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Thousand Sons v9.5

This document provides the roster and rules for building a Thousand Sons Kill Team using models from the Codex: Thousand Sons. It includes profiles for various leader, specialist and infantry models available to the faction with their weapons, abilities and point costs. Players must adhere to stated limits for the numbers and types of models selected.

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0% found this document useful (1 vote)
655 views11 pages

Thousand Sons v9.5

This document provides the roster and rules for building a Thousand Sons Kill Team using models from the Codex: Thousand Sons. It includes profiles for various leader, specialist and infantry models available to the faction with their weapons, abilities and point costs. Players must adhere to stated limits for the numbers and types of models selected.

Uploaded by

Spout 1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CODEX: THOUSAND SONS ● 1 Team Leader model


This Team List uses the special rules and wargear lists ● 1-20 Core models
found in Codex: Thousand Sons. If a rule differs from ● 0-3 Special models
the Codex, it will be clearly stated.
 
The points are intended for the model WITHOUT the  
equipment listed, you need to add the costs of the  
wargear you can find in the “Thousand Sons points  
values” sec on of the Codex. DAEMONIC RITUAL, AMENDED
Thousand Sons leaders can a empt to summon
FACTION KEYWORDS Daemonic reinforcements instead of moving in the
All models in this list have the Chaos, Heretic Move phase. You may not summon Daemons you
Astartes, Tzeentch, and Thousand Sons keywords. have not paid Reinforcement Points for (see the 40k
rulebook pg. )
EXPERIENCED LEADER  Daemons summoned this way follow all the usual
Special choices that share ALL of their keywords with rules for Heralds of Ruin; they are single model units,
your team leader may be taken as Core instead. etc.
Models in the Core sec on that share ALL of their You may summon any number of daemons in any
keywords with your team leader may double the combina on, provided your reinforcement points and
number of them allowed. summoning roll permit. Roll 3D6 to determine your
summoning roll. Instead of using Power Ra ng use the
Daemon Value below. The total Daemon Value of all
ARCANE HOST 
summoned Daemons must not exceed the
Thousand Sons Psykers have the Brotherhood of summoning roll.
Sorcerers ability as described on pg. 94 of the codex.  

 
Daemon Value
  Pink Horror 3

  Flamer 6

  Screamer 6

MODEL AVAILABILITY
You must adhere to the following model requirements
when building your Kill Team:
 

 
All Thousand Sons Team Leaders can take items from the Armoury

Aspiring Sorcerer
NAME M WS BS S T W A Ld Sv Pts
Aspiring 6” 3+ 3+ 4 4 4 2 8 3+ 28
Sorcerer
EQUIPMENT - Inferno Bolt Pistol
- Force Stave

RULES - All Is Dust


- Death To The False Emperor
- Favoured of Tzeentch
OPTIONS - May replace Inferno Bolt Pistol with Plasma Pistol or Warpflame Pistol
- May replace Force Stave with Force Sword or Force Axe
- May take items from the Armoury
PSYKER May manifest one power per friendly psychic phase and deny one power per enemy
psychic phase. An Aspiring Sorcerer’s Smite does 1 mortal wound on a 5+ and D3 on a 10+.
It knows Smite and one power from the Discipline of Change or Dark Here cus. It may not
know Gift of Chaos or Tzeentch’s Firestorm.
KEYWORDS Infantry, Psyker, Rubric Marines

Tzaangor Shaman Aspirant


NAME M WS BS S T W A Ld Sv Pts
Aspirant 12” 3+ 3+ 4 4 3 3 8 6+ 50
EQUIPMENT - Force Stave
- Disc of Tzeentch
- Disc’s Blades
RULES - Aura of Dark Glory
- Sorcerous Elixir
- Must choose between 1-3 Shamanic abili es from the Armoury
OPTIONS - May replace Force Stave with Force Sword or Force Axe
- May take items from the Armoury
PSYKER May manifest one power per friendly psychic phase and deny one power per enemy
psychic phase. A Shaman Aspirant’s Smite does 1 mortal wound on a 5+ and D3 on a 10+. It
knows Smite and one power from the Discipline of Change. It may not know Gift of Chaos
or Tzeentch’s Firestorm.
KEYWORDS Cavalry, Daemon, Tzaangor, Fly, Psyker, Shaman
Scarab Occult Sorcerer
NAME M WS BS S T W A Ld Sv Pts
Scarab Occult 5” 3+ 3+ 4 4 5 2 9 2+ 47
Sorcerer
EQUIPMENT - Inferno Combi-bolter
- Force Stave

RULES - All Is Dust


- Death To The False Emperor
- Terminator Armour
- Teleport Strike
OPTIONS - May replace Inferno Combi-Bolter with Force Sword, Axe or Stave.
- May replace Force Stave with Force Sword or Force Axe
- May take items from the Armoury
KEYWORDS May manifest one power per friendly psychic phase and deny one power per enemy
psychic phase. An Aspiring Sorcerer’s Smite does 1 mortal wound on a 5+ and D3 on a 10+.
It knows Smite and one power from the Discipline of Change or Dark Here cus. It may not
know Gift of Chaos or Tzeentch’s Firestorm.

Twistbray
NAME M WS BS S T W A Ld Sv Pts
Twistbray 6” 3+ 4+ 4 4 3 2 7 6+ 17
EQUIPMENT - Tzaangor Blades

RULES - Aura of Dark Glory


- Relic Hunters
OPTIONS - May replace Tzaangor Blades with Autopistol and Chainsword or two Chainswords
- May take items from the Armoury, including up to one Shamanic ability.
KEYWORDS Infantry, Tzaangors

Cultist Champion
NAME M WS BS S T W A Ld Sv Pts
Cul st 6” 3+ 3+ 3 3 3 3 7 6+ 15
Champion
EQUIPMENT - Autogun

RULES - Nothing!
OPTIONS - May replace Autogun with Shotgun or Autopistol and Brutal Assault Weapon
- May take items from the Armoury
KEYWORDS Infantry, Chaos Cul sts
Aviarch
NAME M WS BS S T W A Ld Sv Pts
Aviarch 12” 3+ 3+ 4 4 3 3 8 6+ 28
EQUIPMENT - Diving Spear
- Disc of Tzeentch
- Disc’s Blades

RULES - Aura of Dark Glory


- Guided By Fate
OPTIONS - May replace Diving Spear with Autopistol and Chainsword, or Farcaster Greatbow.
- May take items from the Armoury, including up to 1 Shamanic ability
KEYWORDS Cavalry, Daemon, Tzaangor, Fly, Tzaangor Enlightened

Cultist
NAME M WS BS S T W A Ld Sv Pts
Cul st 6” 4+ 4+ 3 3 1 1 5 6+ 5
EQUIPMENT - Autogun

RULES None!
OPTIONS - For every 10 models with the Chaos Cultists keyword in your team, one Cul st may
replace their autogun with a heavy stubber or a flamer.
- Any Cul st may exchange their autogun for an autopistol and brutal assault weapon
KEYWORDS Infantry, Chaos Cul sts

Tzaangor
NAME M WS BS S T W A Ld Sv Pts
Tzaangor 6” 3+ 4+ 4 4 1 1 6 6+ 7
EQUIPMENT - Tzaangor Blades

RULES - Aura of Dark Glory


- Relic Hunters
- Brayhorn (if eqipped) amended: Add 1 to Advance and Charge rolls for friendly
TZAANGOR units within 6” of a friendly TZAANGOR unit with a Brayhorn.
OPTIONS - May replace Tzaangor Blades with Autopistol and Chainsword
- If your team contains at least 5 TZAANGORS, one Tzaangor may take a Brayhorn
KEYWORDS Infantry, Tzaangors
Rubric Marine
(maximum 5 models with the Assault Squad Keyword in your team)
NAME M WS BS S T W A Ld Sv Pts
Rubric Marine 5” 3+ 3+ 4 4 1 1 7 3+ 16
EQUIPMENT - Inferno Boltgun

RULES - All Is Dust


- Favoured of Tzeentch
OPTIONS - May replace Inferno Boltgun with Warpflamer
- For every nine models on your team with the RUBRIC MARINES keyword, one Rubric
Marine may replace their Inferno Boltgun with a Soulreaper Cannon.
KEYWORDS Infantry, Rubric Marines

Scarab Occult Terminator


NAME M WS BS S T W A Ld Sv Pts
Scarab Occult 4” 3+ 3+ 4 4 2 2 8 2+ 30
Terminator
EQUIPMENT - Inferno Combi-Bolter
- Power Sword

RULES - All Is Dust


- Death to the False Emperor
- Terminator Armour
- Teleport Strike
OPTIONS - For every three models with the SCARAB OCCULT TERMINATORS keyword, one Scarab
Occult Terminator way swap its Inferno Combi-Bolter for a Heavy Warpflamer or Soulreaper
Cannon, and one other may take a Hellfyre Missile Rack.
- May take items from the Armoury
KEYWORDS Infantry, Scarab Occult Terminators
Tzaangor Enlightened
NAME M WS BS S T W A Ld Sv Pts
Enlightened 12” 3+ 3+ 4 4 2 2 7 6+ 15
EQUIPMENT - Divining Spear
- Blades (Disc of Tzeentch)

RULES - Aura of Dark Glory


- Guided by Fate
OPTIONS - May swap its Divining Spear for: Autopistol and Chainsword, or Fatecaster Greatbow

- May take items from the Armoury

KEYWORDS Cavalry, Daemon, Fly, Tzaangor, Enlightened

0-1 Mutalith Vortex Whelp


NAME M WS BS S T W A Ld Sv Pts
Vortex Whelp 6” 4+ 4+ 5 5 6 3 7 4+ 75
EQUIPMENT - Mutalith Claws
Range Type S AP D

Melee Melee User -2 D3

RULES - Aura of Dark Glory


- Unstable energies (note that the Whelp always has fewer than 7 wounds)
- Mutant Regenera on
- Warp Vortex, amended: At the start of each of your Shoo ng phases, roll a D6 and consult
the table on the Mutalith Vortex Beast profile. Then roll a further D6. On a 3+ the power is
successful. On a 6 the power is successful and a second power may be rolled for and
manifested. This power cannot generate a third.
In addi on, change the first power to read “1. Warp Flare. The nearest enemy model to the
Mutalith Vortex Whelp takes a single mortal wound.”
- When manifes ng the 6th power, Beam of Unreality, resolve the mortal wounds one at a
me. If a model is slain as a result of any of these mortal wounds, if any mortal wounds
remain to be allocated, allocate them one at a me to the next closest enemy, and repeat
as necessary.
- Restric on: You may not take more than 1 Mutalith Vortex Whelp in your team.
OPTIONS - None
KEYWORDS Beast, Mutalith Vortex Beast
Chaos Spawn
NAME M WS BS S T W A Ld Sv Pts
Chaos Spawn 7” 4+ - 5 5 4 D6 9 5+ 25
EQUIPMENT - Hideous Muta ons
RULES - Fearsome
- Mutated Beyond Reason
OPTIONS - Thankfully, none.
KEYWORDS Beast, Chaos Spawn

ITEM DESCRIPTION
++Arcana of the Legion++
Only one of each of the following items may be taken in any Kill Team. Weapon profiles are included below.
Leader only. Said to be a feather from the wing of Magnus himself, this treasured
Pinion of the Primarch (18
artefact focuses the bearer’s mind to a lethal edge. Add 1 to Psychic tests for the
pts)
bearer. In addi on, the bearer has the FLY keyword.
Leader only. "Show these fools the power of the changefire!" Once per game, you
may ac vate the Icon. Any friendly models within 3” of the Icon of the Inferno may
Icon of the Inferno (20 pts)
double the number of shots of their Inferno Boltguns or Inferno Bolt Pistols can fire
un l the end of the phase.
Leader only. The bearer may Deny the Witch and adds 1 to Deny the Witch tests. If
The Dagger of Reflec ons (8 the power being Denied is being manifested by a model 3” or less from the bearer,
pts) add 2 to the Deny test instead and, if the power is Denied, the model that a empted
to manifest it may not a empt to manifest that power for the rest of the game.
Aspiring Sorceror or Scarab Occult Sorcerer only. The soulless, incorporeal state of
their rubricae followers has twisted this Sorcerer’s percep on of the physical world,
The Dustbound Helm (20
un l they feel li le more than their dust-bound kin. This model may never advance
pts)
further than 3” and loses 1” of Movement. Your opponent must reroll Wound rolls of
6 against the bearer.
Tzaangor leader only. Once per game, your Leader may raise a Flux-Cairn at the
beginning of the movement phase. This arcane monument to the Changer of the
Ways infuses the ba lefield with sorcerous power, which none make be er use of
Flux-Cairn (30 pts) than the Thousand Sons and their bes al hordes.

To raise the Flux-Cairn, the bearer must not be within 1” of any enemy models, or
Hiding. Once raised, place a model to represent the Cairn within 1” of the bearer. It
should be on a 32-40mm base and is considered infinitely high. All units within 6” of
it may reroll 1s to Hit and for Saving throws. In addi on, all Thousand Sons units
within 6” of the Flux-Cairn may reroll 1s to Wound and when manifes ng Psychic
powers. A model that raises the Flux-Cairn may do nothing else in that player turn.
The Flux-Cairn is removed when the last friendly Tzaangor model is removed as a
casualty, but cannot be otherwise targeted.
++Shamanic Abilities++
A Tzaangor Shaman Aspirant must be given 1-3 of the following abilities. A Twistbray or Aviarch may be given 1.
At the beginning of the game, roll 2D6. The model immediately has the two
corresponding Shamanic Abili es from the list below, in addi on to this one, even if
Fate Rider (12 pts)
already has the maximum number of Shamanic Abili es it is allowed. Duplicate
results do not confer the bonus addi onal mes!
Add 1 to any hit rolls you make for friendly TZAANGOR units within 6” of this model
1 - Savage Prophet (10 pts)
in the Fight phase.
2 - Preternatural Prophet (10 Add 1 to any hit rolls you make for friendly TZAANGOR units within 6” of this model
pts) in the Shoo ng phase.
When using this model’s Sorcerous Elixir ability, you may choose to re-roll one or
3 - Alchemist (5 pts)
both dice used in the a empt to manifest the psychic power.
You can make three addi onal a acks, rather than one, with this model’s Disc of
4 - Gyre-tamer (5 pts)
Tzeentch’s blades.
When you roll a 6+ to Hit with this model’s weapons (other than its Disc’s blades) the
5 - Muta ng Strike (9 pts)
target suffers a mortal wound instead of the normal damage.
The model’s Force Stave is replaced with a Farcaster Greatbow at no cost. In
6 - Silent Skyhunter (4 pts) addi on, friendly models can only benefit from its Inspiring Presence ability if they
can see it!
++Armour Upgrades++
A team may have any number of any of these items, but a model may not take more than two unless it is your Team
Leader, who may take three if you wish
12 pts. Shi ing endlessly, this barely-real armour confounds the enemy's aim by
Ectoplasmic Armour threatening madness at any who look upon it too long. Enemy models may not reroll
to Hit for any reason when firing ranged weapons at this model.
10 pts. It's what it sounds like… If this model charged successfully in the preceding
Spiky Bits phase, roll a D6 at the beginning of the Fight phase. On a 6 the enemy player
allocates a single mortal wound to one of their models within 1” of this model.
5 pts. Through lenses nted with the blood of heroes, the champion of Chaos
Oculi Maledictum perceives his prey wherever it skulks. Any Hidden enemy model within 12” of this
model is immediately revealed.
10 pts. Emi ng clouds of exhaust smoke that screech obsceni es, sprou ng
incessantly arguing faces or followed eternally by a ny freak weather system, this
Haunted Adaman um armour is extremely unnerving to its wearer’s foes. This model may never hide, but
enemy models within 6” suffer a -1 penalty to Leadership. If this model has Inspiring
Presence, the distance is increased to the extent of its Inspiring Presence.
5 pts. Model in Terminator Armour only. Short jumps directly through the
Immaterium are extremely dangerous, but the element of surprise cannot be
Teleporter
overstated. Instead of moving in the Move phase, this model can teleport. Roll 2D6
and move the model that number of inches in any direc on as though it had the FLY
keyword. This s ll counts as moving, and since the model does not have FLY it cannot
shoot a er falling back.
A potent symbol of dedica on to great Tzeentch, the Ouroboros devours the past to
feed the future. You can reroll the die to determine the nature of an unknown
Ouroboros (4 pts) ba lefield feature (inscrutable objec ve, Possession building, etc.) discovered by this
model.

++Additional Wargear++
These items do not replace anything and may be taken by any number of models.
A er your opponent sets up a unit that is arriving on the ba lefield as
reinforcements within 12" of the model with Futuresight, your models within 6” of
Futuresight (10 pts)
the wielder of the Futuresight can immediately shoot at that enemy unit as if it were
the Shoo ng phase, but you must subtract 1 from all the resul ng hit rolls.
Leader only. 4 pts. The Architect of Fate takes great delight in binding the fates of
mortals, watching them twist the skeins of des ny ghter around themselves as they
Covenant of Change struggle to escape. When a emp ng to Deny a psychic power manifested by this
model, the model making the a empt suffers Perils of the Warp on a double 1 or
double 6, in addi on to any other effects.
If the owner didn’t move in the last Movement Phase, it can re-roll failed To Hit rolls
Targeter (5 pts)
of 1 during the Shoo ng Phase, except with Overcharged plasma weapons.
Instead of shoo ng with this model in the Shoo ng phase, choose a friendly model
Augurscope (5 pts)
within 6”. Re-roll failed to Hit rolls of 1 for that model un l the end of the phase.
Ensorcelled weapon Leaders only. One of the owner’s melee weapons gains +1D. May not be applied to
(10 pts) Armoury-specific weapons.
Animated as if by magic, a sleek, clicking familiar-construct keeps the mechanics of
sorcerous weaponry in lethal condi on. On a roll of 6+ to Hit when making a
Armorium Scarab (8 pts)
shoo ng a ack, this model can make a single addi onal shot at the same target,
which cannot generate extra shots.
Predes na on (5 pts) This model is not slowed by terrain when charging.
A Team Leader may take up to two familiars in any combination, but having more
than one of the same kind does not confer the same bonus twice. Other models may
Familiars take a maximum of one familiar. Familiars can be represented by small separate
models that have no effect on the game, or by modelling them onto existing
miniatures.
10 pts. Fran cally squir ng ichor into fuel tanks or telepor ng fresh bolt shells into
Reloader Familiar depleted magazines, this ny bound daemon helps its master keep up a torrent of
firepower. This model re-rolls 1s to Wound when firing ranged weapons.
5 pts. A daemon bound into a long and horribly animated chain, that strikes
snakelike at those it perceives as weak. If an enemy model or models falls back from
Linkdevil Familiar
the bearer, the bearer may immediately make a single melee a ack or pistol shot
against one of them.
X pts. X=double the bearer’s unmodified Strength. A por on of the bearer’s mar al
pride made manifest. At the end of the Fight phase, if this model is s ll alive, it
Combat Familiar
makes 2 addi onal a acks as though it were armed only with a close combat
weapon (S: user AP: 0 DMG: 1)
Psyker only. 9 pts. A minor warp en ty has made a deal with this Sorceror and
entered the material realm. You may reroll a single die per friendly psychic phase,
Spell Familiar
but if it shows the same result again, it counts as a double (ie. If you reroll a 1 and
get another 1, you suffer Perils of the Warp, even if the other die was not a 1.)
Leader only. 10 pts. This Here c Astartes has made a pact with a powerful dark
en ty, of which this familiar is but a ny part. It keeps him from harm, but at what
Regenera on Familiar
cost? At the beginning of each friendly turn, roll a D6. On a 4+, this model regains a
wound lost earlier in the game. On a 1, it takes a mortal wound.

The following piece of additional wargear may be taken multiple times per team and do not replace anything unless
stated in their entry.
Choose one of the bearer’s ranged weapons. When firing that weapon, you may
increase its Strength by up to +2. For each +1 increase in Strength, the bearer takes a
Hypercharger (7 pts) -1 penalty to their rolls to Hit. As this requires some careful calibra on, you may not
use it when firing Overwatch. Cannot be used on weapons from the Armoury or
weapons that hit their target automa cally..
One use only. You may purchase more than one of this item per model. Instead of
Shoo ng, you may choose a point within 8” of the bearer. Un l the start of your next
turn, all models (friend and foe) within 3” of the chosen point are targeted at -1 to
Censer-Grenade (8pts)
hit by a acks in the Shoo ng phase. Models can draw line of sight into and out of
the affected area, but not through it. These grenades are temperamental and cannot
be fired through any kind of Grenade Launcher.
May not be taken by Scarab Occult Terminator (they lack the The model is now a
Psyker. Generate a Psychic power for it. When a emp ng to manifest or deny a
The Awakening (9pts)
Psychic power (which it can do once each in the appropriate turn) only roll a single
D6.

TACTICAL POINTS 
Thousand Sons teams have exclusive access to some Philosophies and Tac cal Ac ons. Unless a restric on prevents
it, you can mix those listed in this Opus with those in the Heralds of Ruin rules. Remember you may only have one
Philosophy at a me!

Philosophy: Just As Planned: +1TP You may never use a Tac cal Re-Roll.

Philosophy: For the Crimson King!: +2TP You may not use the Tac cal Ac ons from the Heralds
of Ruin rulebook.

Philosophy: All is Dust: +1TP Your team contains no models with the TZAANGOR or
CHAOS CULTIST keywords

Philosophy: The Changer’s Hordes :+1TP Your team contains no models with a Save characteris c
be er than 4+

Ac on: Timeslip: -2TP One use per game. Use at any me to re-roll any single
die that has already been re-rolled by either player.

Use at the beginning of any Fight phase. All friendly


Ac on: The Galaxy Burns: -2TP Thousand Sons units gain +1 A ack un l the end of the
phase.

Use at the end of a Fight phase in which your Team


Leader killed an enemy character and/or at least 3
Ac on: The Architect’s Favour: -1TP enemy models. Roll on the Boon of Tzeentch table (pg
97) but reroll any instances of Spawndom or
Daemonhood. The effects last un l the end of the
game.

Use during your movement phase. Choose an Objec ve


marker that has a friendly model, and no enemy
Ac on: Translocate: -2TP models, within 3” of it. Remove and replace that
Objec ve up to 2D6” away from its current posi on. It
may not leave the ba lefield in this way, but it does not
count as moving.

Use when a friendly model becomes the target of a


Ac on: Sugges on: -1TP charge. That model may not fire Overwatch. Choose a
single enemy model that is making a charge and roll a
D6. On a 5+, that model may not charge.

Most recent changes 24-7-18: Shamanic abili es added.

17-12-18: CA2018 points update, Sugges on and Awakening nerf, reduced Soulreaper ability, icon of the inferno
improved and cheapened.

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