Datasheets/Thousand Sons/Changehost of Deceit
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Changehost of Deceit

Thousand Sons detachment

Changehost of Deceit

The otherworldly auras of Tzeentch’s daemons and the empowering arcane sigils carried by his mortal servants wear away at the fragile skein of reality.

46.0%
win rate
113
games
10%
faction share

Detachment ability

always on · no CP

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.

Full wording ▾

The otherworldly auras of Tzeentch’s daemons and the empowering arcane sigils carried by his mortal servants wear away at the fragile skein of reality.

Stratagems

6

Battle Tactic 1Strategic Ploy 5

Movement

1CP

Ethereal Phantasm

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

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.

Full rule ▾

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.

Shooting

1CP

Sulphurous Veil

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

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

Epic Hero · Character · Infantry · Mounted · Beast · Walker · Vehicle · Monster · Psyker · Terminator · Fly · Grenades · Smoke · Thousand SonsFull rule ▾

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.

1CP

Fractal Disjunction

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

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".

Full rule ▾

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.

Charge

1CP

Chronosorcerous Bleed

Strategic PloyStart of your opponent's Charge phase.

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.

PsykerFull rule ▾

Target: One friendly unengaged THOUSAND SONS PSYKER/SCINTILLATING LEGIONS unit.

Fight

1CP

Sulphurous Veil

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

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

Epic Hero · Character · Infantry · Mounted · Beast · Walker · Vehicle · Monster · Psyker · Terminator · Fly · Grenades · Smoke · Thousand SonsFull rule ▾

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.

2CP

Deceptive Glamour

Strategic PloyStart of the Fight phase.

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.

Epic Hero · Character · Infantry · Mounted · Beast · Walker · Vehicle · Monster · Psyker · Terminator · Fly · Grenades · Smoke · Thousand SonsFull rule ▾

Target: One THOUSAND SONS unit from your army.

1CP

Glimmershift Portal

Strategic PloyEnd of your opponent’s Fight phase.

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

MonsterFull rule ▾

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 3" horizontally away from all enemy units.

Enhancements

4

EnhancementPtsWhat it does
Nethershriek Mind-Eater10THOUSAND SONS or LORD OF CHANGE model only. 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.
Diabolic Savant20THOUSAND 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.
Duplicitous Malediction15THOUSAND SONS or LORD OF CHANGE model only. 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 Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Tome of True Names20THOUSAND SONS INFANTRY model only. 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.