Codex Thousand Sons Prime
Codex Thousand Sons Prime
Special Rules:
Vengeance for Prospero (this one is actually army wide):
- To represent the eternal grudge shared by both Space Wolves and the Thousand Sons, all units with this rule
have Preferred Enemy and Hatred against units from Codex: Space Wolves, in adition, all units from
aforementioned codex have Preferred Enemy against the units with this rule.
Rubric Golem:
Grants:
Sorcerers Command
If at the start of their movement phase, a unit of Thousands Sons is not joined by a Psyker with
the Mark of Tzeentch they gain the Slow and Purposeful special rule until the start of their next
turn..
Mark of Tzeentch
Fearless
Veterans of the Long War
The Rubric
Relentless
Rubric Sorcerer
Grants:
Relentless
Mark of Tzeentch
Fearless
Veterans of the Long War
The Rubric
Specialized Munitions
Inferno bolts
grant AP3 to all wepons as described in the WH40K rulebook as well as Space marine shotguns.
Psycoactive bolts
grant +1Str all Bolt wepons as described in the WH40K rulebook as well as Space marine shotguns.
Infernal Promethium
grant AP3 to all Flame wepons as described in the WH40K rulebook.
Psycoactive Promethium
grant +1S to all Flame wepons as described in the WH40K rulebook.
Deadicated to tzeentch
Wargear
Melee Weapons
A model can replace one weapon with:
Lightining Khopesh
Range
AP
Type
User
-Melee
-Force
-Dualists Edge
-Rending
-Specialist Weapon
Range
AP
Type
.+1
-Melee
-Force
-Two-Handed
-Specialist Weapon
Range
AP
Type
-Melee
-Force
-Flail
-Unweildy
-Specialist Weapon
Range
AP
Type
user
-Melee
-Force
-Specialist Weapon
Heavy Khopesh
Force Lance
Range
AP
Type
+1/-
.3/4
-Melee
-Force
Force Claymore
Range
AP
Type
+1.
-Melee
-Force
-Two-handed
Range
AP
Type
-Melee
-Armourbane
Breaching Drill
Ranged Weapons
The following weapons can be found in the Warhammer 40,00 Rulebook
Hand flamer
Combi-bolter
Combi -flamer/-melta/-plasma
Plasma Pistol
Archeotech Pistol
Range
12
Volkite Serpenta
Range
12
Quad Heavy Bolter
Range
36
Predator cannon
Range
48
Stalker Pattern Bolter
Range
36
AP
Type
-Pistol - Master-crafted
AP
Type
-Pistol -Deflagerate
AP
Type
AP
Type
-Heavy 4
AP
Type
-Heavy 2
Generating powers
Unless otherwise specified all psyker may generate their powers on the diciplines of Tzeentch, Change,
Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.
Relics of Prospero
Crown of Prospero
Counts as a Psychic Hood and Sigil of Coruption. Grants a +1 bonus to Deny the witch rolls.
Talisman of Tzentch
All enemy Psykers have -1 Ld for the purpose of psychic tests. If the opposing player also carries a
Talisman of Tzeentch the two talismans cancel eachother out.
Bedlam Staff
Range
Warp Blade
Range
AP
Type
.+2
AP
Type
User
Any psyker that takes a Psychic test within 12 of the weilder must roll a D6. On a 4+ nothing
happenns but otherwise the power fails and the psyker suffers from perills of the warp.
Death Screamer
In Close Combat Death Screamer Is simply a Two-handed Power Lance with the Daemon Weapon
Special Rule
Death Screamer may also be used in the Shooting phase but does not count as having fired a
Shooting Weapon. It has the Following profile
Range
AP
Type
24
-Assault D6
Rolling For The number of shots is considered the same as Rolling for the amount of attack granted
by a Daemon Weapon.
AP
Type
User
-Melee
-Daemon Weapon
-Fleshbane
-Cursed
Scrolls of Magnus
At the Begining of each of his turns the bearer of the Scrolls of Magnus may choose to generate
another spell from any available dicipline or one from your enemy's Codex (if applicable), every time
the bearer does so he takes a Strenght 3 AP1 hit with no cover saves allowed.
Dimensional Key
When the bearer kills an enemy model in the Fight sub-phase, he may immediately unlock the Key's
power. From this point on, all enemy models that start any phase within 12" of the Key's bearer treat
all terrain as both difficult and dangerous during that phase. Furthermore any friendly units arrive by
Deep Strike after the Key's power has been unlocked do not scatter.
Blasted Standard
Despite not usually having access the the Relics of Prospero section of the wargear list, Sorcerer
Psychich Specializations
Pyrae:
The character is allowed to generated one additional power on the Pyromancy table. A descendant of
Pyrae must generate at least two powers from this discipline. 20pts/model
Athaean:
The character is allowed to generated one additional power on the Telepathy table. An Athaean
descendant must generate at least two Telepathy powers. 20pts/model
Pavoni:
The character is allowed to generated one additional power on the Biomancy table. The Pavonian
descendant must generate at least two Biomancy powers. 25pts/model
Corvidae:
The character is allowed to generated one additional power on the Divination table. They must
generate at least two Divination powers. 25pts/model
Raptora:
The character is allowed to generated one additional power on the discipline of Telekinesis, and must
always generate at least two powers from the discipline. 20pts/model
Chaso Rewards
Spell Familiar
Disc of Tzeentch
Personal Grimoire
The Bearer May Generate An additional power in any diciplines available to him.
Combat Familiar
Warlord Traits
1. Strands of Fate: The warlord has glimpsed his possible futures and has seen his own end,
affording him the chance to avoid his fate.
The Warlord re-rolls all failed saving throws. This ability is lost immediately once the Warlord
suffers a single unsaved wound.
2. Fires of Tzeentch. The Warlord blazes bright with the fires of Tzeentch.
All weapons belonging to the Warlord and his unit have the Soul Blaze special rule.
3. Tzeentch's Intuition. The Warlord has an uncanny knowledge of the enemy's battle plans, how
this information came to him non can say.
The Warlord seizes the initiative on a 4+.
4. Master of Rubrics. The Warlord has an uncanny control over his followers, able to direct their
action while simultaneously unleashing his psychic might.
The Warlord has the Split Fire special rule.
5. The Twisting Path. The Warlord is preparing the way for Tzeentch's grand design.
At the start of the game randomly choose one of the secondary objectives to be worth an additional
victory point to the Warlord's army.
6. Cloud of Deception. The Warlord is clouds the sight and mind of his enemies deceiving their
senses and moving his forces undetected.
After Scout moves are made up to D3 units from the Warlord's detachment may either be
redeployed anywhere completely within their deployment zone or infiltrated in the enemies.
Psychic Powers
Generating powers
Unless otherwise specified all psyker may generate their powers on the diciplines of
Tzeentch, Change, Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.
Discipline of Tzeentch
0. Tzeentches Fire Storm
Warp Charge 1, Witchfire.
Range
AP
Type
24
1+D6
-Assault 1
-Blast
-Infernno
-Ignores Cover
1. Empathic Barter
Warp Charge 1, Blessing.
Range self or a model within 6", cast in the Movement phase. May subtract D3 from any
single characteristic of the target model in order to add D3 (rolled separately) to a different
characteristic of the target model. You may also use this to add Strength to a Ranged weapon.
The effect lasts until the beginning of your next turn.
2. Doom Bolt
Warp Charge 1, Beam.
Range
AP
Type
18
-Assault 1
-Detonate
3. Breath of Chaos
Warp Charge 1, Witchfire.
Range
AP
Type
Template
-Assault 1
-Corrosion
-Poisoned (4+)
4. Warptime
Warp Charge 1, Blessing.
Range self/unit. This power may be used at the start of any players turn. If used the the
caster ahd his unit may choose one of the following effects: Any to wound rolls may be rerolled, Any to hit rolls may be re-rolled and any saving throws may be re-rolled.
Alternatively you may grant two of these effects to only one member of the unit.
5. Gift of Mutation
Warp Charge 1, Focused Witchfire, range 6.
The target model must take a thougnes test, if they fail they are instantly removed from play
with no saving throws of any kind allowed. They are then replaced with a chaos spawn that
is controlled by the casting player. If the Target was a Monstrous creature then replace it with
a Gian Chaos Spawn if available. This power does not affect other members of the Thousand
Sons, Daemons or Grey Knights.
6. Prescient Gaze
Warp Charge 2, Blessing.
Cast at the beginning of your Movement phase. May give a single unit within 18" Interceptor
and Skyfire.
Relics of Prospero
One model may replace one weapon withone of
the following. Only one artefact per detachment
WS
BS
LD
10
SV
2+/4++
Type
In(ch)
Range
AP
Type
.+2
- Force
- Melee
-Concusive
-Ahriman may manifest up to 3
Witchfire powers per turn
provided that he has enough
warp charge
Ohrmuzd's pendant:
Ahriman may Re-roll failed psychic tests
Special Rules:
Rubric Sorcerer
Psyker Mastery Level 4
Independant Character
Eternal Warrior
Adamantium Will
Prefered enemy(Inquisitors, Harlequins.)
Master Sorcerer
Same as the one Tigurius has
Warlord Trait
6. Cloud of Deception
Note: all of the god specific chaos special characters should really get EW back not just abby. I mean if
Moloc gets it so should Kharn.
Hathor-Maat - 200
WS
BS
LD
10
SV
2+/4++
Type
In(ch)
Range
AP
Type
User
Range
AP
Type
.+1
+1 Initiative
-Specialist Weapon
-Two Handed
-Force
-Melee
Blade of Imhoden:
Special Rules:
Rubric Sorcerer
Psyker Mastery Level 3
Independant Character
Dualists Vanity
Hathor-Maat must issue and accept chalenges
Warlord Trait
3. Tzeentch's Intuition.
For those that don't know: Hathor Maath was one of the 9 captains of the Thousand Sons during the Great
Crusade and Horus Heresy, he was also the Magister Templi of cult Pavoni which for those not in the know
means he's the big boss of all biomancers and one of the people who helped create biomancy as it is today. He
is one of the only captains other than Ahriman who might still be alive (The other being Malagor Auramagma
of the 8th company).
WS
BS
LD
10
SV
3+/4++
Type
In(ch)
Range
AP
Type
Template
User
-Soul Blaze
-Pistol
Force Sword
Inferno Bolts
Aura of Dark Glory
Special Rules:
Rubric Sorcerer
Psyker Mastery Level 3
Independant Character
Gifted Pyrokine
All Powers on the Disipline of Pyromancy cast by Malagor count as having +1S.
Psychic Specialization (Pyrae)
Triumph over Death
The first time Malagor is killed, place a marker on the location of his demise. He then returns there
on the controlling players next turn with 1 wound.
Warlord Trait
2. Fires of Tzeentch.
WS
BS
LD
10
SV
3+/4++
Type
In(ch)
WS
BS
LD
10
SV
3+/4++
Type
In(ch)
WS
BS
LD
10
SV
2+/4++
Type
In(ch)
WS
BS
LD
SV
5++
Type
In(ch)
WS
BS
LD
10
SV
3+/4++
Type
In(ch)
Troops
Rubric Marine Squad - 120
WS
BS
LD
SV
Type
Rubric
Marines
10
3+/4++ In
Aspiring
Sorcerer
10
3+/4++ In(ch)
Cultists 60
WS
BS
LD
SV
Type
Cultist
6+/6++
In
Cultist
Champion
6+/6++ In(ch)
Tzaangor
Tribesman
6+/6++
6+/6++ In(ch)
Tzangor
Boss
Thrall
Wizard
6++
The unit may only take primaris powers as their psychic powers
Options:
May add up to 30 cultists 5pts/model
Any cultist may exchange their Autopistols for Autoguns 1pt/model
For every 10 models in the unit, one cultist may repplace their autopistol with one of the following
Heavy stubber 5 pts/model
Flamer 5 pts/model
The Cultist Champion or Tzangor Boss may take a
Chain Axe 3 pts
Heavy Chainsword 5 pts
Power weapon 15 pts
Bolt Pistol 2 pts
A Shotgun 2 pts
Each Cultist May be uppraded to a Thrall Wizard 2 pts/model
Each Cultist May be uppraded to a Tzaangor tribesman 2 pts/model and 10 pts for the Champion
One model in the unit may take an Icon of Flame 10 pts
One model may take an icon of vengance 35 pts
In
In
WS
BS
LD
SV
Type
Thousand Sons
Neophyte
4+/5++
In
Prodigal
Neophyte
4+/5++ In(ch)
The unit may only take primaris powers as their psychic powers
Mark of Tzeentch
Options:
May add up to 5 additional Thousand Sons Neophytes 15 pts/model
Any model may replace his boltgun with:
A shotgun or combat blade free
Any model may replace his bolt pistol with
A Hand flamer 5 pts
The whole squad may:
Exchange their Recon Armour for Power armour Free
(By doing so they lose the Inffiltrate and Move Through Cover USRs)
One Neophyte may replace their Boltgun with one of the folowing:
Flamer 5 pts
Meltagun 10 pts
Plasmagun 15 pts
If the unit has 10 models, one Neophyte may replace their Boltgun with one of the folowing:
A Heavy Bolter 10 pts
An Autocannon 10 pts
A Heavy Flamer 10 pts
The whole unit may buy items from the Specialized Munitions section of the wargear list
The Prodigal Neophyte may take:
Melta bombs 5 pts/model
A Force dagger 20 pts
Weapons from the Ranged Weapons sections of the Wargear list
The Squad may buy a Rhino deadicated transport 45 pts
WS
BS
LD
SV
Type
Corupted
Marine
3+/5++
In
Corupted
Marine
Champion
3+/5++ In(ch)
Aspiring
Sorcerer
10
3+/4++ In(ch)
Notes: The idea behind this unit was to introduce a way to represent the more mutant aspects of tzeentch as
well as the less pureblooded thousand sons warbands.
Elites
Sorcerer Warcoven - 130 pts
WS
BS
LD
SV
Type
10
3+/4++
In(ch)
For visual distinction diviners should be given birdlike helmets and masters of defence should be sculpted to be levitating objects
in their hand or infron of them
Rubric Terminators 75
WS
BS
LD
SV
Type
Rubric
Terminators
10
2+/4++
In
Terminator
Sorcerer
10
2+/4++ In(ch)
HP
Type
Cost
Rubric
Dreadnought
12
12
10
2(3)
115
Sorcerer
Dreadnought
12
12
10
2(3)
W(ch)
165
Unit composition 1 Thousand Sons Dreadnought (Max 1 Sorcerer Dreadnought per detachment)
Wargear:
Power Fist (Rubric Dreadnought only)
Multi-melta
Force Weapon (Sorcerer Dreadnought only)
Special Rules:
Psyker Mastery Level 1(Sorcerer Dreadnought only)
Psychic Pilot (Sorcerer Dreadnought only)
Deadicated to tzeentch
It Will Not Die (Rubric Dreadnought only)
Body of Metal (Sorcerer Dreadnought only)
The sorcerer dreadnought may never gain benefits from biomancy blessings but is also unaffacted by
biomancy maledictions, results of Iron Arm and Warp Speed are always re-rolled when generating
psychic powers.
A Rubric or Sorcerer Dreadnought may exchange its Multi-melta with one of the following options:
Dreadnought Close Combat Weapon (+1 Attack) Free
Twin-linked Heavy Bolter - free
Twin-linked Autocannon - 5 pts
Plasma Cannon 10 pts
Twin-linked Lascannon 25 pts
Both Dreadnoughts may uppgrade up to two Close Combat Weapons to incorperate a single:
Combi-bolter 5 pts
Heavy Flamer 15 pts
A Rubric Dreadnought may exchange any Power Fist with one of the folowinng:
Thunder 5 pts
Power scourge 10 pts
Twin-linked Heavy Bolter 5
Twin-linked Autocannon - 15 points
A sorcerer Dreadnought may replace a Close Combat Weapon with one of the following:
Nekhakha (Force Scourge) 15pts
Heqa - 10
Lighting Khopesh - Free
Either Dreadnought may also have
Extra Armour - 15 points
A Searchlight - 1 point
Inferno Bolts - 10 pts
Infernal Promethium - 10 pts
The Sorcerer Dreadnought May take a Psychic Specialization and Items from the Chaso Rewards sections
of the Wargear and up to two additional mastery levels 25pts/level
A sorcerer Dreadnought may be joined by up to two Rubric Dreadnoughts and form a single unit with them,
same points cost as usual apply.
Any Dreadnought may buy a Dreadclaw deadicated transports 65 pts/model
A Sorcerer Dreadnought may elect to be your warlord in a Thousand Sons Primary detachment
Name
WS
BS
HP
Type
Cost
Rubric
Contemptor
Dreadnought
13
12
10
2(3)
175
Sorcerer
Conntemptor
Dreadnough
13
12
10
2(3)
W(ch)
225
Unit composition 1 Thousand Sons Contemptor Dreadnought (Max 1 Sorcerer Dreadnought per detachment)
Wargear:
Twin-linked Heavy Bolter
Dreadnought Close Combat weapon with inbuilt Storm Bolter (Rubric Dreadnought only)
Force weapon with inbuilt Storm Bolter (Sorcerer Conntemptor Dreadnough only)
Smoke Launchers
Special Rules:
Deadicated to tzeentch
Psyker Mastery Level 1: (Sorcerer Conntemptor Dreadnough only)
Psychic Pilot (Sorcerer Conntemptor Dreadnough only)
Fleet
It Will Not Die (Rubric Dreadnought only)
Body of Metal (Sorcerer Dreadnought only)
Options:
A Contemptor Dreadnoughts may exchange their Twin-linked Heavy Bolter with one of the following
options:
Multi-melta Free
Twin-linked Heavy Flamer Free
Twin-linked Autocannon 5 pts
Plasma Cannon 10 pts
Twin-linked Lascannon 25 pts
Butcher Cannon 25 pts
Heavy Conversion Beamer 35 pts
Dreadnought Close Combat Weapon with inbuilt Combi-Bolter (+1 Attack) - 10 points
A Contemptor Dreadnoughts may exchange their Dreadnought Close Combat Weapon or Force Weapon
with inbuilt Combi-Bolter with one of the following options:
Twin-linked Autocannon 5 pts
Twin-linked Heavy Bolter 5 pts
Butcher Cannon 25 pts
Plasma Cannon 10 pts
Twin-linked lascannon 25 pts
Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 pts
The Contemptor may exchange the inbuilt storm bolters with the following options:
Heavy Flamer - 10 pts each
Plsma Blaster 15 pts each
Soul Burner 20 pts each
The Contemptors may also have
an Extra Armour 15 pts
a Searchlight 1 pts
a carapace-mounted Havoc Launcher 15 pts
Inferno Bolts 10 pts
Infernal Promethium 10 pts
The Sorcerer Contemptor Dreadnought May take a Psychic Specialization and Items from the Chaso
Rewards sections of the Wargear and up to two additional mastery levels 25pts/level
Any dreadnought may buy Dreadclaw deadicated transports 65 pts/model
A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them
A Sorcerer Contemptor Dreadnought may elect to be your warlord in a Thousand Sons Primary detachment
WS
BS
LD
SV
Type
Hidden
One Field
Agent
10
3+/4++
In
Elite Field
Agent
10
3+/4++
In(ch)
Fast Attack
Disc Riders - 200
WS
BS
LD
10
SV
3+/4++
Type
Jb(ch)
WS
BS
LD
SV
Rubric
Marines
10
3+/4++ In
Aspiring
Sorcerer
10
3+/4++ In(ch)
Type
BS
HP
Type
11
11
10
Fl(hover), T, O
Range
AP
Template
Type
Assault 1
Corrosion (4+)
Poison (4+)
Torrent
Special Rules:
Daemonforg
It Will Not Die
Daemon
Mark of Tzeentch
Vector Dancer
Options:
May be uppgraded to a group sized Aether Ray 30 pts
Doing so increases the transport capacity to 9 models
For those that don't know: Aether Rays are Basically giant Screamer Shaped Daemon engines that breath
daemonic fire and transpost important individuals, and they're bloody fast to boot.
Chaos Spawn - 30
WS
BS
LD
SV
Type
D6
10
Be
BS
HP
Type
12
12
12
Fl(hover), T
WS
BS
LD
SV
Rubric
Biker
10
3+/4++ In
Biker
Sorcerer
10
3+/4++ In(ch)
Type
Heavy Support
Mirrorfiend -
WS
BS
HP
Type
12
10
10
Fl, W
Unit composition 1 Mirrorfiend (It's a flying scarab shapped daemon engine full of lords of change)
Wargear:
Daemon Pincers
Range
AP
Type
user
-Melee
-Crush:
May substitute all of it's attacks
for a single attack with
Armourbane, Instant Death and
strike at I 1
Special Rules :
Mirror of Souls
Any time an action is made by an enemy unit that targets the Mirrorfiend, the unit that performed the action must take a
leadership test at -2 leadership with an aditional -1 if they are from Codex Sisters of Battle, Codex Grey Knights or are a
Psyker from a codex that is affiliated with the imperium. If they fail, the action is forfeit and if they pass they contunue as
normal except at -1 intiative if they are attacking in the assault phase. Models without Ld count as Ld 10.
Mastery Level 2 (maybe i could remove this to make it less of an apocalypse unit?)
Psyker
Daemon
It Will Not Die
Daemon of Tzeentch
Daemonforge
Vector Dancer
Psychic Pilot
Meteoric descent
WS
BS
Str
HP
Type
13
12
11
WS
BS
LD
SV
Type
Rubric
Marines
10
3+/4++
In
Aspiring
Sorcerer
10
3+/4++ In(ch)
WS
BS
LD
SV
Type
10
2+/4++
In
Firestorm
Obliterator
Unit composition 1 Firestorm Obliterator (Max 1 unit of Firestorm Obliterators per detachment)
Wargear:
Fleshmetal
Force Weapon
Special Rules:
Bulky
Rubric Sorcerer
Psyker Mastery Level 1
Power: Arcane Instrument Blessing, Range self.
The caster counts as having one of the following weapons:
[Insert obliterator weapons here]
(always counts as having Inferno Bolts or Psycoactive Promethium)
Deep Strike
Soul Blaze
Daemon
Options:
You may add up to two Firestorm Obliterators 90pts/model
The Firestorm Obliterators May be uppgraded to Mastery Level 2 20 pts/model
Chaos Land Raider - 215
BS
HP
Type
14
14
14
Tn, T
WS
BS
LD
SV
Type
3+.
In
Forgefiend 170
WS
BS
HP
Type
12
12
10
WS
BS
HP
Type
12
12
10
BS
HP
Type
13
11
10
Tn
BS
HP
Type
13
11
10
Tn
Deadicated Transports
Chaos Rhino - 45
BS
HP
Type
11
11
10
Tn, T
BS
HP
Type
12
12
12
Fl(hover), T
Apoclaypse Formations
The army would have access to all of the same formations as C:CSM, sans cult of destruction and
lords of the black crusade. Thousand sons Warcoven would be renamed Thousand sons Thrall
coven and would use sacrificial thrall wizards instead of sorcerers, the thralls would cost 40
pts/model and interact with storm of change th same way the sorceres currently do except you could
expend 9 per turn instead of 3.