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Army wide Special Rules and Wargear(Or at least the common ones):
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. Mindless Automaton: Grants: Relentless Sorcerer Commands If there is no psyker in the squad then this unit loses the relentless rule and instead gains the Slow and Purposeful rule. Mark of Tzeentch Fearless Veterans of the Long War The Rubric Rubric Sorcerer Grants: Relentless Mark of Tzeentch Fearless Veterans of the Long War
Infernal Promethium
Grants the same benefits as Inferno Bolts but to Flame and template weapons Any model with such a weapon may buy this for 5 pts/model
Deadicated to tzeentch
Any vehicles with this rule count as having Inferno Bolts and Infernal Promethium and has a 5+ invulnrable save.
The Rubric
To represent the Thousand Sons' nigh immunity to the powers of the Warp, and mostly mindless nature any unit with this rule the ignores the Boon table, and the "Champions of Chaos" rule no longer applies.
Wargear
Melee Weapons
A model can replace one weapon with: Lightining Khopesh 7pts/19 pts Range
S User
AP
Type
-Melee -Force -Dualists Edge -Rending -Specialist Weapon
S .+1
AP
Type
-Melee -Force -Two-Handed -Specialist Weapon
AP
Type
-Melee -Force -Flail -Unweildy -Specialist Weapon
S user
AP
Type
-Melee -Force -Specialist Weapon
S +1/-
AP .3/4
Type
-Melee -Force
S +1.
AP 3
Type
-Melee -Force -Two-handed
Any weapons purchased from this wargear section may be Master-crafted for 5pts/weapon the second points cost is for when replacing a Combi bolter on a terminator.
Ranged Weapons
A model can replace one weapon with: Hand flamer - free Range S 3 AP 6 Type
Assault 1
Template
Combi-bolter - 3pts Range
S 4
AP 5
Type
-Rapidfire
24
Combi -flamer/-melta/-plasma 5pts same as a Bolter but may once per game be fired as a flamer, meltagun or plasmagun Plasma Pistol 15 pts Range S 7 AP 2 Type
-Pistol -Gets hot!
12
Archeotech Pistol 10 pts Range
S 6
AP 3
Type
-Pistol - Master-crafted
12
Volkite Serpenta 5 pts Range
S 5
AP 5
Type
-Pistol -Deflagerate
12
Quad Heavy Bolter Range
S 5
AP 4
Type
-Heavy 4 -Twin linked
36
Predator cannon Range
S 7
AP 4
Type
-Heavy 4
48
Generating powers Unless otherwise specified all psyker may generate their powers on the diciplines of Tzeentch, Change, Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.
Chaso Rewards
Spell Familiar 5pts/Mastery Level Disc of Tzeentch 30pts Personal Grimoire 25pts The Bearer May Generate An additional power in any diciplines available to him.
Spell Tomes:
The Blessing of Magnus - 30pts Warp Charge 1, Blessing
If the Sorcerer has been slain but still has at least 1 Warp Charge remaining he may choose to cast the blessing of Mangus. Doing so makes him live for the remainnder of the turn as if he had 1 wound left, in this state he may automatically pass psychic tests, leadership tests and all his attacks in both the shooting and Assault phase hit on 2+. If the sorcerer manages to slay any enemy characters while in this state he continnues to live with 1 wound remaining. The Blessing of Magnnus may only be used once per game.
S +Special
AP
Type
-Daemon Weapon -Howling -Living Magic -Melee -Two-handed
Living Magic: the Panndemonium Stave counts as a Spell Familiar Howling: Grants the weilder the Fear Special Ruel as long as he is weilding the Weapon. When rolling for the bonus attacks granted by the Daemonn Weapon Special Rule the weapon grants a D6 Streangth bonus instead of an attack bonus.
S .+2
AP
Type
-Daemon Weapon -Blind -Concussive -Melee -Soul Blaze -Two-handed
S User
AP
Type
-Melee -Force
Perfect Focus: The weilder of the Warp Staff Allways succeds at casting psychic powers no matter the roll, Any time the weilder suffers Perills of the warp, if they survive then add a Streangth bonus equal to the weilders Mastery Level to the next spell the weilder casts. If the Next power the wielder uses is not a Witchfire Power with a strenght value then nothing happens. Soulbound: The Warp Staff must be the only Melee weapon wielded by the carier of the Warp Staff in combat.
S User
AP
Type
-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 25 pts In Close Combat Death Screamer Is simply a Two-handed Power Weapon 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 D3+Mastery level AP Type
-Assault D6
24
Rolling For The number of shots is considered the same as Rolling for the amount of attack granted by a Daemon Weapon.
S User
AP
Type
-Melee -Daemon Weapon -Fleshbane -Cursed
Scrolls of Magnus 30 pts At the Begining of each of his turns the bearer of the Scrolls of Magnus may choose to generate another spell from any available disipline 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 25 pts Too lazy to write this shit down so i'll just say same as the main codex except it specifies that it can be used with any allies that are battle brothers. Blasted Standard 45pts Despite not usually having access the the Thousand Sons Artefacts section of the wargear list, Sorcerer Warcovens and Disc Rider squads may buy this artefact. All enemy psykers take Perils of the Warp attacks on any doubles roll to cast a power. Any psychic powers cast by this Chosen unit or an Independent Character attached to it/carrying the standard increase their range by 12".
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
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 24
S 1+D6
AP 5
Type
-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 18 3. Breath of Chaos Warp Charge 1, Witchfire. Range Template
S 8
AP 1
Type
-Assault 1 -Detonate
S 1
AP 2
Type
-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. Choose a target within 12 of the caster. The target model must take a thougnes test, the test is always failed on a roll of 6. 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. The effect lasts until the beginning of your next turn.
W 3
I 5
A 3
LD 10
SV 2+/4++
Type In(ch)
5 5 4 4 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 -
S .+1
AP 3
Type
- Force - Melee -Ahriman may manifest up to 3 Witchfire poers 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, Harlequinns.) Magister Templi of the Corvidae: Ahriman must generate two additional spells on the discipline of divination Warlord Trait 2. Master of Deception Note: all of the god specific chaos special characters should really get EW back not just abby. Especially lucius the eternal that shit's just common sense. Not to mention if Moloc gets it so should Kharn.
Hathor-Maat - 230 WS BS
W 3
I 4
A 4
LD 10
SV 2+/4++
Type In(ch)
7 5 4 4 Unit composition: Hathor-Maat (unique) Wargear: Arteficer Armour Frag Grenades Krak Grenades Bolt Pistol Aura of Dark Glory Inferno Bolts Staff of Hastar: Range -
S User
AP -
Type
-Any benefits gained from a psychic power may instead be alocated to a friendly unit within 6 -Force -Specialist Weapon -Melee
S .+1
AP 2
Type
-Dualists Edge -Specialist Weapon -Force -Melee
Special Rules: Rubric Sorcerer Psyker Mastery Level 3 Independant Character Magister Templi of the Pavoni Hathor-Maat must generate two additional spells on the discipline of Biomancy Dualists Vanity Hathor-Maat must issue and accept chalenges Warlord Trait 4. The Diabolist 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.
T 4
W 3
I 4
A 3
LD 10
SV 3+/4++
Type In(ch)
5 5 4 Unit composition 1 Sorcerer Wargear: Power Armour Frag Grenades Krak Grenades Force Weapon Bolt Pistol Aura of Dark Glory Inferno Bolts 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 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.
W 2
I 2*
A 1*
LD 10
SV 3+/4++
Type In(ch)
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 Inferno Bolts Special Rules: Mindless Automaton Independant Character Adamnatium Will Battle Spirit As the Battle rages on more of the Dust Lords fomer self is re-awekaned, sometimes even gaining power greater than what he had as a mortal. For every game turn the Dust lord is in Play he gains +1 Weapon Skill, +1 Ballistic skill, +1 Attack and +1 Initiative (to a max of 7) Ghost Machine 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, Chaos Rewards, Special Issue Wargear 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. - 30 A Dust Lord in terminator armour may take items from the Terminator weapons, Chaos Rewards, 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.
I 4
A 3
LD 10
SV 2+/4++
Type In(ch)
4 5 4 4 2 Unit composition 1 Thousan Sons Warpsmith Wargear: Arteficer Armour Frag Grenades Krak Grenades Force Axe Bolt Pistol Aura of Dark Glory Inferno Bolts Special Rules: Rubric Sorcerer Psyker Mastery Level 1 Independant Character Master of Mechanisms Shatter Defences
Options: May Take one additional mastery level 20pts May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear 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 - 160 WS BS S T
I 8
A 5
LD 10
SV 5++
Type In(ch)
9 5 6 5 4 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 Ppower 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.
I 5
A 3
LD 10
SV 3+/4++
Type In(ch)
5 5 4 4 2 Unit composition 1 Hiddenn One Vigilator Wargear: Power Armour Frag Grenades Krak Grenades Force Weapon Boltgun Aura of Dark Glory Inferno Bolts 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 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 9th 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.
S 4 4
T 4 4
W 1 1
I 4 4
A 1 2
LD 10 10
SV
Type
4 4
4 4
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) Inferno Bolts Boltgun Aura of Dark Glory Special Rules: Rubric Sorcerer (Sorcerer only) Psyker Mastery Level 1 (Sorcerer only) Mindless Automaton (Rubric marin only) Options: Up to 15 additional Rubric marines 22pts/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 + Infernal Promethium 5 pts/model Melta gun 10 pts/model Plasmagun 15 pts/model Heavy Bolter 15 pts/model Heavy flamer 15 pts/model Autocannon 15 pts/model 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 5 pts The Squad may buy a Rhino deadicated transport 45 pts
Cultists 60 WS
Cultist Cultist Champion Tzaangor Tribesman Tzangor Boss Thrall Wizard
BS 3 3 2 2
S 3 3 4 4
T 3 3 3 3
W 1 1 1 1
I 3 3 3 3
A 1 2 2 3
LD 7 8 7 6
SV 6+/6++
Type In
3 3 3 4
6+/6++ In(ch)
6++
In
Unit composition 1 cultist champioon 10 Cultists Wargear: Improvised Armour Autopistol (Cultists Only) 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) Options: May add up to 25 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 5 pts One model may take an icon of vengance 35 pts
T 4 4
W 1 1
I 4 4
A 1 1
LD 8 9
SV 4+/5++
Type In
3 4
3 3
4 4
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 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: Take Inferno Bolts 3 pts/model 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: A Heavy Bolter 10 pts An Autocannon 10 pts A Heavy Flamer 10 pts 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
S 5 5 4
T 4 4 4
W 1 1 1
I 4 4 4
A 2 2 2
LD 8 9 10
SV 3+/5++
Type In
4 4 4
4 4 4
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 the one found in the Thousand Sons squad entry
W 1
I 4
A 2
LD 10
SV 3+/4++
Type In(ch)
4 4 4 4 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) Cognis Signum (Athenaen Communicator only) Special Rules: Rubric Sorcerer Brotherhood of Psykers (mastery level x)
X is equal to the number of models in the squad
Battlesmith (Pyrea Techmarine only) Withing the enemies mind (Athenaen Communicator only)
- All reserve rolls, outflank rolls and deep stike scatters maybe modified by D3
Options:1
Each may buy: Items from the Meele weapons, Ranged Weapons and/or Special Issue Wargear sections of the Wargear list. An additional Mastery level 20 pts pts/model Terminator armour 13 pts/model Melta bombs 5 pts/model Spell Familiar 5 pts/mastery level May take a Psychic Specialization. One sorcerer may be uppgraded to a:
(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 Asprirng Sorcerers 50 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
T 4 4
W 1 1
I 4 4
A 2 3
LD 10 10
SV 2+/4++
Type In
4 4
4 4
4 4
2+/4++ In(ch)
Unit composition 2 Rubric Terminators Wargear: Terminator Armour Combi-bolter Inferno Bolts Power Weapon Force Weapon (Terminator Sorcerer only) Special Rules: Rubric Sorcerer (Sorcerer only) Psyker Mastery Level 1 (Terminator Sorcerer only) Mindless Automaton (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: Terminator Sorcerer 75 pts Terminator Sorcerer may be Uppgraded to mastery level 2 20 pts You may add up to 7 more Rubric Terminators 40pts/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 30 pts/model Heavy flamer 15 pts/model 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.
F 12 12
S 12 12
R 10 10
I 4 4
A 2(3) 2(3)
HP 3 3
Type W W(ch)
4 5
4 5
6 6
Unit composition 1 Thousand Sons Dreadnought (Max 1 Sorcerer Dreadnought per detachment) Wargear: Power Fist Multi-melta (Rubric Dreadnought) Force Weapon (Sorcerer Dreadnought only) Special Rules: Psyker Mastery Level 2(Sorcerer Dreadnought only) Psychic Pilot (Sorcerer Dreadnought only) Deadicated to tzeentch A rubric Dreadnought may exchange its Multi-melta and a Sorcerer Dreadnought may exchange their Power Fist with one of the following options: Dreadnought Close Combat Weapon (+1 Attack) Free Twin-linked Heavy Bolter -5 pts Twin-linked Autocannon - 15 pts Plasma Cannon 10 pts Twin-linked Lascannon 20 pts Both Dreadnoughts may uppgrade up to two Close Combat Weapppons 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/Force Hammer 5 pts Power scourge/Nekhakha (Force Scourge) 10/15 pts Twin-linked Heavy Bolter 5 Twin-linked Autocannon - 15 points A sorcerer Dreadnought may replace either of his Close Combat Weappons 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 The Sorcerer Dreadnought May take a Psychic Specialization and Items from the Chaso Rewards sections of the Wargear A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them Same ppoints cost as usual apply Any Dreadnought may buy a Dreadclaw deadicated transports 75 pts/model
S 12 12
R 10 10
I 4 4
A 2(3) 2(3)
HP 4 4
Type W W(ch)
5 5
4 5
7 7
13 13
Unit composition 1 Thousand Sons Contemptor Dreadnought (Max 1 Sorcerer Dreadnought per detachment) Wargear: Twin-linked Heavy Bolter (Rubric Dreadnought only) Dreadnought Close Combat weapon with inbuilt Storm Bolter Force weapon with inbuilt Storm Bolter (Sorcerer Conntemptor Dreadnough only) Smoke Launchers Special Rules: Deadicated to tzeentch Psyker Mastery Level 2: (Sorcerer Conntemptor Dreadnough only) Psychic Pilot (Sorcerer Conntemptor Dreadnough only) Fleet Options: The Contemptor Dreadnoughts may exchange their Twin-linked Heavy Bolter or Dreadnought Close Combat Weapon with one of the following options: Multi-melta Free Twin-linked Heavy Flamer Free Twin-linked Autocannon - 5 points Plasma Cannon - 10 points Twin-linked Lascannon - 25 points Butcher Cannon - 25 Heavy Conversion Beamer - 35 points Dreadnought Close Combat Weapon with inbuilt Combi-Bolter (+1 Attack) - 10 points Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points The Contemptor Dreadnoughts may exchange their Dreadnought Close Combat Weapon with inbuilt Combi-Bolter with one of the following options: Twin-linked Autocannon - 5 points Twin-linked Heavy Bolter 5 Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points The Contemptor may exchange the inbuilt storm bolters with one of the following options: Heavy Flamer - 10 pts each Plsma Blaster 15 pts each (One only) Soul Burner 20 pts each (One only) The Contemptors may also have an Extra Armour - 15 points a Searchlight - 1 point a carapace-mounted Havoc Launcher - 15 points The Sorcerer Contemptor Dreadnought May take a Psychic Specialization and Items from the Chaso Rewards sections of the Wargear Any dreadnought may buy Dreadclaw deadicated transports 75 pts/model A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them
W 1 1
I 4 4
A 1 2
LD 10 10
SV 3+/4++ 3+/4++
Type In In(ch)
4 4
5 5
4 4
4 4
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 Inferno Bolts 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 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.
T 5
W 1
I 4
A 3
LD 10
SV 3+/4++
Type Jb(ch)
4 4 4 Unit composition 1 Disc rider Wargear: Disc of Tzeentch Power Armour Frag Grenades Krak Grenades Force Weapon Bolt Pistol Aura of Dark Glory Inferno Bolts
Rubric Sorcerer Options: Each may buy: Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list. May buy an additional Mastery level 20 pts/model Melta bombs 5 pts/model Spell Familiar 5 pts/mastery level May also add up to 6 additional Disc Riders 80 pts/model
T 4 4
W 1 1
I 4 4
A 1 2
LD 10 10
SV
Type
4 4
4 4
4 4
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) Inferno Bolts Boltgun Aura of Dark Glory Jump Pack Special Rules: Rubric Sorcerer (Sorcerer only) Psyker Mastery Level 1 (Sorcerer only) Mindless Automaton (Rubric marin only) Options: May add up to 5 Rubric marines 27 pts/model Any Rubric marine may exchange their Boltgun for 2 Bolt pistols 2 pts/model 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 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. One model in the unit may take an Icon of Flame 5 pts
S 11
R 10
HP 3
Type Fl(hover), T, O
3 11 Unit composition 1 Aether Ray Capacity 3 models Wargear: Daemonic Breath Range Template
S 1
AP 2
Special Rules: Daemonforg It Will Not Die Daemon Mark of Tzeentch Vector Dancer Options: May be uppgraded to a group sized Aether Ray 40 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
W 3
I 3
A D6
LD 10
SV -
Type Be
3 0 5 5 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 2 pts/model
R 12
HP 4
Type Fl(hover), T
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
S 4 4
T 5 5
W 1 1
I 4 4
A 1 2
LD 10 10
SV
Type
4 4
4 4
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 Inferno Bolts Aura of Dark Glory Chaos Bike Close Combat Weapon (Rubric marines only) Special Rules: Rubric Sorcerer (Sorcerer only) Psyker Mastery Level 1 (Sorcerer only) Mindless Automaton (Rubric marin only) Options: May add up to 7 Rubric Bikers 29 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 25 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 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
HP
Type
3 4 8 12 10 10 4 2 3 Fl, W Unit composition 1 Mirrorfiend (It's a flying scarab shapped daemon engine full of lords of change) Wargear: Daemon Pincers Range -
S user
AP 1
Type
-Melee -Crush: May substitute all of it's attacks for a single attack with the Armourbane, Instant Death and Unweildy rules
Psyker Daemon It Will Not Die Daemon of Tzeentch Daemonforge Vector Dancer Psychic Pilot Meteoric descent
I 3
A 4
HP 3
Type W
3 3 8 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
T 4 4
W 1 1
I 4 4
A 1 2
LD 10 10
SV 3+/4++
Type In
4 4
4 4
4 4
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) Inferno Bolts Boltgun Aura of Dark Glory Special Rules: Rubric Sorcerer (Sorcerer only) Psyker Mastery Level 1 (Sorcerer only) Mindless Automaton (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 15 Autocannon 15 Melta gun 10 Heavy flamer - 15 Plasmagun 15 Missile launcher (with Frag and Crack) 15 May also take Flakk Missiles 10 Lascannon 20 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
S 4 4
T 4 4
W 2 2
I 4 4
A 2 2
LD 10 10
SV 2+/4++
Type In
4 4
4 4
2+/4++ In(ch)
Unit composition 1 Arcane Obliterator (Max 1 Arcan Obliterator per detachment) Wargear: Fleshmetal Force Weapon Power Fist Special Rules: Bulky Rubric Sorcerer (Arcane Obliterator only) Psyker Mastery Level 1 (Arcane Obliterator only) Mindless Automaton (Firestorm Obliterator only) Deep Strike Obliterator Weapons Soul Blaze Options: Up to two Firestorm Obliterators 85pts/model The Arcane Obliterator May be uppgraded to Mastery Level 2 20 pts Chaos Land Raider - 225 BS F
R 14
HP 4
Type Tn, T
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.
Forgefiend 170 WS BS
F 12
S 12
R 10
I 3
A 2
HP 3
Type W
3 3 6 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 replace both Hades Autocannons with Baleflamers 25 pts May take one of the following: an additional ectoplasma cannon 25 pts an additional Hades Autocannon 25 pts Maulerfiend - 125 WS BS
S 12
R 10
I 3
A 2
HP 3
Type W
3 3 6 12 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
Thousand Sons Relic Predator 100 BS F 4 13 Unit composition 1 Chaos Predator Wargear:
Predatorcannon Searchlight Smoke launchers
S 11
R 10
HP 3
Type Tn
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 40 pts May replace its Predatorcannon with: A Twin-linked lascannon 15 pts Flamestorm cannon 15 pts Magna Melta 30 pts Plasmsa Destroyer 25 pts Heavy Conversion Beamer 50 pts Chaos predators may take items from the Chaos Vehicle Equipment list.
S 11
R 10
HP 3
Type Tn
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.
S 11
R 10
HP 3
Type Tn, T
4 11 Unit composition 1 Chaos Rhino Wargear: Combi-bolter Searchlight Smoke launchers Special Rules:
Deadicated to Tzeentch
Dreadclaw - 75 BS
S 12
R 12
HP 3
Type Fl(hover), T
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
Deadicated to Tzeentch
Warlord Traits
1.Architect of Fate
All friendly Psykers within 12 of the Warlord may reroll psychic tests.
2. Master of Deception
D3 units in your army can infiltrate.
3. The Thaumaturge
If the Warlord rolls doubles for a psychic power and it succeeds, he may take a Psychic test to use it again immediately without expending Warp Charge. If it is a power that affects himself or a friendly unit, he may cast it upon any friendly unit on which the power has not been cast within 12" of the power's maximum range.
4. The Diabolist
If your opponent attempts to counter, with Deny the Witch, psychic hoods, or other similar abilities, the warlord's Psychic powers in any way, you may subtract or add D3 from or to any one roll he or you have to make.
5. Labyrinthine Mind
Before Infiltrators are deployed and Scouts make their moves, but after all other units have deployed, you may choose two units and swap their location. This may bring a unit out of Reserve or put it in (can not be a flyer). Furthermore, you may reroll the dice to Seize the Initiative.
6. Fate Loom
The warlord may choose to re-roll up to 3 D6s per turn but for every D6 you choose to reroll your oponent may do the same at any point in the game.
Psychic Barrage
- Any witchfire power may be cast once per squad member as long as they all cast the same spell and they have enough wapchagrge.
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.