

Very neat for dictating the terms of a combat your opponent thought they had sewn up. The target model can’t then do any moving actions that turn – but it can still shoot, fight, or do a psychic action.


Stand-outs among the 12 total psychic abilities here include Weave Fate (which lets you re-roll any or all defence dice for every shooting attack made against a specific unit in a given turn) and Warp Portal – which takes a unit within ■ (two inches) of the Sorcerer, and teleports them to another spot of your choice within ⬟ (six inches). We can’t share every detail, but prominent among the Boons of Tzeentch are Incorporeal Sight (which gives the model’s ranged weapons the Lethal 5+ and No Cover special rules) and Empyric Ward, which improves the Thousand Sons’ natural 5+ invulnerable save to a competitive 4+. On top of that, Warpcoven teams now get access to 12 total psychic spells, in three Disciplines (compared to the Compendium’s measly four spell options) four new Strategic Ploys and four new Tactical Ploys to use in-game and four pages of dedicated rules for Kill Team’s Spec Ops Narrative mode – including nine new Battle Honours and six new items of Rare Equipment. In a considerable expansion from the barebones faction rules provided in the Kill Team Compendium supplement, White Dwarf’s rules feature adds a new ‘Warpcoven’ Kill Team type for the army – featuring more flexibility to mix Rubric Marines with Tzaangor models in Kill Teams the option to bring up to three Sorcerers instead of one and a brand new Boons of Tzeentch ability that gives each of those Sorcerers one powerful buff, hand-picked or rolled randomly from a choice of nine. Games Workshop has granted the Thousand Sons Chaos Space Marine faction a sizeable rules update in its recently relaunched Warhammer 40k Kill Team skirmish game, publishing 14 pages of new rules for ‘Warpcoven’ Kill Teams in the latest, October 2021 edition of White Dwarf magazine.
