Many of the traditional powers remain, Weaver of Fates and Glamour of Tzeentch are both there, the former having a slight change in giving units a 4++ invulnerable save rather than +1 to the save. These both have 9 powers each and with the 9 available from the Cults that totals a whooping 27 powers available. The Vengeance Discipinle and the Change Discipline. Instead of having 3 Disciplines, sharing one with Heretic Astartes and one with Daemons of Chaos they now have 2 of their own. The 2nd large change is the spells available for the Thousand Sons. If there was a big push to run Thousand Sons as a Pure army Cabal Points are it. My main opinion on these is that these are critical to how a Thousand Sons player will build and play their list. Even the cheaper ones are super handy, there is one to gain a CP by doing a Psychic Action, or being able to put a Blessing onto a unit anywhere on the board. Ensuring a spell such as Twist of Fate (Rebranded Death-Hex) automatically goes off, or if playing against a heavy Pskyer army spend 8 Cabal Points to make it undeniable. Some of the better options are in the remit of 8 or 9 Cabal points but can be game-changing. You gain Cabal points for the various Pskyers you have left on the board at the start of that phase. Cabal points are earned at the start of the phase and lost at the end of the phase. A bonus for being a ‘Pure’ Thousand Sons army gives you the ability to add abilities when you manifest psychic powers. So still battleforged, just not good and different to the first case because it's not just the covens unit that doesn't benefit, it's ALL the units because the rule says the whole detachment needs to only be made a certain way.The first major change is the Cabal Points. Even then, it's still technically battleforged, it's just that you won't get the benefit of any of the Ynnari special rules because you took a subfaction which isn't allowed by the Ynnari rules. The other kind is that some units say they can only be taken in detachments that are all of the same faction, or only certain units can be included - like to take Ynnari units for example your army can only only include specific sub factions - can't include even though they share keywords. If you took a unit of space marines it would still be battleforged, and other units would still benefit from Cawl, but the marines wouldn't. That's not really a battleforge thing, that's just that the ability is only good with certain factions. Two kinds really - you might have a special ability which only affects things of a particular sub-faction, like Cawl's special ability only affects forgeworlds of.
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