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Codex Thousand Sons Prime

The document provides rules and special abilities for Thousand Sons units in Warhammer 40k, including: 1) Vengeance for Prospero gives Thousand Sons and Space Wolves preferred enemy and hatred against each other. 2) A Rubric Golem grants various abilities like Sorcerers Command and Slow and Purposeful to nearby Thousand Sons units. 3) Psychic powers can be generated from several disciplines, and various units and weapons are described along with their ranges and profiles. 4) Relics like the Crown of Prospero and Talisman of Tzeentch are listed that replace standard wargear.

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Elliot Kölhi
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0% found this document useful (0 votes)
917 views36 pages

Codex Thousand Sons Prime

The document provides rules and special abilities for Thousand Sons units in Warhammer 40k, including: 1) Vengeance for Prospero gives Thousand Sons and Space Wolves preferred enemy and hatred against each other. 2) A Rubric Golem grants various abilities like Sorcerers Command and Slow and Purposeful to nearby Thousand Sons units. 3) Psychic powers can be generated from several disciplines, and various units and weapons are described along with their ranges and profiles. 4) Relics like the Crown of Prospero and Talisman of Tzeentch are listed that replace standard wargear.

Uploaded by

Elliot Kölhi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Codex Thousand Sons

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

Any vehicles with this rule count as having a 5+ invulnrable save.

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

Nekhakha (Force Scourge)

Heqa (Fore Scepter)

Psychic Focus: Increases Range of all psychic powers by 6

Force Lance
Range

AP

Type

+1/-

.3/4

-Melee
-Force

Second set of stats is when not charging

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

-Heavy 4 -Twin linked

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.

Special Issue Wargear


Melta Bombs
Jump pack
Chaos Bike
Sigil of Coruption (this costs so little becasue everything that can get it already has a 4++ save, this only improves it by 1)
Arteficer Armour

Thousand Sons Vehicle Equipment


Combi Bolter
Dirge caster
Dozer Blade
Warpflame Gargoyle
Combi-flamer, -melta, or plasma
Extra Armour
Havoc Laucher
Destroyer Blades
Daemonic possesion

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

-Daemon Weapon -Blind


-Concussive -Melee
-Soul Blaze -Two-handed

AP

Type

User

-Melee -Daemon Weapon

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.

The Black Mace


Range

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

Warcovens and Disc Rider squads may buy this artefact.


All enemy psykers within 18 suffer Perils of the Warp on any doubles roll to cast a power.

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.

Thousand Sons Wargear List


Melee Weapons
A model can replace their Force Weapon and/or
Bolt pistol with one of the following

Relics of Prospero
One model may replace one weapon withone of
the following. Only one artefact per detachment

Lightining Khopesh.......................................7 pts Crown of Prospero.......................................35 pts


Heavy Khopesh............................................15 pts Talisman of Tzentch ................................20 pts
Nekhakha.....................................................20 pts Bedlam Staff.................................................30 pts
Heqa...............................................................5 pts Warp Blade...................................................25 pts
Force Lance....................................................Free Death Screamer.........................................20 pts
Force Claymore..............................................2 pts The Black Mace............................................45 pts
Scrolls of Magnus.........................................30 pts
Ranged Weapons
Dimensional Key......................................25 pts
A model can replace any weapon with one of the Blasted Standard...........................................40 pts
following
Vehicle Equipmennt
Hand Flamer.................................................10 pts
Bolter...............................................................1 pt Combi Bolter.........................................................5 pts
Combi-bolter..................................................3 pts Dirge caster............................................................5 pts
Combi -flamer/-melta/-plasma.......................5 pts Dozer Blade...........................................................5 pts
Plasma Pistol................................................15 pts Warpflame Gargoyle..............................................5 pts
Archeotech Pistol.........................................15 pts Combi-flamer, -melta, or plasma.........................10 pts
Extra Armour........................................................10 pts
Volkite Serpenta.............................................5 pts Havoc Laucher.....................................................12 pts
Destroyer Blades..................................................15 pts

Any of the afformentioned weapons may be


Daemonic possesion..............................................15 pt
mastercrafted for............................................5 pts Inferno Bolts.................................................10 pts
Infernal Promethium.....................................10 pts
Specail Issue Wargear
A model can take up to one of each of the
*Second indicated points cost is for HQ units
following
Melta Bombs..................................................5 pts
Jump pack...............................................5/15* pts
Chaos Bike............................................10/20* pts
Sigil of Coruption........................................15 pts
Arteficer Armour..........................................10 pts
Chaso Rewards
A model may take one of the following
Spell Familiar.........................5pts/Mastery Level
Combat Familiar...........................................15pts
Disc of Tzeentch..........................................30 pts
Personal Grimoire........................................30 pts
Psychic Specializations
Any caharacter may take one specialization
Pyrae............................................................20 pts
Athaean........................................................20 pts
Pavoni..........................................................25 pts
Corvidae.......................................................25 pts
Raptora.........................................................20 pts
Specialized Munitions
Inferno Bolts........................................3 pts/model
Psycoactive Bolts................................2 pts/model

Forces of the Thousand Sons


HQ
Ahzek Ahriman - 230

WS

BS

LD

10

SV
2+/4++

Type
In(ch)

Unit composition: Ahriman (unique)


Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
The Black Staff of Ahriman

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)

Unit composition: Hathor-Maat (unique)


Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Aura of Dark Glory
Staff of Hastar:

Range

AP

Type

User

-The range of all psychic


powers is increased by 6
-Force
-Melee

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).

Malagor Auramagma - 180

WS

BS

LD

10

SV
3+/4++

Type
In(ch)

Unit composition 1 Sorcerer


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Yet to be named Hand Flamer thing

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.

Sorcerer Lord - 100

WS

BS

LD

10

SV
3+/4++

Type
In(ch)

Unit composition 1 Sorcerer


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Special Rules:
Rubric Sorcerer
Psyker Mastery Level 1
Independant Character
Options:
May Take up to two additional mastery levels 25pts/level
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear,
Specialized Munitions and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark Glory with
Terminator Armour and a Combi-Bolter. - 20
A sorcerer in terminator armour may take items from the Terminator weapons, Chaos Rewards,
Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
May take a Psychic Specialization.

Dust Lord (Name still pending) - 80

WS

BS

LD

10

SV
3+/4++

Type
In(ch)

Unit composition 1 Dust Lord


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Master-crafted Force Weapon (any CCW that replaces this one is also Master-crafted)
Bolt Pistol
Aura of Dark Glory
Special Rules:
Rubric Golem
Independant Character
Adamnatium Will
Undying Battle Spirit
Was thinking of doing somethinng like the battle stances of the GK champion
A Ghost in the Shell
May not be your warlord and may not be taken as an HQ in allied detachments
Options:
May take Items from the Meele weapons, Ranged Weapons, Special Issue Wargear, Specialized
Munitions and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark Glory with
Terminator Armour and a Combi-Bolter. - 20
A Dust Lord in terminator armour may take items from the Meele weapons, Chaos Rewards,
Specialized Munitions, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
Notes: Basic idea behind this unit is to have a melee specialized Rubric marine support HQ, fluff wise they
would be marines so tenacious that even after the rubric something of their former self still shines through,
though it is only really shownn in battle otherwise being in a near compleatly catatonic state even under a
sorcerers direct command.
Also this unit unmistakably needs more work, thinking of entirely scrapping the current mechanic.

Pyrae Warpsmith - 155

WS

BS

LD

10

SV
2+/4++

Type
In(ch)

Unit composition 1 Thousan Sons Warpsmith


Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Force Axe
Bolt Pistol
Aura of Dark Glory
Special Rules:
Rubric Sorcerer
Psyker Mastery Level 1
Independant Character
Master of Mechanisms
Shatter Defences
Options:
May Take one additional mastery level 25pts
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear,
Specialized Munitions and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Bolt Pistol and Aura of Dark Glory with Terminator Armour and a CombiBolter. - Free
A sorcerer in terminator armour may take items from the Terminator weapons, Chaos Rewards,
Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
May take a Psychic Specialization.
Daemon Prince of Tzeentch - 160

WS

BS

LD

SV

5++

Type
In(ch)

Unit composition 1 Daemon Prince of Tzeentch


Wargear:
Power Armour
Force sword
Special Rules:
Daemon of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Options:
May take wings 40pts
Power Armour 30pts
May take up to two additional mastery levels 25pts/ level
May take Items from the Meele weapons and/or Thousand Sons Artefacts sections of the Wargear list.

Hidden One Vigilator - 150

WS

BS

LD

10

SV
3+/4++

Type
In(ch)

Unit composition 1 Hidden One Vigilator


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Boltgun
Aura of Dark Glory
Cameleoline
Special Rules:
Rubric Sorcerer
Psyker Mastery Level 1
Generates his powers on Telepathy and Divination.
Independant Character
Sabotage!
Sniper
Options:
The Thousand Sons Vigilator may Take:
An additional mastery level 25 pts
A Stalker pattern Boltgun 15 pts
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear,
Specialized Munitions and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour with Scout Armour, this grants him the Infiltrate and Move Thorough
Cover Special Rules - Free
May take a Psychic Specialization.
For those that don't know: The hidden ones are an extremely secretive organistaion of infiltartors and spies
that exist(ed?) within the Thousand Sons and were originally commanded by Amon captain of the 9 th
fellowship, though since his death at the hands of Ahriman one would assume that they have since fallen
under the controll of other individualls, with at least some siding with Ahrimann seeing as he took most of
Amons Warband as his own. Nothing oficcial is known about them other than that they can have deep cover
agent so good and soo deep under cover they don't even realize they're spies themselves.

Troops
Rubric Marine Squad - 120

WS

BS

LD

SV

Type

Rubric
Marines

10

3+/4++ In

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol (Sorcerer only)
Boltgun
Aura of Dark Glory
Special Rules:
Rubric Sorcerer (Sorcerer only)
Psyker Mastery Level 1 (Sorcerer only)
Rubric Golem (Rubric marin only)
Options:
Up to 15 additional Rubric marines 19pts/model
One rubric marine may replace their boltgun with one of the following:
Flamer 5 pts/model
Melta gun 10 pts/model
Plasmagun 15 pts/model
For every 9 member of the squad another rubric marine may replace their boltgun with one of the following
Flamer 5 pts/model
Melta gun 10 pts/model
Plasmagun 15 pts/model
Heavy Bolter 10 pts/model
Heavy flamer 10 pts/model
Autocannon 10 pts/model
The whole unit may buy items from the Specialized Munitions section of the wargear list
The Aspiring Sorcerer may take:
An additional mastery level 20
Melta bombs 5 pts/model
items from the Meele weapons, and/or Ranged Weapons sections of the Wargear list
One model in the unit may take an Icon of Flame 10 pts
The Squad may buy a Rhino deadicated transport 45 pts
The Squad may buy a Dreadclaw deadicated transports 65 pts/model

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++

Unit composition 1 cultist champioon 10 Cultists


Wargear:
Improvised Armour
Autopistol
Close Combat weapon
Special Rules:
Champion of Chaos (champion only)
Mark of Tzeenzch
Brotherhood of sorcerers [for every 10 members present they are 1 mastery level](Thrall Wizards only)
Unskilled Sorcerers (Thrall Wizards only)

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

Thousand Sons Neophytes - 80

WS

BS

LD

SV

Type

Thousand Sons
Neophyte

4+/5++

In

Prodigal
Neophyte

4+/5++ In(ch)

Unit composition 4 Thousand Sons Neophytes and 1 Prodigal Neophyte


Wargear:
Recon Armour
Bolt pistol
Boltgun
Frag and krak grenades
Dark Aura
- Grants a 6++ save
Recon Armour
Special Rules:
Infiltrate
Move Through Cover
Scouts
Brotherhood of Sorcerers (Mastery level 1)
Unnskilled Sorcerers

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

Corupted Marines - 100

WS

BS

LD

SV

Type

Corupted
Marine

3+/5++

In

Corupted
Marine
Champion

3+/5++ In(ch)

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 4 Corupted Marines 1 Corupted Marine Champion


Wargear:
Close Combat Weapons
Power Armour
Special Rules:
Champion of Chaos (champion only)
Daemon
Fearless
Fleet
Options:
May add up to 15 Corupted Marines 18pts/model
The corrupted Marine Champion may buy up to two Gifts of Mutation. - 10pts each
The whole unit may take the Mark of Tzeentch 5pts/model
The whole unit may take one of the following mutations:
Streangth of the Damned: grants Shred 2pts/model
Vorpal Claws: all melee attacks are AP3 5pts/model
Supernatural Speed: +1 Attack +1 Initiative 5pts/model
Chaotic Fury: grants Furious charge 3pts/model
Predators Bloodlust: Grants Scouts 2pts/model
Razor Claws: grants Rending 4pts/model
Daemonic Vigour: grants Feel no Pain 6pts/model
If the unit exceeds 10 models you may buy an Aspirinng sorcerer instead of adding another member to the
squad 50pts
The aspiring Sorcerer has all the same rules and wargear as, and may take all the same upgrades as
one found in the Thousand Sons squad unit entry
The Squad may buy a Rhino deadicated transport 45 pts
The Squad may buy a Dreadclaw deadicated transports 65 pts/model

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)

Unit composition 3 Chosen Sorccerers


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Narthecium (Pavoni Apothacary only)
Servo Arm (Pyrea Techmarine only)
Special Rules:
Rubric Sorcerer
Brotherhood of Psykers (mastery level 1)
Battlesmith (Pyrea Techmarine only)
Options:1
Each may buy:
Items from the Meele weapons, Ranged Weapons, Specialized Munitions and/or Special Issue Wargear
sections of the Wargear list.
Terminator armour 13 pts/model
Melta bombs 5 pts/model
Spell Familiar 5 pts/mastery level
You may take a Psychic Specialization.
The units Mastery level may be upgraded up to mastery level 3 20 pts/level
One sorcerer may be uppgraded to a:
Pavoni Apothacary 20pts
Pyrea Techmarine 20pts
(Only one such uppgrade may be takenn per unit, also by doing so you must generate at least one power on
the uppgrades respective discipline.)
You may also take up to 6 additional Chosen Sorcerers 40 pts/model
One model in the unit may take an Icon of Flame 5 pts
The Squad may buy a Rhino deadicated transport 45pts
The Squad may buy an Aether Ray, Land Raider or Storm Eagle deadicated transport (see unit entries)

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)

Unit composition 2 Rubric Terminators


Wargear:
Terminator Armour
Combi-bolter
Power Weapon
Force Weapon (Terminator Sorcerer only)
Special Rules:
Rubric Sorcerer (Sorcerer only)
Psyker Mastery Level 1 (Terminator Sorcerer only)
Rubric Golem (Rubric Terminators only)
Options:
Unless you choose to start this Squad attached to an Indipendant Character with Terminator armour and the
Psyker special rule you must buy a:
Terminator Sorcerer 72 pts
Terminator Sorcerer may be Uppgraded to mastery level 2 20 pts
You may add up to 7 more Rubric Terminators 37pts/model
Any Rubric Terminator may choose one of the following three options:
Replace his Power weapon with one of the following:
- Lightning Claw 3 pts/model
- Power Fist 7 pts/model
- Chainfist 12 pts/model
Replace his Combi-bolter with a
- Combi-flamer, -melta, -plasma 5 pts/model
Replace his Combi-bolter and Power Weapon with a pair of lightinig claws 7 pts/model
For every 5 models in the unit, one Rubric Terminator may replace his Combi-bolter with one of the
following
Reaper Autocannon 25 pts/model
Heavy flamer 15 pts/model
The whole unit may buy items from the Specialized Munitions section of the wargear list
One model in the unit may take an Icon of tzeentch - 15
The Squad may buy a Land Raider deadicated transport (see unit entry)
The Squad may buy a Storm Eagle deadicated transport (see unit entry)
The Sorcerer May take a Psychic Specialization.
The Sorcerer may buy Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.

Thousand Sons Dreadnoughts


Name
WS
BS
S

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

Thousand Sons Contemptor Dreadnoughts

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

Hidden One Reconnaissance Team - 155

WS

BS

LD

SV

Type

Hidden
One Field
Agent

10

3+/4++

In

Elite Field
Agent

10

3+/4++

In(ch)

Unit composition 1 Elite Field Agent, 4 Hidden One Field Agents.


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Dagger (Elite Field Agent only)
Boltgun
Bolt Pistol
Aura of Dark Glory
Shroud Bombs
Special Rules:
Brotherhood of psykers Mastery Level 1
Generates their powers on Telepathy and Divination.
Rubric Sorcerer
Scout
Accute Senses
Options:
The Hidden One Reconnaissance Team may add:
Up to 5 Hidden One Field Agents 30 pts/model
Any Hidden One Field Agent may exchange their Boltgun for one of the following:
Sniper Rifle free
Space Marine Shotgun - Free
Close Combat Weapon Free
The Unit may take Cameleoline 5 pts/model
The whole unit may buy items from the Specialized Munitions section of the wargear list
The Entire Unit may take Melta-bombs 5 pts/model
The Entire Unit may exchange their Power Armour With Recon Armour, his grants him the Infiltrate and
Move Thorough Cover Special Rules. Free
The Unit may upgrade it's Mastery Level to Mastery Level 2 20 pts
The Elite Field Agent may take items from the Meele weapons and/or Ranged Weapons sections of the
Wargear list.

Fast Attack
Disc Riders - 200

WS

BS

LD

10

SV
3+/4++

Type
Jb(ch)

Unit composition 3 Disc rider


Wargear:
Disc of Tzeentch
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Special Rules:
Brotherhood of Psykers (mastery level 1)
Rubric Sorcerer
Options:
Each may buy:
Items from the Meele weapons, Specialized Munitions and/or Ranged Weapons sections of the Wargear
list.
The units Mastery level may be upgraded up to mastery level 3 20 pts/level
Melta bombs 5 pts/model
Spell Familiar 5 pts/mastery level
May also add up to 6 additional Disc Riders 65 pts/model

Rubric Raptors 140

WS

BS

LD

SV

Rubric
Marines

10

3+/4++ In

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol (Sorcerer only)
Boltgun
Aura of Dark Glory
Jump Pack
Special Rules:
Rubric Sorcerer (Sorcerer only)
Psyker Mastery Level 1 (Sorcerer only)
Mindless Automaton (Rubric marines only)
Options:
May add up to 5 Rubric marines 23 pts/model
Any Rubric marine may exchange their Boltgun for:
2 Bolt pistols 2 pts/model
A Bolt Pistol and a close comabt weapon - free
Up to two Rubric marines may replace their boltguns with a:
Flamer 5
Meltagun 10
Plasma gun 15
or replace a Bolt pistol with a:
Hand Flamer 5 pts/model
Plasma Pistol 10 pts/model
The whole unit may buy items from the Specialized Munitions section of the wargear list
The Aspiring Sorcerer may take:
An additional mastery level 20
Melta bombs 5
Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.
The unit may choose to remove their Jump Packs in exchange for a
Rhino free
Dreadclaw 20 pts
One model in the unit may take an Icon of Flame 5 pts

Type

Aether Ray - 200

BS

HP

Type

11

11

10

Fl(hover), T, O

Unit composition 1 Aether Ray


Capacity 3 models
Wargear:
Daemonic Breath

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

Unit composition 1 Chaos Spawn


Special Rules:
Fear
Fearless
Mutated Beyond Reason
Rage
Rando Attacks
Very Bulky
Options:
May add up to 4 Chaos Spawn 30 pts/model
Each Spawn may be given the Mark of Tzeentch 1 pts/model

Storm Eagle Assault Gunship- 205

BS

HP

Type

12

12

12

Fl(hover), T

Unit composition 1 Storm Eagle Assault Gunship


Capacity 20 models
Access Points:
The Storm Eagle has four access points: one on both sides and ramps at the front and rear.
Wargear:
One hull-mounted twin-linked heavy bolter
One hull-mounted Vengeance launcher
Ceramite plating
Special Rules
Deep Strike
Assault Vehicle
Deadicated to tzeentch
Options
A Storm Eagle may exchange its twin-linked heavy bolter for:
a twin-linked multi-melta - 15 pts/model
Twin-linked Reaper Auto cannon 15 pts/model
A Storm Eagle may take one of the following upgrades:
four wing-mounted Hellstrike missiles - 40 pts/model
two wing-mounted twin-linked lascannon 60 pts/model
A Storm Eagle may take any of the following upgrades:
Searchlight 1 pt/model
Extra armour 15 pts/model

Rubric Bikers - 110

WS

BS

LD

SV

Rubric
Biker

10

3+/4++ In

Biker
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Biker Sorcerer 2 Rubric Bikers


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol
Aura of Dark Glory
Chaos Bike
Close Combat Weapon (Rubric marines only)
Special Rules:
Rubric Sorcerer (Sorcerer only)
Psyker Mastery Level 1 (Sorcerer only)
Rubric Golem (Rubric marin only)
Options:
May add up to 7 Rubric Bikers 26 pts/model
Up to 2 Rubric Bikers May replace their Bikes Twin-linnked Bolter with one of the following:
Twin-linked Flamer 15 pts/model
Twin-linked Meltagun 20 pts/model
Twin-linked Plasmagun 25 pts/model
Or up to 2 Rubric Bikers May replace their Close Combat Weapons for a
Flamer 5 pts/model
Meltagun 10 pts/model
Plasmagun 15 pts/model
The whole unit may buy items from the Specialized Munitions section of the wargear list
The Biker Sorcerer may take:
An additional mastery level 20 pts/model
Melta bombs 5 pts/model
items from the Meele weapons and/or Ranged Weapons sections of the Wargear list
One model in the unit may take an Icon of Flame 5 pts

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

Chaos Decimator Daemon Engine - 200

WS

BS

Str

HP

Type

13

12

11

Unit composition 1 Chaos Decimator Daemon Engine


Wargear
Two Decimator siege claws
with in-built heavy flamers (additionalAttack included in profile)
Special Rules
Daemon
UnholyVigour
Daemonic Possession
Deadicated to Tzeentch
Options
The Decimatormayreplace either of its Decimatorsiege claws and
in-built heavy flamerswith one of the followingweapons. For each
clawthat isreplaced itsAttacks are reduced by-1.
Butchercannon - 20 pts
Stormlaser - 15 pts
Soul burner petard - 10 pts
Heavyconversion beamer - 35 pts
The Decimator may also take any of the following upgrades:
Searchlight 1 pt
Smoke launchers - 3 pts

Rubric Havocs 120

WS

BS

LD

SV

Type

Rubric
Marines

10

3+/4++

In

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol (Sorcerer only)
Boltgun
Aura of Dark Glory
Special Rules:
Rubric Sorcerer (Sorcerer only)
Psyker Mastery Level 1 (Sorcerer only)
Rubric Golem (Rubric marin only)
Options:
Up to five additional Rubric marines 22pts/model
Up to four may replace their boltgun with one of the following:
Flamer 5pts
Heavy Bolter 10
Autocannon 10
Melta gun 10
Heavy flamer - 10
Plasmagun 15
Missile launcher (with Frag and Crack) 15
May also take Flakk Missiles 5
Lascannon 20
The whole unit may buy items from the Specialized Munitions section of the wargear list
The Aspiring Sorcerer may take:
An additional mastery level 20
Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.
One model in the unit may take an Icon of Flame 5 pts
The Squad may buy a Rhino deadicated transport 45 pts

Firestorm Obliterators 80 pts

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

Unit composition 1 Chaos Land Raider


Wargear:
Hull mounted twin-linked Heavy Bolter
Searchlight
Smoke launchers
Two sponson mounted Lascannons
Special Rules:
Deadicated to Tzeentch
Assault Vehicle
Options:
May excgange it's two sponson mounted Lascannons for two sponson mounted Quead Heavy bolters. - free
Chaos Land Raider may take items from the Chaos Vehicle Equipment list.

Cataphract Battle-Automata 65 pts


Cataphract
Battle-Automata

WS

BS

LD

SV

Type

3+.

In

Unit composition 1 Cataphract Battle-Automata


Wargear:
Twin-linked Boltgun
Heavy Bolter
Powerfist
Special Rules:
Cybernetica Cortex
Same as the FW rule except it requires to have a friendly psyker withinn 12 and not a cortex
controller
Reactor Blast
Fusilade Attack
Slow and Purposeful
Options:
You may add up to four additional Cataphract Battle-Automata 65 pts/model
The unit may also add a Techmarine as described in the chosen sorcerer entry 70 pts
(same uppgrade options apply)
You may replace the Twin-linked Bolter of any Battle-Automata with a:
Twin-linked Flamer 10 pts/model
Twin-linked Meltagun 15 pts/model
Twin linked Plasma gun 20 pts/model
You may replace the Powerfist of any Battle-Automata with a:
Flamer 5 pts/model
Meltagun 10 pts/model
Plasma gun 15 pts/model
Breaching Drill 10 pts/model
You may replace the Heavy Bolter with a[n] :
Autocannon Free
Heavy Flamer 10 pts/model
Plasma Cannon 10 pts/model
Multi Melta 10 pts/model
Lascannon 15 pts/model
Graviton Cannon pts/model

Forgefiend 170

WS

BS

HP

Type

12

12

10

Unit composition 1 Forgefiend


Wargear:
Two Hades Autocannons
Daemonic possession
Special Rules:
Daemon
Daemonforge
Fleet
It Will Not Die
Deadicated to Tzeentch
Options:
May replace both Hades Autocannons with Ectoplasma cannons Free
May take one of the following:
an additional ectoplasma cannon 25 pts
an additional Hades Autocannon 25 pts
Maulerfiend - 125

WS

BS

HP

Type

12

12

10

Unit composition 1 Maulerfiend


Wargear:
Two Power fists
Two Magma Cutters
Daemonic possession
Special Rules:
Daemon
Daemonforge
Fleet
It Will Not Die
Move Through cover
Siege Crawler
Deadicated to Tzeentch
Options:
May replace both magma Cutter with Two sets of lasher tendrils 10pts
May buy additional tendrills strting at 5 pts/tendrill with the price increasing by 5 points for every extra
tendrill purchased.

Thousand Sons Relic Predator 90

BS

HP

Type

13

11

10

Tn

Unit composition 1 Chaos Relic Predator


Wargear:
Predatorcannon
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch
Options:
May take two side sponsons which are both armed with one of the following:
Heavy Bolters 20 pts
Heavy Flamer 20 pts
Lascannon 50 pts
May replace its Predatorcannon with:
A Twin-linked lascannon 25 pts
Flamestorm cannon 15 pts
Magna Melta 40 pts
Plasmsa Destroyer 35 pts
Heavy Conversion Beamer 60 pts
Chaos predators may take items from the Chaos Vehicle Equipment list.
Chaos Vindicator- 135

BS

HP

Type

13

11

10

Tn

Unit composition 1 Chaos Vindicator


Wargear:
Demolisher cannon
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch
Options:
May take a siege shield 10 pts/model
Chaos Vindicator may take items from the Chaos Vehicle Equipment list.

Deadicated Transports
Chaos Rhino - 45

BS

HP

Type

11

11

10

Tn, T

Unit composition 1 Chaos Rhino


Wargear:
Combi-bolter
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch
Transport capacity:
Ten models
Options:
Chaos Rhinos may take items from the Chaos Vehicle Equipment list.
Dreadclaw - 65

BS

HP

Type

12

12

12

Fl(hover), T

Unit composition 1 Dreadclaw


Transport capacity:
Ten models or a (Contemptor) Dreadnought.
Access Points:
There is an access hatch on the bottom of the Dreadclaws hull, in practice a unit may deploy withing 2 of the
hull.
Special Rules:
Deep Strike
Assault Vehicle

Products and Ideas:


Bassically the only way something like this could ever exist is as a FW book, here's for IA13.

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.

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