THOUSAND 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.
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.
THOUSAND 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.
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.
THOUSAND 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.
THOUSAND 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.
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.
Your 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.
One THOUSAND SONS unit from your army.
Start 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.
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.
Your 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.
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.
Your 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".
One THOUSAND SONS PSYKER or SCINTILLATING LEGIONS unit from your army that was selected as a target of that charge.
Your opponent’s Charge phase, just after an enemy unit has declared a charge.
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).
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.
End of your opponent’s Fight phase.
Remove those units from the battlefield and place them into Strategic Reserves.