede-5aac-0bcb","name":"Arcane Might","description":"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.","points":20,"detachment":"Hexwarp Thrallband","isUpgrade":false},{"id":"4a67-5764-0da1-196e","name":"Empowered Manifestation","description":"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.","points":20,"detachment":"Hexwarp Thrallband","isUpgrade":false},{"id":"ee5d-56ac-adc7-c050","name":"Empyric Onslaught","description":"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.","points":25,"detachment":"Hexwarp Thrallband","isUpgrade":false},{"id":"aa8d-db59-d651-a759","name":"Noctilith Mantle","description":"Thousand Sons model only. While the bearer’s unit is\n\non the battlefield, it is wholly within your army’s Flow\n\nof Magic. Models in that unit cannot be selected to\n\nuse any Rituals.","points":15,"detachment":"Hexwarp Thrallband","isUpgrade":false}],"dpCost":3,"forceDisposition":"TAKE AND HOLD","stratagems":[{"id":"7b92-cca6-0617-1b6d-strat-0","name":"Warding Hex","type":"EPIC DEED","cpCost":1,"turn":"","phase":"Command phase","description":"WHEN: Command phase.\nTARGET: 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.\nEFFECT: 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."},{"id":"7b92-cca6-0617-1b6d-strat-1","name":"Wrath of the Doomed","type":"STRATEGIC PLOY","cpCost":1,"turn":"","phase":"Fight phase","description":"WHEN: Fight phase, just after an enemy unit has selected its targets.\nTARGET: One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks.\nEFFECT: 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."},{"id":"7b92-cca6-0617-1b6d-strat-2","name":"Strands of Time","type":"STRATEGIC PLOY","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: Your Movement phase, just after a Thousand Sons Psyker unit from your army Falls Back.\nTARGET: That Thousand Sons Psyker unit.\nEFFECT: 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."},{"id":"7b92-cca6-0617-1b6d-strat-3","name":"Through the Veil","type":"EPIC DEED","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: Start of the Reinforcements step of your Movement phase.\nTARGET: One Rubric Marines or Scarab Occult Terminators unit from your army that is in Strategic Reserves.\nEFFECT: 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.\nRESTRICTIONS: If a Scarab Occult Terminators unit is targeted with this Stratagem, it is not eligible to declare a charge in the same turn."},{"id":"7b92-cca6-0617-1b6d-strat-4","name":"Scouring Warpflame","type":"STRATEGIC PLOY","cpCost":1,"turn":"","phase":"Shooting phase","description":"WHEN: Your Shooting phase.\nTARGET: 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.\nEFFECT: 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."},{"id":"7b92-cca6-0617-1b6d-strat-5","name":"Kaleidoscopic Tempest","type":"BATTLE TACTIC","cpCost":1,"turn":"","phase":"Shooting phase","description":"WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.\nTARGET: One Thousand Sons Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.\nEFFECT: Your unit has Stealth.\n\n■ If your unit is wholly within your army’s Flow of Magic, your unit has -3 detection range."}]},{"id":"9aba-cb08-cd38-9e01","name":"Grand Coven","rule":{"name":"Kindred Sorcery","description":"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.\n\n\n**Imbued Manifestation**\nAdd 6\" to the range characteristic of ranged Psychic weapons equipped by ^^**Thousand Sons^^** models in your army.\n\n\n**Psychic Maelstrom**\nEach time a ^^**Thousand Sons^^** model from your army makes an attack with a Psychic weapon, add 1 to the Wound roll.\n\n\n**Wrath of the Immaterium**\nPsychic weapons equipped by ^^**Thousand Sons^^** models in your army have the [Devastating Wounds] ability."},"enhancements":[{"id":"eef6-4b12-1eff-f412","name":"Lord of Forbidden Lore","description":"Each time the bearer manifests a Ritual, while resolving the Ritual, add 6\" to its range.","points":20,"detachment":"Grand Coven","isUpgrade":false},{"id":"3811-a215-d4a1-d197","name":"Umbralefic Crystal","description":"THOUSAND SONS model only. (Once per battle, per army) In your Command phase, if this unit is unengaged, you can use this ability. If you do: ■ Place this unit in strategic reserves. ■ This unit has Deep Strike until the start of your next Shooting phase. ■ This unit must make an ingress move in your next Movement phase (including in your first turn).","points":20,"detachment":"Grand Coven","isUpgrade":false},{"id":"7213-a7b3-4c8e-96bc","name":"Eldritch Vortex of E'taph","description":"Add 1 to the Strength and Damage characteristics of Psychic weapons equipped by the bearer.","points":35,"detachment":"Grand Coven","isUpgrade":false},{"id":"9aba-cb08-cd38-9e01-mfm-enh-0","name":"Incandaeum","description":"EXALTED SORCERER model only. Once per battle, when selecting a Ritual for the bearer to attempt, you can select Doombolt, even if a model from your army have already attempted to manifest that Ritual this phase.","points":15,"detachment":"Grand Coven","isUpgrade":false}],"dpCost":3,"forceDisposition":"PRIORITY ASSETS","stratagems":[{"id":"000010194007","name":"DEVASTATING SORCERY","type":"Grand Coven – Battle Tactic Stratagem","cpCost":2,"turn":"Your turn","phase":"Shooting phase","description":"WHEN: Your Shooting phase.\nTARGET: One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010194002","name":"PSYCHIC DOMINION","type":"Grand Coven – Epic Deed Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Any phase","description":"WHEN: Any phase, just after an enemy unit has selected its targets.\nTARGET: One Thousand Sons unit from your army that was selected as the target of one or more of the attacking unit’s attacks.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010194005","name":"DESECRATION OF WORLDS","type":"Grand Coven – Epic Deed Stratagem","cpCost":1,"turn":"Your turn","phase":"Command phase","description":"WHEN: Your Command phase.\nTARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010194003","name":"DESTINED BY FATE","type":"Grand Coven – Epic Deed Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Any phase","description":"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.\nTARGET: That PSYKER model.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010194006","name":"ARCANE FOCUS","type":"Grand Coven – Epic Deed Stratagem","cpCost":1,"turn":"Your turn","phase":"Shooting phase","description":"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).\nTARGET: That THOUSAND SONS model.\nEFFECT: Re-roll all of the D6 rolled for that Psychic test (including the additional D6 for Channelling the Warp).","source":"wahapedia-10e"},{"id":"000010194004","name":"EGOTISTICAL POWER","type":"Grand Coven – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Command phase","description":"WHEN: Your Command phase.\nTARGET: One Thousand Sons Psyker unit from your army.\nEFFECT: 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.","source":"wahapedia-10e"}]},{"id":"6acc-9928-2b67-73c3","name":"Changehost of Deceit","rule":{"name":"Infernal Pacts","description":"^^**Scintillating Legions^^** units from your army have the following ability:\n\n\n**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.\n\n\n^^**Thousand Sons^^** units from your army have the following ability:\n\n\n**Mortal Sorcery (Aura)**: While a friendly ^^**Scintillating Legions Psyker^^** unit from your army is within 6\" of and visible to this unit, that ^^**Scintillating Legions^^** unit has the Cabal of Sorcerers ability."},"enhancements":[{"id":"1dc7-5ba1-1758-a0dd","name":"Nethershriek Mind-eater","description":"At the start of your Shooting phase, select one enemy unit within 12\" of and visible to the bearer. That unit must take a Battle-shock test; if that test is failed, that unit suffers 3 mortal wounds.","points":10,"detachment":"Changehost of Deceit","isUpgrade":false},{"id":"2c2a-02e4-f184-df16","name":"Duplicitous Malediction","description":"After both players have deployed their armies, select up to three ^^**Thousand Sons^^** units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserve if you wish, regardless of how many units are already in Strategic Reserves.","points":15,"detachment":"Changehost of Deceit","isUpgrade":false},{"id":"3ee5-93cb-43a8-67f4","name":"Tome of True Names","description":"Once per battle, at the start of any phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has a 2+ invulnerable save.","points":20,"detachment":"Changehost of Deceit","isUpgrade":false},{"id":"6acc-9928-2b67-73c3-mfm-enh-0","name":"Diabolic Savant","description":"Thousand Sons Infantry model only. While the bearer is within 6\" of one or more friendly Scintillating Legions units, each time the bearer Channels the Warp, add 1 to the Psychic test result.","points":20,"detachment":"Changehost of Deceit","isUpgrade":false}],"dpCost":2,"forceDisposition":"RECONNAISSANCE","stratagems":[{"id":"000010198002","name":"SULPHUROUS VEIL","type":"Changehost of Deceit – Battle Tactic Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Shooting or Fight phase","description":"WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.\nTARGET: 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.\nEFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.","source":"wahapedia-10e"},{"id":"000010198004","name":"ETHEREAL PHANTASM","type":"Changehost of Deceit – Strategic Ploy Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Movement phase","description":"WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.\nTARGET: One Scintillating Legions unit from your army that is within 9\" of that enemy unit and not within Engagement Range of one or more enemy units.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010198003","name":"DECEPTIVE GLAMOUR","type":"Changehost of Deceit – Strategic Ploy Stratagem","cpCost":2,"turn":"Either player’s turn","phase":"Fight phase","description":"WHEN: Start of the Fight phase.\nTARGET: One Thousand Sons unit from your army.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010198007","name":"GLIMMERSHIFT PORTAL","type":"Changehost of Deceit – Strategic Ploy Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Fight phase","description":"WHEN: End of your opponent’s Fight phase.\nTARGET: 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.\nEFFECT: Remove those units from the battlefield and place them into Strategic Reserves.","source":"wahapedia-10e"},{"id":"000010198006","name":"CHRONOSORCEROUS BLEED","type":"Changehost of Deceit – Strategic Ploy Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Charge phase","description":"WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.\nTARGET: One Thousand Sons Psyker or Scintillating Legions unit from your army that was selected as a target of that charge.\nEFFECT: Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit (this is not cumulative with any other negative modifiers to that Charge roll).","source":"wahapedia-10e"},{"id":"000010198005","name":"FRACTAL DISJUNCTION","type":"Changehost of Deceit – Strategic Ploy Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Shooting phase","description":"WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.\nTARGET: 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.\nEFFECT: 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\".","source":"wahapedia-10e"}]},{"id":"5be7-3aa8-5d64-cbaf","name":"Warpmeld Pact","rule":{"name":"Warpmeld Sacrifice","description":"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.\n\nEach 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.\n\n^^**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 models in that unit."},"enhancements":[{"id":"5eaa-74bf-f08a-712c","name":"Warpmeld Dagger","description":"Each time the bearer attempts a Ritual, just before determining the Psychic test result, the bearer can use this Enhancement. If it does, the bearer suffers D3 mortal wounds; if it is not destroyed as a result, add 1 to that Psychic test result for each of those mortal wounds suffered.","points":10,"detachment":"Warpmeld Pact","isUpgrade":false},{"id":"190d-7321-6e85-5251","name":"Diamond of Distortion","description":"While the bearer is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll.","points":20,"detachment":"Warpmeld Pact","isUpgrade":false},{"id":"c357-dd19-13a4-38cd","name":"Bray Lord","description":"The bearer has the Scouts 6\" ability.","points":15,"detachment":"Warpmeld Pact","isUpgrade":false,"leaderTo":["Tzaangors"]},{"id":"c84c-683a-79be-1620","name":"Flowing Flesh","description":"The bearer has the Feel No Pain 4+ ability and a Wounds characteristic of 5.","points":10,"detachment":"Warpmeld Pact","isUpgrade":false}],"dpCost":2,"forceDisposition":"PURGE THE FOE","uniqueTag":"Mutant","stratagems":[{"id":"000010202002","name":"GIFT OF CHANGE","type":"Warpmeld Pact – Epic Deed Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Any phase","description":"WHEN: Any phase.\nTARGET: 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.\nEFFECT: 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.\nRESTRICTIONS: You can only use this Stratagem once per battle round.","source":"wahapedia-10e"},{"id":"000010202006","name":"TOUCHED BY TZEENTCH","type":"Warpmeld Pact – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Movement phase","description":"WHEN: Start of your Movement phase.\nTARGET: One Tzeentch Mutant unit from your army.\nEFFECT: Until the end of the turn, your unit is eligible to shoot or declare a charge in a turn in which it Advanced.","source":"wahapedia-10e"},{"id":"000010202005","name":"BLESSED TRANSMUTATIONS","type":"Warpmeld Pact – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Command phase","description":"WHEN: Your Command phase.\nTARGET: 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.\nEFFECT: Return up to D3+1 destroyed models (excluding Characters) to your TZAANGORS unit.","source":"wahapedia-10e"},{"id":"000010202004","name":"DERANGED FEROCITY","type":"Warpmeld Pact – Strategic Ploy Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Fight phase","description":"WHEN: Fight phase, just after a Tzeentch Mutant unit from your army is selected to fight.\nTARGET: That TZEENTCH MUTANT unit.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010202003","name":"WARPED VICISSITUDE","type":"Warpmeld Pact – Strategic Ploy Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Shooting or Fight phase","description":"WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.\nTARGET: One Tzaangors unit from your army that was selected as the target of one or more of the attacking unit’s attacks.\nEFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.","source":"wahapedia-10e"},{"id":"000010202007","name":"TWISTED MIRAGE","type":"Warpmeld Pact – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Movement phase","description":"WHEN: Reinforcements step of your Movement phase.\nTARGET: One Tzeentch Mutant unit from your army that is arriving from Strategic Reserves this phase.\nEFFECT: 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 9\" 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.","source":"wahapedia-10e"}],"battlelineUnits":["Tzaangors"]},{"id":"7510-5cb8-60fe-61a0","name":"Rubricae Phalanx","rule":{"name":"All is Dust","description":"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."},"enhancements":[{"id":"2844-f588-0528-92ed","name":"Risen Rubricae","description":"At the start of the Declare Battle Formations step, select either two ^^**Rubricae Battleline^^** units from your army or one other ^^**Rubricae^^** unit from your army; models in the selected units have the Infiltrators ability.","points":30,"detachment":"Rubricae Phalanx","isUpgrade":false},{"id":"f27a-2ade-fd42-133d","name":"Arcane Thralls (Aura)","description":"While a friendly ^^**Rubricae^^** unit is within 9\" of the bearer, you can re-roll Battle-shock tests taken for that unit.","points":5,"detachment":"Rubricae Phalanx","isUpgrade":false},{"id":"df1d-52b9-516f-9d59","name":"Lord of the Rubricae","description":"While the bearer is leading a unit, each time a ^^**Rubricae^^** model in that unit makes an attack, add 1 to the Hit roll.","points":15,"detachment":"Rubricae Phalanx","isUpgrade":false},{"id":"ae8c-980f-21c4-5290","name":"Stave Abominus","description":"The bearer's melee weapons have the [Sustained Hits D3] and [Devastating Wounds] abilities.","points":20,"detachment":"Rubricae Phalanx","isUpgrade":false}],"dpCost":3,"forceDisposition":"TAKE AND HOLD","stratagems":[{"id":"000010206007","name":"UNWAVERING PHALANX","type":"Rubricae Phalanx – Battle Tactic Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Charge phase","description":"WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.\nTARGET: One Rubric Marines unit from your army within Engagement Range of that enemy unit.\nEFFECT: Until the end of the turn, each time an attack targets your unit, subtract 1 from the Wound roll.","source":"wahapedia-10e"},{"id":"000010206003","name":"INEXORABLE ADVANCE","type":"Rubricae Phalanx – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Movement phase","description":"WHEN: Your Movement phase.\nTARGET: One Rubricae unit from your army.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010206006","name":"IMPLACABLE GUARDIANS","type":"Rubricae Phalanx – Strategic Ploy Stratagem","cpCost":2,"turn":"Opponent’s turn","phase":"Shooting phase","description":"WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.\nTARGET: One Rubric Marines Psyker unit from your army that was selected as the target of one or more of the attacking unit’s attacks.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010206005","name":"REVENGE OF THE RUBRICAE","type":"Rubricae Phalanx – Strategic Ploy Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Shooting phase","description":"WHEN: Your opponent’s Shooting phase, just after a Thousand Sons Psyker model from your army is destroyed.\nTARGET: One Rubricae unit from your army that was within 6\" of that PSYKER model when it was destroyed.\nEFFECT: 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).","source":"wahapedia-10e"},{"id":"000010206002","name":"ARDENT AUTOMATA","type":"Rubricae Phalanx – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Movement phase","description":"WHEN: Your Movement phase, just after a Rubricae unit from your army Falls Back.\nTARGET: That RUBRICAE unit.\nEFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.","source":"wahapedia-10e"},{"id":"000010206004","name":"INFERNAL FUSILLADE","type":"Rubricae Phalanx – Wargear Stratagem","cpCost":2,"turn":"Your turn","phase":"Shooting phase","description":"WHEN: Your Shooting phase.\nTARGET: One Thousand Sons Psyker unit from your army that has not been selected to shoot this phase.\nEFFECT: 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.","source":"wahapedia-10e"}]},{"id":"8839-1789-36e7-b66a","name":"Warpforged Cabal","rule":{"name":"Warpfire Infusion","description":"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.\n- 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.\n- Otherwise, you can re-roll one Hit roll, one Wound roll or one Damage roll.\n\n\nEach 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."},"enhancements":[{"id":"aa85-8fcc-fbc7-d9c1","name":"Warp Syphon","description":"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.","points":5,"detachment":"Warpforged Cabal","isUpgrade":false},{"id":"3322-390b-8ea5-31f7","name":"Perplexing Cloak","description":"While the bearer is within 3\" of one or more friendly ^^**Thousand Sons Vehicle^^** units, the bearer has the Lone Operative ability.","points":20,"detachment":"Warpforged Cabal","isUpgrade":false},{"id":"0931-df08-eae6-c749","name":"Biomechanical Mutation","description":"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.","points":15,"detachment":"Warpforged Cabal","isUpgrade":false},{"id":"ccc5-5c73-1392-d855","name":"Warp-cursed Runemaster","description":"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.","points":10,"detachment":"Warpforged Cabal","isUpgrade":false}],"dpCost":2,"forceDisposition":"PRIORITY ASSETS","stratagems":[{"id":"000010210002","name":"HEX-MARKED ARMOUR","type":"Warpforged Cabal – Battle Tactic Stratagem","cpCost":1,"turn":"Either player’s turn","phase":"Shooting or Fight phase","description":"WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.\nTARGET: One Thousand Sons Vehicle unit from your army that was selected as the target of one or more of the attacking unit’s attacks.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010210006","name":"ENSORCELLED INFUSION","type":"Warpforged Cabal – Battle Tactic Stratagem","cpCost":1,"turn":"Your turn","phase":"Shooting phase","description":"WHEN: Your Shooting phase.\nTARGET: 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.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010210003","name":"MUTATE LANDSCAPE","type":"Warpforged Cabal – Epic Deed Stratagem","cpCost":1,"turn":"Your turn","phase":"Command phase","description":"WHEN: Your Command phase.\nTARGET: One Thousand Sons Psyker unit from your army within range of an objective marker you control.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010210005","name":"MALEVOLENT ANIMUS","type":"Warpforged Cabal – Epic Deed Stratagem","cpCost":1,"turn":"Your turn","phase":"Command phase","description":"WHEN: Your Command phase.\nTARGET: One Thousand Sons Vehicle unit from your army within 6\" of one or more friendly Thousand Sons Psyker units.\nEFFECT: 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).","source":"wahapedia-10e"},{"id":"000010210004","name":"CYBERSPIRIT MACHINATIONS","type":"Warpforged Cabal – Strategic Ploy Stratagem","cpCost":1,"turn":"Your turn","phase":"Movement phase","description":"WHEN: Your Movement phase, just after a Thousand Sons Vehicle unit from your army Falls Back.\nTARGET: That VEHICLE unit, and one friendly Thousand Sons Psyker unit within 6\" of that VEHICLE unit.\nEFFECT: 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.","source":"wahapedia-10e"},{"id":"000010210007","name":"WARPFLAME GARGOYLES","type":"Warpforged Cabal – Wargear Stratagem","cpCost":1,"turn":"Opponent’s turn","phase":"Charge phase","description":"WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.\nTARGET: One Thousand Sons Vehicle unit from your army within Engagement Range of that enemy unit.\nEFFECT: Roll six D6: for each 5+, that enemy unit suffers 1 mortal wound. That enemy unit must then take a Battle-shock test.","source":"wahapedia-10e"}]},{"id":"4b8b-16b7-091d-7b6f","name":"Ritual of Regeneration","rule":{"name":"Sorcerous Invigoration","description":"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."},"enhancements":[{"id":"44f2-27ca-fad5-70ad","name":"Curse of Life","description":"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.","points":20,"detachment":"Ritual of Regeneration","isUpgrade":false},{"id":"a2c2-fa4a-7f25-d832","name":"Eruption of Vitality","description":"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:\n■ O n 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.","points":35,"detachment":"Ritual of Regeneration","isUpgrade":false}],"dpCost":1,"forceDisposition":"TAKE AND HOLD","stratagems":[{"id":"4b8b-16b7-091d-7b6f-strat-0","name":"Relentless Rebirth","type":"","cpCost":1,"turn":"","phase":"Any phase","description":"WHEN: Any phase, when a friendly INFANTRY/MOUNTED THOUSAND SONS PSYKER unit suffers a mortal wound.\nTARGET: That INFANTRY/MOUNTED THOUSAND SONS PSYKER unit.\nEFFECT: Your unit has Feel No Pain 5+ against mortal wounds."},{"id":"4b8b-16b7-091d-7b6f-strat-1","name":"Mutagenic Magicks","type":"","cpCost":1,"turn":"","phase":"Fight phase","description":"WHEN: Start of the Fight phase.\nTARGET: One friendly engaged THOUSAND SONS PSYKER unit.\nEFFECT: Select one enemy unit engaged with your unit. Roll six D6:\n■ For each 4+, that enemy unit suffers 1 mortal wound."},{"id":"4b8b-16b7-091d-7b6f-strat-2","name":"Multitudinous Limbs","type":"","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: Your Movement phase, when a friendly INFANTRY/MOUNTED THOUSAND SONS PSYKER unit is selected to make an advance/fall back move.\nTARGET: That INFANTRY/MOUNTED THOUSAND SONS PSYKER unit.\nEFFECT: That move does not prevent your unit from being eligible to start an action."}]},{"id":"b5a7-4856-7c39-0c86","name":"Sekhetar Cohort","rule":{"name":"Ensorcelled Animus","description":"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.\n\n■ Friendly SEKHETAR ROBOTS units’ attacks have [PSYCHIC].\n■ 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."},"enhancements":[{"id":"800f-cfbb-ce7c-8cd0","name":"Occulus Infernum","description":"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.","points":20,"detachment":"Sekhetar Cohort","isUpgrade":false},{"id":"4739-736e-fad3-2d4f","name":"Walking Rampart","description":"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:\n■ 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.\n■ Kine-shielded Guardians: While this model is within 3\" of a friendly SEKHETAR ROBOTS unit, this model has Lone Operative.","points":30,"detachment":"Sekhetar Cohort","isUpgrade":false}],"dpCost":1,"forceDisposition":"DISRUPTION","stratagems":[{"id":"b5a7-4856-7c39-0c86-strat-0","name":"Arcane Venting","type":"","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: End of your Movement phase.\nTARGET: One friendly SEKHETAR ROBOTS unit.\nEFFECT: Select one objective your unit is controlling. That objective is secured."},{"id":"b5a7-4856-7c39-0c86-strat-1","name":"Ectoplasmic Extrusion","type":"","cpCost":1,"turn":"","phase":"Shooting phase","description":"WHEN: Your Shooting phase, when a friendly SEKHETAR ROBOTS unit within 12\" of a friendly THOUSAND SONS PSYKER unit starts an action.\nTARGET: That SEKHETAR ROBOTS unit.\nEFFECT: That action does not prevent your unit from being eligible to shoot."},{"id":"b5a7-4856-7c39-0c86-strat-2","name":"Warp Fields","type":"","cpCost":1,"turn":"","phase":"Shooting phase","description":"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.\nTARGET: That SEKHETAR ROBOTS unit.\nEFFECT: Ranged attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.\n\nUNIQUE: MUTANT"}]},{"id":"cec5-f3d2-05cb-212b","name":"Servants of Change","rule":{"name":"All-seeing Mutant Hordes","description":"Beneath the multitudinous eyes of so many servants of Tzeentch, reality itself shifts and mutates, leaving the foe exposed to the onrushing mutant masses.\n\n■ Friendly TZAANGORS units have BATTLELINE.\n■ 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."},"enhancements":[{"id":"bc51-90d0-936b-2acb","name":"Unravelled Fates","description":"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.","points":15,"detachment":"Servants of Change","isUpgrade":false},{"id":"cec5-f3d2-05cb-212b-mfm-enh-0","name":"Thicket of Bladed Bone (Upgrade)","description":"Horrific mutations have rendered this degenerate Spawn especially dangerous at close quarters. SPAWN unit only. This unit’s melee attacks have:\n■ +1 AP.\n■ [ CLEAVE 1].","points":10,"detachment":"Servants of Change","isUpgrade":true}],"dpCost":1,"forceDisposition":"RECONNAISSANCE","uniqueTag":"Mutant","stratagems":[{"id":"cec5-f3d2-05cb-212b-strat-0","name":"Prismatic Displacement","type":"","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: Your Movement phase, when a friendly INFANTRY/MOUNTED MUTANT unit is selected to make an advance/fall back move.\nTARGET: That INFANTRY/MOUNTED MUTANT unit.\nEFFECT: Your unit’s ranged attacks have [ASSAULT] until the end of the turn.\n\n■ That move does not prevent your unit from being eligible to shoot/declare a charge."},{"id":"cec5-f3d2-05cb-212b-strat-1","name":"Temporal Instability","type":"","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: Your Movement phase, when a friendly INFANTRY/MOUNTED MUTANT unit is selected to make an advance/fall back move.\nTARGET: That INFANTRY/MOUNTED MUTANT unit.\nEFFECT: 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."},{"id":"cec5-f3d2-05cb-212b-strat-2","name":"The Land Writhes","type":"","cpCost":1,"turn":"","phase":"Movement phase","description":"WHEN: Your Movement phase, when a friendly MONSTER MUTANT unit is selected to move.\nTARGET: That MONSTER MUTANT unit.\nEFFECT: Your unit has MOBILE."}],"grantedKeywords":[{"keyword":"BATTLELINE","targets":["TZAANGORS"]}],"battlelineUnits":["Tzaangors"]}],"artifactKind":"web-faction-flat","units":[{"schemaVersion":2,"id":"3bfa-bf00-b5ed-cc81","factionId":"thousand-sons","factionKeyword":"Thousand Sons","name":"Ahriman","stats":{"M":"10\"","T":"4","SV":"3+","W":"6","LD":"6+","OC":"2"},"keywords":["Infantry","Character","Epic Hero","Psyker","Chaos","Tzeentch","Fly","Mounted","Ahriman","Leader"],"abilities":[{"id":"a_0_scryer-of-fates-psychic","name":"Scryer of Fates (Psychic)","description":"if your army includes this model, after both players have deployed their armies, you can select up to 3 ^^**Thousand Sons^^** units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."},{"id":"a_1_arch-sorcerer-of-tzeentch-psychic","name":"Arch-Sorcerer of Tzeentch (Psychic)","description":"Each time this model attempts a Ritual, add 1 to the Psychic test result."},{"id":"a_2_leader","name":"Leader","description":"This model can be attached to the following unit: ^^**Rubric Marines, Tzaangor Enlightened, Tzaangor Enlightened with Fatecaster Greatbows^^**"},{"id":"a_3_mortal-sorcery-aura","name":"Mortal Sorcery (Aura)","description":"While a friendly ^^**Scintillating Legions Psyker^^** unit from your army is within 6\" of and visible to this unit, that ^^**Scintillating Legions^^** unit has the Cabal of Sorcerers ability."},{"id":"a_4_invulnerable-save","name":"Invulnerable Save","description":"4+"}],"rules":[{"id":"r_leader","name":"Leader"},{"id":"r_cabal-of-sorcerers","name":"Cabal of Sorcerers"}],"weapons":[{"id":"w_transmogrifying-blast","name":"Transmogrifying Blast","type":"ranged","profiles":[{"id":"w_transmogrifying-blast_base","name":"Transmogrifying Blast","type":"ranged","range":"18\"","attacks":"D6+1","skill":"2+","strength":"6","ap":"-1","damage":"D3","keywords":["Blast","Psychic"]}]},{"id":"w_inferno-bolt-pistol","name":"Inferno bolt pistol","type":"ranged","profiles":[{"id":"w_inferno-bolt-pistol_base","name":"Inferno bolt pistol","type":"ranged","range":"12\"","attacks":"1","skill":"2+","strength":"4","ap":"-1","damage":"1","keywords":["Pistol"]}]},{"id":"w_black-staff-of-ahriman","name":"Black Staff of Ahriman","type":"melee","profiles":[{"id":"w_black-staff-of-ahriman_base","name":"Black Staff of Ahriman","type":"melee","range":"Melee","attacks":"5","skill":"2+","strength":"7","ap":"-1","damage":"3","keywords":["Psychic"]}]}],"modelTypes":[{"id":"m_ahriman","name":"Ahriman","baseMax":1,"baseLoadout":[{"weaponId":"w_inferno-bolt-pistol","count":1},{"weaponId":"w_transmogrifying-blast","count":1},{"weaponId":"w_black-staff-of-ahriman","count":1}],"tags":["body"]}],"sizeTiers":[{"id":"tier_1","models":1,"points":100,"required":[{"modelTypeId":"m_ahriman","count":1}]}],"optionGroups":[],"constraints":[{"type":"modelCount","modelTypeId":"m_ahriman","min":1,"max":1},{"type":"totalModels","allowed":[1]}],"pricing":[{"id":"price_tier_1","tierId":"tier_1","points":100,"surcharges":[],"duplicateTiers":[]}],"relationships":{"leadsUnitIds":["u_current_thousand-sons_rubric-marines","u_current_thousand-sons_tzaangor-enlightened","u_current_thousand-sons_tzaangor-enlightened-with-fatecaster-greatbows"],"leadsUnitNames":["Rubric Marines","Tzaangor Enlightened","Tzaangor Enlightened With Fatecaster Greatbows"],"isSupport":false},"legends":false},{"schemaVersion":2,"id":"aec5-4419-39e7-3e63","factionId":"thousand-sons","factionKeyword":"Scintillating Legions","name":"Blue Horrors","stats":{"M":"6\"","T":"3","SV":"7+","W":"1","LD":"8+","OC":"0"},"keywords":["Infantry","Battleline","Chaos","Daemon","Tzeentch","Summoned","Horrors"],"abilities":[{"id":"a_0_split","name":"Split","description":"Each time a ^^Blue Horror^^ model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not destroyed, roll one D6 for that model. On a 4+, add one ^^Brimstone Horror^^ model to this unit."},{"id":"a_1_sullen-malevolence-aura","name":"Sullen Malevolence (Aura)","description":"While an enemy unit is within 6\" of this unit, if this unit contains one or more ^^**Blue Horror^^** models, worsen the Leadership characteristic of models in that enemy unit by 1."},{"id":"a_2_exploding-horrors","name":"Exploding Horrors","description":"Each time this unit is selected to fight, you can select one enemy unit within Engagement Range of it, then select one or more ^^**Brimstone Horror^^** models in this unit. For each ^^**Brimstone Horror^^** model you select, roll one D6: on a 4+, that model is destroyed and that enemy unit suffers 1 mortal wound."},{"id":"a_3_daemonic-illusions-aura","name":"Daemonic Illusions (Aura)","description":"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."},{"id":"a_4_invulnerable-save","name":"Invulnerable Save","description":"4+"}],"rules":[{"id":"r_deep-strike","name":"Deep Strike"},{"id":"r_infiltrators","name":"Infiltrators"}],"weapons":[{"id":"w_coruscating-yellow-flames-ref-only","name":"Coruscating Yellow flames (ref. only)","type":"ranged","profiles":[{"id":"w_coruscating-yellow-flames-ref-only_base","name":"Coruscating Yellow flames (ref. only)","type":"ranged","range":"18\"","attacks":"2","skill":"5+","strength":"2","ap":"-1","damage":"1","keywords":["Pistol","Psychic"]}]},{"id":"w_coruscating-blue-flames","name":"Coruscating Blue flames","type":"ranged","profiles":[{"id":"w_coruscating-blue-flames_base","name":"Coruscating Blue flames","type":"ranged","range":"18\"","attacks":"2","skill":"4+","strength":"3","ap":"-1","damage":"1","keywords":["Pistol","Psychic"]}]},{"id":"w_yellow-claws-ref-only","name":"Yellow claws (ref. only)","type":"melee","profiles":[{"id":"w_yellow-claws-ref-only_base","name":"Yellow claws (ref. only)","type":"melee","range":"Melee","attacks":"2","skill":"5+","strength":"2","ap":"0","damage":"1","keywords":[]}]},{"id":"w_blue-claws","name":"Blue claws","type":"melee","profiles":[{"id":"w_blue-claws_base","name":"Blue claws","type":"melee","range":"Melee","attacks":"1","skill":"5+","strength":"3","ap":"0","damage":"1","keywords":[]}]}],"modelTypes":[{"id":"m_blue-horror","name":"Blue Horror","baseMax":10,"stats":{"M":"6\"","T":"3","SV":"7+","W":"1","LD":"8+","OC":"0"},"baseLoadout":[{"weaponId":"w_coruscating-blue-flames","count":1},{"weaponId":"w_blue-claws","count":1}],"tags":["body"]}],"sizeTiers":[{"id":"tier_10","models":10,"points":90,"required":[{"modelTypeId":"m_blue-horror","count":10}]}],"optionGroups":[],"constraints":[{"type":"modelCount","modelTypeId":"m_blue-horror","min":10,"max":10},{"type":"totalModels","allowed":[10]}],"pricing":[{"id":"price_tier_10","tierId":"tier_10","points":90,"surcharges":[],"duplicateTiers":[]}],"relationships":{"leadsUnitIds":[],"leadsUnitNames":[],"isSupport":false},"legends":false},{"schemaVersion":2,"id":"d288-821d-7fef-f3ae","factionId":"thousand-sons","factionKeyword":"Thousand Sons","name":"Brayherd Chieftain [Crucible]","stats":{"M":"6\"","T":"4","SV":"5+","W":"4","LD":"7+","OC":"1"},"keywords":["Character","Infantry","Chaos","Tzeentch","Mutant","Brayherd Chieftain"],"abilities":[{"id":"a_0_leader","name":"Leader","description":"This model can be attached to the following unit: ^^**Tzaangors**^^"},{"id":"a_1_fate-s-guide","name":"Fate's Guide","description":"If this unit starts the game in Strategic Reserves, it can be set up in the Reinforcements step of your first, second or third turn, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is."},{"id":"a_2_invulnerable-save","name":"Invulnerable Save","description":"5+"}],"rules":[{"id":"r_cabal-of-sorcerers","name":"Cabal of Sorcerers"},{"id":"r_leader","name":"Leader"},{"id":"r_scouts-6","name":"Scouts 6\""}],"weapons":[{"id":"w_fires-of-the-abyss","name":"Fires of the Abyss","type":"ranged","profiles":[{"id":"w_fires-of-the-abyss_base","name":"Fires of the Abyss","type":"ranged","range":"18\"","attacks":"D6","skill":"N/A","strength":"6","ap":"-2","damage":"1","keywords":["Psychic","Torrent"]},{"id":"w_fires-of-the-abyss_0_witchfire","name":"Fires of the Abyss","profileName":"witchfire","type":"ranged","range":"18\"","attacks":"D6","skill":"N/A","strength":"6","ap":"-2","damage":"1","keywords":["Psychic","Torrent"]},{"id":"w_fires-of-the-abyss_1_focused-witchfire","name":"Fires of the 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