The skeins of fate tell us that today’s Faction Focus is all about the Thousand Sons, and who are we to argue with fate? Let’s find out what these skilful sorcerers have in store.
Ritual of Regeneration

Thousand Sons armies are, unsurprisingly, borne on the backs of their Sorcerers – the few original Space Marines who kept their bodies intact after the Rubric of Ahriman turned the rest to dust. The Rituals they channel give the faction a powerful psychic resource to use throughout the game, and now it gets even better in the Ritual of Regeneration detachment.

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.
Rubric Marines are pretty durable as it is, so reknitting their armoured shells and coaxing the glowing soul-dust back inside whenever you use a Ritual – and you’ll be using them often – is a delightful cherry on top.
In fact, why not transcend death completely? Tzeentch is known as the Changer of the Ways, and he will readily change the fates of his champions by flushing them with an Eruption of Vitality should they kick the bucket prematurely. They might come back a little… different… but beggars can’t be choosers.

ERUPTION OF VITALITY
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. The first time this model is destroyed, at the end of the phase, roll one D6:
On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged, with 3 wounds remaining.
The master psykers of the Thousand Sons are so infused with roiling Chaos magic that even being near them is perilous – and a stern look from a Sorcerer can explode foes into hideous, mutated blobs with a simple expression of Mutagenic Magicks.

MUTAGENIC MAGICKS (1CP)
RITUAL OF REGENERATION STRATAGEM
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.
Sekhetar Cohort

Often left in place for generations in preparation for future schemes, Sekhetar Robots are hollow constructs animated entirely by the will of a Sorcerer. They regularly loom out of their hiding places while the battle rages around them, and can act as beacons for the empowering magicks of Tzeentch in their new Sekhetar Cohort detachment.

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.
These silent sentinels are already good at supporting your frontline units, as they can use a Fire Overwatch or Heroic Intervention stratagem for free every battle round, and the so-so accuracy of their power claws was the only downside of these otherwise potent weapons in close combat. Boosting their Weapon Skill while near a friendly Psyker raises their stocks immensely.
If you need them shooting as accurately as they swing, supply your Sorcerers with the Occulus Infernum. This powerful enhancement will keep your missiles and meltas on target and handily counteract the Ballistic Skill penalty for firing into cover when your Sekhetars are kitted out for ranged combat.

OCCULUS INFERNUM (Upgrade)
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.
Since you’ll be hanging out beside your Sorcerers for all of those juicy bonuses, you might as well get more from the deal with the Warp Fields stratagem. When the enemy tries to retaliate for the damage you’re causing with Occulus Infernum, throw up a barrier in front of their strongest attacks so they skid harmlessly from the Sekhetar Robots’ armoured bodies.

WARP FIELDS (1CP)
SEKHETAR COHORT STRATAGEM
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

Tzaangors – mutant beastmen infused with Tzeentchian power – are a common sight when the Thousand Sons march to war, and are often deployed as plentiful (some would say, disposable) hordes of close combat infantry. The Servants of Change detachment gives them a greater part in your battle plans with the important Battleline keyword, while allowing Mutants with longer-ranged attacks, such as the Mutalith Vortex Beast and Tzaangor Enlightened with Fatecaster Greatbow, to pick off hidden units from much further away.

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.
This now makes Tzaangors your cheapest Battleline option, giving you twice the number of units to bulk out your forces with. They can also play around actions a lot easier when one of the new Twists from the Chapter Approved mission deck is in play – Martial Pride – which lets them advance or shoot and still take a crack at the mission action.
Chaos Spawn are a classic inclusion in Chaos armies, and even more so when Tzeentch is involved. They’re tough, deadly all-rounders who take to the field in pairs, and can become even more lethal to crowds of foes with a Thicket of Bladed Bone growing from their puzzling biologies.

THICKET OF BLADED BONE (Upgrade)
Horrific mutations have rendered this degenerate Spawn especially dangerous at close quarters.
SPAWN unit only. This unit’s melee attacks have:
+1 AP.
[CLEAVE 1].
Though they’re quite capable in a brawl, Tzaangors aren’t the most durable of fighters. They much prefer to weave in and out of combat so they can soften up their opponents with a hail of gunfire and then charge in again to seize the initiative.

PRISMATIC DISPLACEMENT (1CP)
SERVANTS OF CHANGE STRATAGEM
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.
All three of these detachments boost a common inclusion in Thousand Sons armies – psykers, Sekhetar Robots and Mutants respectively – and so will find a good home alongside any of the Codex detachments you’ll already have access to. The Servants of Change are an especially good way to bolster your Battleline for a low Detachment Point investment, and the upgrades to Psychic weapons granted by the Grand Coven combo wonderfully with the Sekhetar Cohort, giving that ability to all of your Robots’ attacks.
We’re nearing the end of our Faction Focus run, but never mind that – it’s time to rejoice! The Day of Ascension is at hand, and on Monday, we throw off our chains to join the Genestealer Cults in their most glorious moment.



















