Thousand Sons 9th Edition - The Blood of Kittens Network (2024)

As of 08-25-2021 Thousand Sons Stratagems groups are…

  • Core Stratagems
  • Thousand Sons Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any THOUSAND SONS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Thousand Sons on the battlefield.

Fated Mutation: 1 CP

Use this in the Fight phase, when a THOUSAND SONS CHAOS SPAWN unit from your army is selected to fight. Until the end of the phase, instead of rolling for that unit’s Mutated Beyond Reason ability, you can select the result. Until the end of the phase, each time you determine the number of Attacks a model in that unit can make, add 1 to the result.

Ensorcelled Infusion: 1 CP

Use this in your Shooting phase, when a THOUSAND SONS VEHICLE model from your army within 6″ of a friendly ARCANA ASTARTES PSYKER unit is selected to shoot. Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons that model is equipped with by 1.

Unwavering Phalanx: 1/3 CP

Use this in your opponent’s Shooting phase, when a THOUSAND SONS RUBRIC MARINES or THOUSAND SONS SCARAB OCCULT TERMINATORS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 3CP.

Wrath of the Wronged: 2 CP

Use this in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot, or in the Fight phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack, add 1 to that attack’s wound roll.

Infernal Fusillade: 1 CP

Use this in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit shoots a bolt weapon, make one additional attack with that weapon.

InhumanSavagery: 2 CP

Use this in the Fight phase, when a TZAANGOR unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

Vengeance for Prospero: 1 CP

Use this in the Fight phase, when a THOURSAND SONS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a SPACE WOLVES unit, you can re-roll the hit roll and the wound roll.

Great Sorcerer: 1 CP

Use this in your Psychic phase. Select one THOUSAND SONS PSYKER model from your army. That unit can attempt to manifest one additional psychic power this turn.

Malignant Pact: 1 CP

Use this in your Command phase, when an INFERNAL MASTER model from your army is unsuccessful in making a pact. Select one friendly THOUSAN SONS INFANTRY or THOUSAND ONS CAVALRY unit within 6″ of that model. That unit suffers 1 mortal wound and that pact is successful.

Warped Regeneration: 1 CP

Use this in your Psychic phase, after manifesting a psychic power with a THOURSAND SONS unit from your army with an unmodified Psychic test of 9 or more. If that unit contains a model that has lost any wounds, that model is healed and regains up to D3 lost wounds. Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.

Unholy Susurrus: 1 CP

Use this at the start of your Psychic phase. Select one THOUSAND SONS PSYKER unit from your army. Select on psychic power from the disciplines it has access to. That psychic power replaces one psychic power that unit knows.

Biomechanical Mutation: 1 CP

Use this in any phase, when a THOUSAND SONS VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

Metaphysical Focus: 1 CP

Use this in your Psychic phase, after attempting to perform a psychic action with an ARCANA ASTARTES PSYKER unit from your army. That unit can attempt to manifest one psychic power this phase.

Psychic Dominion: 1 CP

Use this in your opponent’s Psychic phase, when a THOUSAND SONS PSYKER unit from your army is selected to attempt to deny a psychic power. So long as that unit is within 6″ of another friendly THOUSAND SONS PSYKER unit that could also attempt to deny that psychic power, when taking that Deny the Witch test, roll one additional D6.

Malevolent Machine Spirit: 1 CP

Use this in your Command phase. Select one THOUSAND SONS MACHINE SPIRIT model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use.

Master of the Immaterium: 1 CP

Use this in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp.

Sorcerous Might: 1 CP

Use this in the Fight phase, when a THOUSAND SONS SORCERER or THOUSAND SONS EXALTED SORCERER unit from your army that is equipped with a force stave is selected to fight. Until the end of the phase, the Damage characteristic of that force stave is changed to D3+1.

High Acolytes: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the THOURSAND SONS keyword. Select one ARCANA ASTARTES CHARACTER model in your army and determine one Warlord Trait for that model; that model it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle can use this twice.

Sorcerous Arcana: 1 CP

Use this before the battle, when you are mustering your army, if your WARLORD has the THOUSAND SONS keyword. Select one THOURSAND SONS CHARACTER model in your army and give them one Sorcerous Arcana Relic. Each Relic in your army must be unique, and you cannot use this Stratagem once, unless you are playing a Strike Force battle can use this twice.

Aspiring Magister: 1 CP

Use this before the battle, when you are mustering your army. Select one THOUSAND SONS Aspiring Sorcerer model or one THOUSAND SONS Scarab Occult Sorcerer model in your army. That model can have one of the following Sorcerous Arcana Relics, even though they are not a CHARACTER: Coruscator; Skaeloch’s Talon; Incandaeum; The Stave Abominus. Each Relic in your army must be unique and be given to a different model.

Schemes of Change: 1 CP

Use this in your army only contains THOUSAND SONS Detachments. Use this Stratagem if you are playing a mission that requires you to select either secondary objectives, after both players have revealed their selections. You can select one of your secondary objectives and replace it with a different one. All the normal rules for selecting secondary objectives apply. If both players have a rule that allows them to select new secondary objectives, both players make their new selections before revealing them simultaneously to their opponent.

Risen Rubricae: 1 CP

Use this during deployment, when setting up a RUBRIC MARINES unit from your army. That unit can be set up anywhere on the battlefield that is more than 9″ away from the enemy deployment zone and any enemy models. You can only use this Stratagem once.

Webway Infiltration: 2/3 CP

Use this during deployment. If you spend 2CP, you can set up one THOUSAND SONS INFANTRY unit from your army in the webway instead of setting it up on the battlefield. If you spend 3CP, you can set up two THOUSAND SONS INFANTRY units from your army in the webway instead of setting them up on the battlefield. If you do, then for each of those units, in the Reinforcements step of one of your Movement phase you can set them up anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once.

Implacable Guardings: 1 CP

Use this at the start of your opponent’s Shooting phase. Select one ARCANA ASTARTES CHARACTER model from your. Until the end of the phase, while that model is within 3″ of any friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS units, enemy models cannot target that model with ranged weapons.

Coruscating Bean: 3 CP

Use this in your Command phase, if a THOUSAND SONS WARLORD form your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 9″ of the centre of that marker and draw a line between the centre of each of the markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.

Vector Strike: 1 CP

Use this in your Movement phase, after making a Normal Move with a THOURSAND SONS HELDRAKE model from your army. Select one enemy unit this model moved across that is not a CHARACTER with a Wounds characteristic of 9 or less and roll one D6: on a 2+, that unit suffers D3 mortal wounds. If that unit can FLY, on a 2+ if suffers 3 mortal wounds instead.

Inescapable Forewarning: 2 CP

Use this at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18″ of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6″ of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18″ of their unit and that ARCANA ASTARTES PSYKER unit when doing so.

Selfless Automata: 2 CP

Use this in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that finished a charage move within Engagement Range of any ARCANA ASTARTES CHARACTER units from your army that phase: one friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit that is within 12″ of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that unit can move up to 2D6″ instead of up to 3″ and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units.

Empyric Reservoir: 1 CP

Use this at the start of your Psychic phase. Select one model from your army within 6″ of a friendly MUTALITH VORTEX BEAST model. If that model generates Cabal points, generate D3 additional Cabal points.

Slow and Purposeful: 1 CP

Use this in your Movement phase, when an ARCANA ASTARTES INFANTRY unit from your army makes a Normal Move. Until the start of your next turn, that unit is considered to have Remained Stationary.

Aetheric Saturation: 1 CP

Use this in your Psychic phase, when a PSYKER CHARACTER from your army within 12″ of a friendly MUTALITH VORTEX BEAST model is selected to manifest psychic powers. Instead of manifesting one psychic power with that model, it is healed and regains up to D3 lost wounds. Each model can only be healed once per turn.

Soul Reap: 1 CP

Use this in your Shooting phase, when a THOURSAND SONS unit from your army is selected to shoot. Until the end of the phase, soulreaper cannons models in that unit are equipped with gain the following ability; ‘Each time an attack is made with this weapon against a unit that contains 11 or more models, make 2 hit rolls instead of 1’

Warpflamer Gargoyles: 1 CP

Use this at the start of the Fight phase. Select one ARCANA ASTARTES VEHICLE model from your army excluding Helbrutes. Roll one D6 for each other unit within Engagement Range of that model, subtracting 2 if that unit being rolled for is a CHARACTER or VEHICLE unit: on a 4+, that unit suffers D3 mortal wounds.

Arcane Smokescreen: 1 CP

Use this in your opponent’s Shooting phase, when an ARCANA ASTARTES SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

Malefic Scroll: 1 CP

Use this in your Psychic phase, when a THOURSAND SONS PSYKER unit from your army manifests the Smite psychic power. That manifestation inflicts 3 mortal wounds instead of D3 or D6 no dice roll is made.

Thousand Sons 9th Edition - The Blood of Kittens Network (2024)
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