codex thousand sons prime

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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.

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Codex Thousand Sons

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Page 1: Codex Thousand Sons Prime

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 SorcererGrants:

– Relentless– Mark of Tzeentch– Fearless– Veterans of the Long War– The Rubric

Specialized MunitionsInferno 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.

Page 2: Codex Thousand Sons Prime

Wargear

Melee WeaponsA model can replace one weapon with:

Lightining Khopesh Range S AP Type

- User 3 -Melee-Force

-Dualists Edge-Rending

-Specialist Weapon

Heavy Khopesh Range S AP Type

- .+1 2 -Melee-Force

-Two-Handed-Specialist Weapon

Nekhakha (Force Scourge)

Range S AP Type

- 8 2 -Melee-Force-Flail

-Unweildy-Specialist Weapon

Heqa (Fore Scepter)

Range S AP Type

- user 3 -Melee-Force

-Specialist Weapon

– Psychic Focus: Increases Range of all psychic powers by 6”

Force Lance Range S AP Type

- +1/- .3/4 -Melee-Force

– Second set of stats is when not charging

Force Claymore Range S AP Type

- +1. 3 -Melee-Force

-Two-handed

Breaching DrillRange S AP Type

- 9 2 -Melee-Armourbane

Page 3: Codex Thousand Sons Prime

Ranged WeaponsThe following weapons can be found in the Warhammer 40,00 RulebookHand flamerCombi-bolter Combi -flamer/-melta/-plasmaPlasma Pistol

Archeotech Pistol Range S AP Type

12” 6 3 -Pistol - Master-crafted

Volkite Serpenta Range S AP Type

12” 5 5 -Pistol -Deflagerate

Quad Heavy BolterRange S AP Type

36” 5 4 -Heavy 4 -Twin linked

Predator cannonRange S AP Type

48” 7 4 -Heavy 4

Stalker Pattern BolterRange S AP Type

36” 4 5 -Heavy 2

Generating powersUnless 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

Page 4: Codex Thousand Sons Prime

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 S AP Type

- .+2 3 -Daemon Weapon -Blind-Concussive -Melee

-Soul Blaze -Two-handed

Warp Blade Range S AP Type

- User 3 -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 S AP Type

24” 4 3 -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 S AP Type

- User 4 -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.

Page 5: Codex Thousand Sons Prime

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/modelAthaean:

– 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/modelCorvidae:

– 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 TzeentchPersonal 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.

Page 6: Codex Thousand Sons Prime

Psychic Powers

Generating powersUnless 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 S AP Type24” 1+D6 5 -Assault 1

-Blast-Infernno

-Ignores Cover

1. Empathic BarterWarp 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 BoltWarp Charge 1, Beam.

Range S AP Type18” 8 1 -Assault 1

-Detonate

3. Breath of ChaosWarp Charge 1, Witchfire.

Range S AP TypeTemplate 1 2 -Assault 1

-Corrosion-Poisoned (4+)

4. WarptimeWarp 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 re-rolled, 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 MutationWarp 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.

Page 7: Codex Thousand Sons Prime

Thousand Sons Wargear ListMelee WeaponsA model can replace their Force Weapon and/or Bolt pistol with one of the following

Lightining Khopesh.......................................7 ptsHeavy Khopesh............................................15 ptsNekhakha.....................................................20 ptsHeqa...............................................................5 ptsForce Lance....................................................FreeForce Claymore..............................................2 pts

Ranged WeaponsA model can replace any weapon with one of the following

Hand Flamer.................................................10 ptsBolter...............................................................1 ptCombi-bolter..................................................3 ptsCombi -flamer/-melta/-plasma.......................5 ptsPlasma Pistol................................................15 ptsArcheotech Pistol.........................................15 ptsVolkite Serpenta.............................................5 pts

Any of the afformentioned weapons may be mastercrafted for............................................5 pts

Specail Issue WargearA model can take up to one of each of the following

Melta Bombs..................................................5 ptsJump pack...............................................5/15* ptsChaos Bike............................................10/20* ptsSigil of Coruption........................................15 pts Arteficer Armour..........................................10 pts

Chaso RewardsA model may take one of the following

Spell Familiar.........................5pts/Mastery LevelCombat Familiar...........................................15ptsDisc of Tzeentch..........................................30 ptsPersonal Grimoire........................................30 pts

Psychic SpecializationsAny caharacter may take one specialization

Pyrae............................................................20 ptsAthaean........................................................20 ptsPavoni..........................................................25 ptsCorvidae.......................................................25 ptsRaptora.........................................................20 pts

Specialized MunitionsInferno Bolts........................................3 pts/modelPsycoactive Bolts................................2 pts/model

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

Crown of Prospero.......................................35 ptsTalisman of Tzentch …................................20 ptsBedlam Staff.................................................30 ptsWarp Blade...................................................25 ptsDeath Screamer.…........................................20 ptsThe Black Mace............................................45 ptsScrolls of Magnus.........................................30 ptsDimensional Key.….....................................25 ptsBlasted Standard...........................................40 pts

Vehicle Equipmennt

Combi Bolter.........................................................5 ptsDirge caster............................................................5 ptsDozer Blade...........................................................5 ptsWarpflame Gargoyle..............................................5 ptsCombi-flamer, -melta, or plasma.........................10 ptsExtra Armour........................................................10 ptsHavoc Laucher.....................................................12 ptsDestroyer Blades..................................................15 ptsDaemonic possesion..............................................15 ptInferno Bolts.................................................10 ptsInfernal Promethium.....................................10 pts

*Second indicated points cost is for HQ units

Page 8: Codex Thousand Sons Prime

Forces of the Thousand Sons

HQ

Ahzek Ahriman - 230WS BS S T W I A LD SV Type

5 5 4 4 3 5 3 10 2+/4++ In(ch)Unit composition: Ahriman (unique)

Wargear:Arteficer ArmourFrag GrenadesKrak GrenadesBolt PistolAura of Dark GloryInferno BoltsThe Black Staff of Ahriman

Range S AP Type- .+2 4 - 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 SorcererPsyker – Mastery Level 4Independant CharacterEternal WarriorAdamantium WillPrefered enemy(Inquisitors, Harlequins.)Master Sorcerer

– Same as the one Tigurius has

Warlord Trait6. 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.

Page 9: Codex Thousand Sons Prime

Hathor-Maat - 200WS BS S T W I A LD SV Type

6 5 4 4 3 5 3 10 2+/4++ In(ch)Unit composition: Hathor-Maat (unique)

Wargear:Arteficer ArmourFrag GrenadesKrak GrenadesAura of Dark GloryStaff of Hastar:

Range S AP Type- User 3 -The range of all psychic

powers is increased by 6”-Force-Melee

Blade of Imhoden:Range S AP Type

- .+1 2 +1 Initiative-Specialist Weapon

-Two Handed-Force-Melee

Special Rules:Rubric SorcererPsyker – Mastery Level 3Independant CharacterDualists Vanity

– Hathor-Maat must issue and accept chalenges

Warlord Trait3. 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).

Page 10: Codex Thousand Sons Prime

Malagor Auramagma - 180WS BS S T W I A LD SV Type

5 5 4 4 3 4 3 10 3+/4++ In(ch)Unit composition 1 Sorcerer

Wargear:Power ArmourFrag GrenadesKrak GrenadesYet to be named Hand Flamer thing

Range S AP TypeTemplate User - -Soul Blaze

-Pistol

Force SwordInferno BoltsAura of Dark Glory

Special Rules:Rubric SorcererPsyker – Mastery Level 3Independant CharacterGifted 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 Trait2. Fires of Tzeentch.

Page 11: Codex Thousand Sons Prime

Sorcerer Lord - 100WS BS S T W I A LD SV Type

5 5 4 4 3 4 3 10 3+/4++ In(ch)Unit composition 1 Sorcerer

Wargear:Power ArmourFrag GrenadesKrak GrenadesForce WeaponBolt PistolAura of Dark Glory

Special Rules:Rubric SorcererPsyker – Mastery Level 1Independant 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.

Page 12: Codex Thousand Sons Prime

Dust Lord (Name still pending) - 80WS BS S T W I A LD SV Type

7 4 4 4 2 5 2 10 3+/4++ In(ch)Unit composition 1 Dust Lord

Wargear:Power ArmourFrag GrenadesKrak GrenadesMaster-crafted Force Weapon (any CCW that replaces this one is also Master-crafted)Bolt PistolAura of Dark Glory

Special Rules:Rubric GolemIndependant CharacterAdamnatium WillUndying Battle Spirit

– Was thinking of doing somethinng like the battle stances of the GK championA 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.

Page 13: Codex Thousand Sons Prime

Pyrae Warpsmith - 155WS BS S T W I A LD SV Type

4 5 4 4 2 4 3 10 2+/4++ In(ch)Unit composition 1 Thousan Sons Warpsmith

Wargear:Arteficer ArmourFrag GrenadesKrak GrenadesForce AxeBolt PistolAura of Dark Glory

Special Rules:Rubric SorcererPsyker – Mastery Level 1Independant CharacterMaster of MechanismsShatter 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 Combi-Bolter. - 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 - 160WS BS S T W I A LD SV Type

9 5 6 5 4 8 5 9 5++ In(ch)Unit composition 1 Daemon Prince of Tzeentch

Wargear:Power ArmourForce sword

Special Rules:Daemon of TzeentchPsyker – Mastery Level 1FearlessVeterans of the Long WarIndependant Character

Options:May take wings – 40ptsPower Armour – 30ptsMay take up to two additional mastery levels – 25pts/ levelMay take Items from the Meele weapons and/or Thousand Sons Artefacts sections of the Wargear list.

Page 14: Codex Thousand Sons Prime

Hidden One Vigilator - 150WS BS S T W I A LD SV Type

5 5 4 4 2 5 3 10 3+/4++ In(ch)Unit composition 1 Hidden One Vigilator

Wargear:Power ArmourFrag GrenadesKrak GrenadesForce WeaponBoltgun Aura of Dark GloryCameleoline

Special Rules:Rubric SorcererPsyker – Mastery Level 1

– Generates his powers on Telepathy and Divination.Independant CharacterSabotage!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.

Page 15: Codex Thousand Sons Prime

Troops

Rubric Marine Squad - 120WS BS S T W I A LD SV Type

Rubric Marines

4 4 4 4 1 4 1 10 3+/4++ In

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines

Wargear:Power ArmourFrag Grenades (Sorcerer only)Krak Grenades (Sorcerer only)Force Weapon (Sorcerer only)Bolt Pistol (Sorcerer only)BoltgunAura 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/modelOne 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 listThe 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 ptsThe Squad may buy a Rhino deadicated transport – 45 ptsThe Squad may buy a Dreadclaw deadicated transports – 65 pts/model

Page 16: Codex Thousand Sons Prime

Cultists – 60WS BS S T W I A LD SV Type

Cultist 3 3 3 3 1 3 1 7 6+/6++ InCultist Champion

3 3 3 3 1 3 2 8 6+/6++ In(ch)

Tzaangor Tribesman

3 2 4 3 1 3 2 7 6+/6++ In

Tzangor Boss

4 2 4 3 1 3 3 8 6+/6++ In(ch)

Thrall Wizard

3 3 3 3 1 3 1 8 6++ In

Unit composition 1 cultist champioon 10 Cultists

Wargear:Improvised ArmourAutopistol Close Combat weapon

Special Rules:Champion of Chaos (champion only)Mark of TzeenzchBrotherhood 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/modelEach Cultist May be uppraded to a Tzaangor tribesman – 2 pts/model and 10 pts for the ChampionOne model in the unit may take an Icon of Flame – 10 ptsOne model may take an icon of vengance – 35 pts

Page 17: Codex Thousand Sons Prime

Thousand Sons Neophytes - 80WS BS S T W I A LD SV Type

Thousand SonsNeophyte

3 3 4 4 1 4 1 8 4+/5++ In

Prodigal Neophyte

4 3 4 4 1 4 1 9 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++ saveRecon 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 powersMark of Tzeentch

Options:May add up to 5 additional Thousand Sons Neophytes – 15 pts/modelAny model may replace his boltgun with:

– A shotgun or combat blade – freeAny model may replace his bolt pistol with

– A Hand flamer – 5 ptsThe 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 listThe 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

Page 18: Codex Thousand Sons Prime

Corupted Marines - 100WS BS S T W I A LD SV Type

Corupted Marine

4 4 5 4 1 4 2 8 3+/5++ In

Corupted Marine

Champion

4 4 5 4 1 4 2 9 3+/5++ In(ch)

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+/4++ In(ch)

Unit composition 4 Corupted Marines 1 Corupted Marine Champion

Wargear:Close Combat WeaponsPower Armour

Special Rules:Champion of Chaos (champion only)DaemonFearlessFleet

Options:May add up to 15 Corupted Marines – 18pts/modelThe corrupted Marine Champion may buy up to two Gifts of Mutation. - 10pts each

The whole unit may take the Mark of Tzeentch – 5pts/modelThe 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 ptsThe 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.

Page 19: Codex Thousand Sons Prime

Elites

Sorcerer Warcoven - 130 ptsWS BS S T W I A LD SV Type

4 4 4 4 2 4 2 10 3+/4++ In(ch)Unit composition 3 Chosen Sorccerers

Wargear:Power ArmourFrag GrenadesKrak GrenadesForce WeaponBolt PistolAura of Dark GloryInferno BoltsNarthecium (Pavoni Apothacary only)Servo Arm (Pyrea Techmarine only)

Special Rules:Rubric SorcererBrotherhood 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/modelMelta bombs – 5 pts/modelSpell Familiar – 5 pts/mastery levelYou may take a Psychic Specialization.The units Mastery level may be upgraded up to mastery level 3 – 20 pts/levelOne 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/modelOne model in the unit may take an Icon of Flame – 5 ptsThe Squad may buy a Rhino deadicated transport – 45ptsThe Squad may buy an Aether Ray, Land Raider or Storm Eagle deadicated transport – (see unit entries)

1 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

Page 20: Codex Thousand Sons Prime

Rubric Terminators – 75WS BS S T W I A LD SV Type

Rubric Terminators

4 4 4 4 1 4 2 10 2+/4++ In

Terminator Sorcerer

4 4 4 4 1 4 3 10 2+/4++ In(ch)

Unit composition 2 Rubric Terminators

Wargear:Terminator ArmourCombi-bolterPower WeaponForce 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 ptsTerminator Sorcerer may be Uppgraded to mastery level 2 – 20 ptsYou may add up to 7 more Rubric Terminators – 37pts/modelAny 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/modelFor 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 listOne model in the unit may take an Icon of tzeentch - 15The 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.

Page 21: Codex Thousand Sons Prime

Thousand Sons DreadnoughtsName WS BS S F S R I A HP Type CostRubric

Dreadnought4 4 6 12 12 10 4 2(3) 3 W 115

Sorcerer Dreadnought

5 4 6 12 12 10 4 2(3) 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 tzeentchIt 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 bybiomancy 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/levelA 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

Page 22: Codex Thousand Sons Prime

Thousand Sons Contemptor DreadnoughtsName WS BS S F S R I A HP Type CostRubric

Contemptor Dreadnought

5 5 7 13 12 10 4 2(3) 3 W 175

Sorcerer Conntemptor Dreadnough

6 5 7 13 12 10 4 2(3) 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 tzeentchPsyker – Mastery Level 1: (Sorcerer Conntemptor Dreadnough only)Psychic Pilot (Sorcerer Conntemptor Dreadnough only)FleetIt 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 Weaponwith 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/levelAny dreadnought may buy Dreadclaw deadicated transports – 65 pts/modelA 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

Page 23: Codex Thousand Sons Prime

Hidden One Reconnaissance Team - 155WS BS S T W I A LD SV Type

Hidden One Field

Agent

4 5 4 4 1 4 1 10 3+/4++ In

Elite Field Agent

4 5 4 4 1 4 2 10 3+/4++ In(ch)

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

Wargear:Power ArmourFrag GrenadesKrak GrenadesForce Dagger (Elite Field Agent only)Boltgun Bolt PistolAura of Dark GloryShroud Bombs

Special Rules:Brotherhood of psykers – Mastery Level 1

– Generates their powers on Telepathy and Divination.Rubric SorcererScout Accute Senses

Options:The Hidden One Reconnaissance Team may add:

– Up to 5 Hidden One Field Agents – 30 pts/modelAny 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/modelThe whole unit may buy items from the Specialized Munitions section of the wargear listThe Entire Unit may take Melta-bombs – 5 pts/modelThe Entire Unit may exchange their Power Armour With Recon Armour, his grants him the Infiltrate and Move Thorough Cover Special Rules. – FreeThe Unit may upgrade it's Mastery Level to Mastery Level 2 – 20 ptsThe Elite Field Agent may take items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.

Page 24: Codex Thousand Sons Prime

Fast Attack

Disc Riders - 200WS BS S T W I A LD SV Type

4 4 4 5 2 4 3 10 3+/4++ Jb(ch)Unit composition 3 Disc rider

Wargear:Disc of TzeentchPower ArmourFrag GrenadesKrak GrenadesForce WeaponBolt PistolAura 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/levelMelta bombs – 5 pts/modelSpell Familiar – 5 pts/mastery levelMay also add up to 6 additional Disc Riders – 65 pts/model

Page 25: Codex Thousand Sons Prime

Rubric Raptors – 140WS BS S T W I A LD SV Type

Rubric Marines

4 4 4 4 1 4 1 10 3+/4++ In

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines

Wargear:Power ArmourFrag Grenades (Sorcerer only)Krak Grenades (Sorcerer only)Force Weapon (Sorcerer only)Bolt Pistol (Sorcerer only)BoltgunAura of Dark GloryJump 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/modelAny 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 listThe 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

Page 26: Codex Thousand Sons Prime

Aether Ray - 200BS F S R HP Type3 11 11 10 3 Fl(hover), T, O

Unit composition 1 Aether Ray Capacity 3 models

Wargear: Daemonic BreathRange S AP TypeTemplate 1 2 Assault 1

Corrosion (4+)Poison (4+)Torrent

Special Rules:DaemonforgIt Will Not DieDaemonMark of TzeentchVector 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 - 30WS BS S T W I A LD SV Type

3 0 5 5 3 3 D6 10 - BeUnit composition 1 Chaos Spawn

Special Rules:FearFearlessMutated Beyond ReasonRageRando AttacksVery Bulky

Options:May add up to 4 Chaos Spawn – 30 pts/modelEach Spawn may be given the Mark of Tzeentch – 1 pts/model

Page 27: Codex Thousand Sons Prime

Storm Eagle Assault Gunship- 205BS F S R HP Type4 12 12 12 4 Fl(hover), T

Unit composition 1 Storm Eagle Assault GunshipCapacity 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

Page 28: Codex Thousand Sons Prime

Rubric Bikers - 110WS BS S T W I A LD SV Type

Rubric Biker

4 4 4 5 1 4 1 10 3+/4++ In

Biker Sorcerer

4 4 4 5 1 4 2 10 3+/4++ In(ch)

Unit composition 1 Biker Sorcerer 2 Rubric Bikers

Wargear:Power ArmourFrag Grenades (Sorcerer only)Krak Grenades (Sorcerer only)Force Weapon (Sorcerer only)Bolt Pistol Aura of Dark GloryChaos BikeClose 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/modelUp 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 listThe 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

Page 29: Codex Thousand Sons Prime

Heavy Support

Mirrorfiend - WS BS S F S R I A HP Type

3 4 8 12 10 10 4 2 3 Fl, WUnit composition 1 Mirrorfiend (It's a flying scarab shapped daemon engine full of lords of change)

Wargear: Daemon Pincers

Range S AP Type- user 1 -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 contuínue as normal except at -1 intiative if they are attacking in the assault phase. Models without Ld count as Ld 10.

Psyker – Mastery Level 2 (maybe i could remove this to make it less of an apocalypse unit?)DaemonIt Will Not DieDaemon of TzeentchDaemonforge Vector Dancer Psychic PilotMeteoric descent

Chaos Decimator Daemon Engine - 200WS BS Str F S R I A HP Type

3 3 8 13 12 11 3 4 3 WUnit composition 1 Chaos Decimator Daemon Engine

WargearTwo Decimator siege claws with in-built heavy flamers (additionalAttack included in profile)

Special RulesDaemonUnholyVigourDaemonic PossessionDeadicated to Tzeentch

Options• The Decimatormayreplace either of its Decimatorsiege claws andin-built heavy flamerswith one of the followingweapons. For eachclawthat 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

Page 30: Codex Thousand Sons Prime

Rubric Havocs – 120WS BS S T W I A LD SV Type

Rubric Marines

4 4 4 4 1 4 1 10 3+/4++ In

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines

Wargear:Power ArmourFrag Grenades (Sorcerer only)Krak Grenades (Sorcerer only)Force Weapon (Sorcerer only)Bolt Pistol (Sorcerer only)BoltgunAura 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/modelUp 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 listThe 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 ptsThe Squad may buy a Rhino deadicated transport – 45 pts

Page 31: Codex Thousand Sons Prime

Firestorm Obliterators – 80 ptsWS BS S T W I A LD SV Type

Firestorm Obliterator

4 4 4 4 2 4 2 10 2+/4++ In

Unit composition 1 Firestorm Obliterator (Max 1 unit of Firestorm Obliterators per detachment)

Wargear:FleshmetalForce Weapon

Special Rules:BulkyRubric 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 BlazeDaemon

Options:You may add up to two Firestorm Obliterators – 90pts/modelThe Firestorm Obliterators May be uppgraded to Mastery Level 2 – 20 pts/model

Chaos Land Raider - 215BS F S R HP Type4 14 14 14 4 Tn, T

Unit composition 1 Chaos Land Raider

Wargear:Hull mounted twin-linked Heavy BolterSearchlightSmoke launchersTwo sponson mounted Lascannons Special Rules:Deadicated to TzeentchAssault Vehicle

Options:May excgange it's two sponson mounted Lascannons for two sponson mounted Quead Heavy bolters. - freeChaos Land Raider may take items from the Chaos Vehicle Equipment list.

Page 32: Codex Thousand Sons Prime

Cataphract Battle-Automata – 65 ptsWS BS S T W I A LD SV Type

Cataphract Battle-Automata

3 4 5 6 3 3 2 7 3+. In

Unit composition 1 Cataphract Battle-Automata

Wargear:Twin-linked Boltgun Heavy BolterPowerfist

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 BlastFusilade AttackSlow and Purposeful

Options:You may add up to four additional Cataphract Battle-Automata – 65 pts/modelThe 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

Page 33: Codex Thousand Sons Prime

Forgefiend – 170 WS BS S F S R I A HP Type

3 3 6 12 12 10 3 2 3 WUnit composition 1 Forgefiend

Wargear:Two Hades AutocannonsDaemonic possession

Special Rules:DaemonDaemonforgeFleetIt Will Not DieDeadicated to Tzeentch

Options:May replace both Hades Autocannons with Ectoplasma cannons – FreeMay take one of the following:

– an additional ectoplasma cannon – 25 pts– an additional Hades Autocannon – 25 pts

Maulerfiend - 125WS BS S F S R I A HP Type

3 3 6 12 12 10 3 2 3 WUnit composition 1 Maulerfiend

Wargear:Two Power fistsTwo Magma CuttersDaemonic possession

Special Rules:DaemonDaemonforgeFleetIt Will Not DieMove Through coverSiege CrawlerDeadicated to Tzeentch

Options:May replace both magma Cutter with Two sets of lasher tendrils – 10ptsMay buy additional tendrills strting at 5 pts/tendrill with the price increasing by 5 points for every extra tendrill purchased.

Page 34: Codex Thousand Sons Prime

Thousand Sons Relic Predator – 90BS F S R HP Type4 13 11 10 3 Tn

Unit composition 1 Chaos Relic Predator

Wargear:PredatorcannonSearchlightSmoke 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 F S R HP Type4 13 11 10 3 Tn

Unit composition 1 Chaos Vindicator

Wargear:Demolisher cannonSearchlightSmoke launchers

Special Rules:Deadicated to Tzeentch

Options:May take a siege shield – 10 pts/modelChaos Vindicator may take items from the Chaos Vehicle Equipment list.

Page 35: Codex Thousand Sons Prime

Deadicated Transports

Chaos Rhino - 45BS F S R HP Type4 11 11 10 3 Tn, T

Unit composition 1 Chaos Rhino

Wargear:Combi-bolterSearchlightSmoke launchers

Special Rules:Deadicated to Tzeentch

Transport capacity:Ten models

Options:Chaos Rhinos may take items from the Chaos Vehicle Equipment list.

Dreadclaw - 65BS F S R HP Type- 12 12 12 3 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 StrikeAssault Vehicle

Page 36: Codex Thousand Sons Prime

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.