Codex - Thousand Sons: Difference between revisions

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This codex was made for my Russian fellow and big fan of the [[Thousand Sons]]. The main idea was to make a magic-heavy army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. There is currently no fluff here, because I'm not good enough in English to make it sound good. Feel free to comment and make suggestions on discussion page - I'm open to new ideas and critique.
This codex was made for my Russian fellow and big fan of the [[Thousand Sons]]. The main idea was to make a magic-heavy army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. There is currently no fluff here, because I'm not good enough in English to make it sound good. Feel free to comment and make suggestions on discussion page - I'm open to new ideas and critique.
7E hit majick hard, and rendered many of the rules in this codex useless or meaningless. Expect major updates soon. PDF-ication is on its way too.


[[Meme|Now put on your robe and wizard hat]].
[[Meme|Now put on your robe and wizard hat]].

Revision as of 03:48, 8 June 2014

This codex was made for my Russian fellow and big fan of the Thousand Sons. The main idea was to make a magic-heavy army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. There is currently no fluff here, because I'm not good enough in English to make it sound good. Feel free to comment and make suggestions on discussion page - I'm open to new ideas and critique.

7E hit majick hard, and rendered many of the rules in this codex useless or meaningless. Expect major updates soon. PDF-ication is on its way too.

Now put on your robe and wizard hat.

Special Rules

  • Rubric Sorcerer:
    • Old Enemies: Grant Preferred Enemy (Space Wolves); all Space Wolves models, except Wolf Packs and Cyberwolves have Hatred against models with this special rule and get +1 to charge range when declaring the charge on the units with at least one model with this special rule.
    • Psyker or Psychic Pilot (Mastery level 1 unless otherwise stated)
    • Fearless
    • Blessing of the Architect: 4+ invulnerable save.
    • Power of Rubric: Count as having +1 Mastery Level for the purpose of Deny the Witch and number of generated psychical powers.
    • Innumerations: Have -1 bonus to psychic test results. Double "1" and "6" still cause Perils of the Warp.
    • Soul Shield: Have special save against Perils of the Warp: 3+ against Perils caused by double "1" result, 5+ against Perils caused by double "6" or 12+, and 4+ against Perils caused by any other special rule effect.
    • Cults of Thousand Sons: Sorcerer must be aligned to one of the Thousand Sons' cults: Corvidae, Pyrae, Pavoni, Athanaeans or Raptora. He must roll at least half of his psychic powers (rounded up) from his cult discipline. Chosen cult must be written in an army list.
    • Sacrifice: Can manifest special empowered versions of psychic powers, using Sacrifice token:
1) Declare using Psychic power per Sacrifice rule.
2) Expend subsequent amount of Warp Charges and one Sacrifice token.
3) Roll psychic test on 3D6. This test is always rolled on 3D6 and natural Leadership, even if some rules would require to roll extra dice or to pass psychic test with penalty to leadership, though Innumerations bonus does work. A natural result of 12+ count as Perils of the Warp, and on result of three "6s" Sorcerer is removed as causality with no saves of any kind allowed.
4) All rolls for denying psychic powers manifested with Sacrifice rule (Deny the Witch, Runic Weapon, Gloom Prism, etc.) suffer -2 penalty.
5) If the power is a focused witchfire, you may allocate it's target regardless of psychic test result.
  • Rubric Golem:
    • Old Enemies: Grant Preferred Enemy (Space Wolves); all Space Wolves models, except Wolf Packs and Cyberwolves have Hatred against models with this special rule and get +1 to charge range when declaring the charge on the units with at least one model with this special rule.
    • Fearless
    • Slow and Purposeful
    • Blessing of the Architect: 4+ invulnerable save.
    • Fleshless: Does not affected by Biomancy and Pavoni psychical powers except Smite and Lightning
    • Sorcerer Command: If does not accompanied by character with Rubric Sorcerer rule squad of Rubric Golems would suffer from Stupor effects:
At movement phase can only move to the closest enemy unit in line of sight or not move at all;
At shooting phase can only shoot at closest enemy unit in line of sight or not shoot at all;
At assault phase can only declare charge on closest enemy unit in line of sight or not declare charge at all;
Suffer from -1 penalty on Deny the Witch tests;
Cannot hold or contest objectives.
  • Golem Driver:
    • Old Enemies: Grant Preferred Enemy (Space Wolves); all Space Wolves models, except Wolf Packs and Cyberwolves have Hatred against models with this special rule and get +1 to charge range when declaring the charge on the units with at least one model with this special rule.
    • Minor Blessing of Architect: 5+ invulnerable save
    • Sorcerer Command: If there is no character with Rubric Sorcerer rule within 6" of vehicle with this rule it would suffer from Stupor effects:
At movement phase can only move to the closest enemy unit in line of sight or not move at all;
At shooting phase can only shoot at closest enemy unit in line of sight or not shoot at all;
At assault phase can only declare charge on closest enemy unit in line of sught or not declare charge at all;
Suffer from -1 penalty on Deny the Witch tests;
Cannot hold or contest objectives.
  • Soul Hunter: Model with this rule cannot purchase Sacrifice tokens from Arsenal. Instead for every opponent model, removed as casualty due to Soul Hunter attacks of psychic power effects roll D6 - on 5+ he would get one Sacrifice token (to the maximum of three)
  • Cauterize: Wounds, caused by weapon or psychic powers with this rule ignore Feel No Pain rule and lowers models maximum Wound characteristic as well as current (so they cannot be regenerated). This rule also counts as Soul Blaze for the purpose of other rules.
  • Indirect Effect: Witchfire power with this special rule count as normal ranged weapon and cannot be negated by Deny the Witch or any other similar abilities.
  • Rare: Can only be taken 0-1 per FOC and cannot be taken in allied Thousand Sons detachment.

Warlord Traits

Instead of rolling on the General Warlord Table in the Warhammer 40k Rulebook, a Thousand Sons Warlord may roll on this table instead:

  • 1. Lord of Deception: D3 infantry units in your army have Infiltrate special rule.
  • 2. Relic Hunter: You get one victory point for every enemy model with unique or named wargear slain by your main army (but not by allied detachment)
  • 3. Seeker: Declare one objective marker on the opponent side of table. Any of your denial units can score this objective.
  • 4. Master of Escape: If your warlord loses his last wound roll D6: On a 2 or 3 the warlord is removed from play as normal, but does not award any victory points. On a 4+ the warlord is instead removed from the battlefield and placed in ongoing reserves.
  • 5. Elusive Tactician: You may re-deploy your army as if all units on the field were using the scout special rule. Units moved this way may still assault during turn 1. This does not confer the outflank special rule to any units.
  • 6. Disciple of Magnus: Your warlord may re-roll one psychic test every turn (even successful ones).

Minor Psychic Powers

All models with Rubric Sorcerer rule can manifest minor psychic powers simply by expending warp charge (no psychic test required). Any minor psychic power may be manifested at most once per turn. All Rubric Sorcerers know the following Minor Psychic Powers:

  • Obey: Manifested at the start of your movement phase. Choose one friendly unit within 18" of Sorcerer with the Stupor special rule - this unit is not affected by the Stupor rule until the start of his next turn.
  • Enliven: Manifested at the start of your movement phase. All models with the Rubric Golem rule in the Sorcerer's unit replace Slow and Purposeful with Relentless until the start of his next turn.
  • Halo: Manifested at the start of your movement phase. The Sorcerer has the Fear special rule until the start of his next turn.
  • Illuminate: Manifested at the start of your shooting phase. Declare one enemy unit within 18" of the Sorcerer - this unit gains no benefit from the Night Fighting rule until the beginning of your next turn.
  • Fall Back: Manifested at the end of the Assault phase. Sorcerer and his squad immediately retreat from close combat. If they are caught by a Sweeping Advance, they are not destroyed but remain in close combat instead.
  • Empower: May be manifested at any point of the game to activate special wargear. Its phase requirements and benefits depend upon the wargear in question.

Psychic Powers

Cult of Change

Primaris: Firestorm

Warp Charge 1

Firestorm is a witchfire with the following profile:

Range S AP Type
24 D6+1 - Assault 1, Blast, Inferno


  • Inferno: For each model that is removed as causality as a result of Firestorm the remainder of the unit immediately takes a further D3 S3 AP- hits. These hits do not themselves generate additional hits.
Sacrifice: Witchfire profile changes to:
Range S AP Type
24 D6+2 - Assault 1, Large Blast, Inferno



1: Chaos Lightning

Warp Charge 1

Chaos Lightning is a witchfire with the following profile:

Range S AP Type
24 D6 D6 Assault D6+1


  • Roll for Strength, AP and number of attacks separately.
Sacrifice: Roll 3D6 for each Strength, AP and number of attacks and pick the best results.

2: Doombolt

Warp Charge 1

Doombolt is a beam with the following profile:

Range S AP Type
24 8 1 Assault 1, Detonate


  • Detonate: If Doombolt hits vehicle and causes Detonate result, roll 2d6 for explosion radius.
Sacrifice: Witchfire profile changes to:
Range S AP Type
24 10 1 Assault 1, Detonate, Power of Change


  • Power of Change: Doombolt beam only loose one Strengths per every two models it passes through instead of every one.

3: Wormhole

Warp Charge 1

Wormhole is manifested at the start of the Sorcerer's movement phase. It creates two linked wormhole gates, represented by large blast templates - first one within 6" of the Sorcerer and the second within 18" of the first one. All distances are measured to the centers of templates. This wormhole gate lasts until the end of your next turn. Any non-vehicle model or walker (friend or foe) which touches a wormhole gate at any point during its movement may teleport to any point inside other wormhole gate and resume movement. For instance, if an infantry model moves three inches in order to touch a wormhole gate it may then appear anywhere touching the other gate before moving the remaining three inches. Models moved this way must end their turn in unit coherency. This teleport may be performed during normal movement, or while running, turbo-boosting or thrust moving, and any model utilizing this movement counts as having moved. A unit cannot declare a charge in the same turn that it moves through a wormhole gate.

Sacrifice: The second wormhole gate may be placed anywhere within 30" of first one. Enemy models cannot use the wormhole gate.

4: Dark Blade

Warp Charge 1

Dark Blade is a blessing that targets the Sorcerer. Whilst the power is in effect all of the Sorcerer's close-combat weapons with Force special rule may be used with the following profile:

Range S AP Type
- User 2 Melee, Force, Smash, Armourbane


Sacrifice: Dark Blade profile changes to:
Range S AP Type
- +2 2 Melee, Force, Smash, Armourbane



5: Nether Surge

Warp Charge 2

Nether Surge is a witchfire with the following profile:

Range S AP Type
12" X - Assault 1, Blast, Twin-Linked, Gravity Implosion*


  • Every non-vehicle model touched by template must pass Initiative test or have their remaining wounds halved (rounding down, to a minimum of zero). An affected vehicle model instead rolls a d6: on a 3+ it suffers a Penetrating hit that inflicts the Immobilized result.
Sacrifice: Witchfire profile changes to:
Range S AP Type
12" X - Assault 1, Large Blast, Twin-Linked, Greater Gravity Implosion*


  • Initiative tests made against this power count their initiative as one point worse than normal. Affected vehicles lose an additional hull point.


6: Warp Lance

Warp Charge 2

Warp Lance is a witchfire with the following profile:

Range S AP Type
36 9 2 Assault 1, Lance


Sacrifice: Witchfire profile changes to:
Range S AP Type
48 10 1 Assault 1, Lance, Transmute


*Transmute: grant +1 to vehicle damage roll

Corvidae Cult

Primaris: Prescience

Warp Charge 1

Prescience is a blessing that targets single friendly unit within 12". Whilst the power is in effect, target can re-roll all failed to-hit rolls.

Sacrifice: Power range is increased to 24", and also allows the subject to re-roll all to-wound rolls of 1.

1: Foreboding

Warp Charge 1

Foreboding is a blessing that targets the Sorcerer. Whilst the power is in effect, the Sorcerer and his unit have Counter-Attack special rule and can overwatch at their full ballistic skill, rather than ballistic skill 1. Models with Rubric Marine rule under Foreboding effect can overwatch despite being Slow and Purposeful, but unless they are under effect of Enliven minor psychic power they suffer -1 penalty to their Ballistic Skill (to the minimum of 1) while overwatching.

Sacrifice: Sorcerer and his unit count as having defensive grenades and can declare overwatch on any enemy unit that declare charge on any friendly Thousand Sons unit within 12" of them. Models with Rubric Marine rule do not suffer -1 penalty to their Ballistic Skill for not being under effect of Enliven.

2: Flickering

Warp Charge 1

Flickering is a blessing that targets single friendly unit within 12". Whilst the power is in effect, target can re-roll all failed invulnerable saves. Note that you can choose to use invulnerable save against inflicted wounds even if your armor or cover save is better.

Sacrifice: Target's invulnerable save is also improved by one to the minimum of 3+.

3: Misfortune

Warp Charge 1

Misfortune is a Malediction that targets single enemy unit within 24". Whilst the power is in effect, target must re-roll all successful saves.

Sacrifice: Misfortune targets two enemy units instead of one.

4: Perfect Timing

Warp Charge 1

Perfect Timing is a blessing that targets the Sorcerer. Whilst the power is in effect, the Sorcerer's and his unit's ranged weapon have Ignore Cover rule.

Sacrifice: Sorcerer's and his squad's ranged weapon also forces -1 penalty on their target's invulnerable save rolls.

5: Golden Way

Warp Charge 1

Golden Way is a blessing that targets the Sorcerer. Whilst the power is in effect, the Sorcerer can re-roll any D6+1 dices. Only the dice rolls, reliant to Sorcerer himself and his unit as whole could be re-rolled, but not ones that are reliant to other individual models in his unit.

Sacrifice: Roll 2D6+1 for the number of re-rolls.

6: Eagle Eye

Warp Charge 1

Eagle Eye is a blessing that targets the Sorcerer. Whilst the power is in effect, the Sorcerer's and all his squad's ranged weapon (including witchfire powers) have +6" to maximum range.

Sacrifice: Weapon's maximum range is increased by +12" instead of +6.

Pyrae Cult

Primaris: Fireball

Warp Charge 1

Fireball is a witchfire with the following profile:

Range S AP Type
24 4 5 Assault 1, Blast, Ignores Cover, Cauterize


Sacrifice: Witchfire profile changes to:
Range S AP Type
24 5 4 Assault 1, Large Blast, Ignores Cover, Cauterize



1: Hellfire

Warp Charge 1

Hellfire is a witchfire with the following profile:

Range S AP Type
Template 4 3 Assault 1, Cauterize


Sacrifice: Witchfire profile changes to:
Range S AP Type
Template 6 3 Assault 1, Torrent, Cauterize



2: Cracking Blazes

Warp Charge 1

Cracking Blazes is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, target's armour save is reduced by one (like 3+ becomes 4+), or if target is vehicle its armor value is decreased by one all round.

Sacrifice: Crackling blazes effect last till the end of the game.

3: Spontaneous Combustion

Warp Charge 1

Spontaneous Combustion is a focused witchfire with a range of 18". The targeted model suffer single wound with Cauterize special rule and no armour or cover saves allowed. If the model is slain by this wound, target small blast template over the target before removing it. All other models under this template suffer a Strength 4 AP5 hit with Ignores Cover and Cauterize special rules.

Sacrifice: Target suffer D3 wounds instead of 1. You may allocate these wounds on one or separate models.

4: Fire Wall

Warp Charge 1

Fire Wall is manifested at the start of movement phase. It creates two fire wall markers within 18" of Sorcerer and no further than 12" from each other. These markers last until the end of following turn. Each enemy model which crosses the line between the fire wall markers suffers Strength 5 AP4 hit with Ignores Cover and Cauterize special rules. Vehicles take hit on their rear armor. Line between firewall markers also count as 5+ cover.

Sacrifice: Fire wall causes Strength 7 AP2 hits with Ignores Cover and Cauterize special rules.

5: Molten Beam

Warp Charge 2

Molten Beam is a beam with the following profile:

Range S AP Type
12 8 1 Assault 1, Melta, Cauterize


Sacrifice: Witchfire profile changes to:
Range S AP Type
24 8 1 Assault 1, Armorbane*, Cauterize


  • *Molten Beam's Armorbane rule is ignored by models which ignore Melta rule.

6: Crematorium

Warp Charge 2

Crematorium is manifested at shooting phase and count as witchfire, though it could be used even if Sorcerer is locked in close combat. If this power is successfully activated, it burns all unused warp charges Sorcerer still have (including those in Force Rod but not in Obsidian Casket, unless it is manifested from the Cascet, in which case it only burn those warp charges stored in it). All models within 4+D3" of the Sorcerer (except Sorcerer himself) suffer Strength 6 AP 3 hit with Ignores Cover and Cauterize special rules (vehicles are hit on their side armor). Each unit affected by this power may roll Deny the Witch separately, however Sorcerer's own unit cannot deny it at all. Wounds from these hits could not be allocated on the Sorcerer. For every extra warp charge burned Crematorium's range is increased by 2" and Strengths is increased by one. For every two extra warp charges burned Crematorium's AP is decreased by one to the minimum of one. This power could not be used through reflecting crystal.

Sacrifice: Counts as two extra burned warp charges.

Pavoni Cult

Primaris: Lightning

Warp Charge 1

Lightning is a witchfire with the following profile:

Range S AP Type
18 5 2 Assault 2, Indirect Effect, Haywire, Concussive, Blind


Sacrifice: Witchfire profile changes to:
Range S AP Type
18 5 2 Assault 4, Indirect Effect, Haywire, Concussive, Blind



1: Agony

Warp Charge 1

Agony is a witchfire with the following profile:

Range S AP Type
36 7 4 Assault 4, Driver wounded!


  • Driver wounded!: If the vehicle get hit with Agony do not roll for armor penetration. Instead it automatically takes Crew Stunned result with no hull point lost. This result could not be replaced with Crew Shaken per any rule.
Sacrifice: Witchfire profile changes to one of the following:
Range S AP Type
36 8 3 Assault 4, Driver wounded!
36 7 4 Assault 8, Driver wounded!



2: Living Bomb

Warp Charge 1

Living Bomb is a malediction that targets single non-vehicle model within 12". Roll D6. If the result is more than twice higher than target's current wounds remove it as casualty with no saves of any kind allowed and center small blast template over the target before removing it. All other models under this template suffer a Strength 4 AP- hit.

Sacrifice: Target is removed and explodes if the result is more than his current wounds rather than double current wounds.

3: Leech

Warp Charge 1

Leech is a witchfire with the following profile:

Range S AP Type
12 4 2 Assault 4, Ignores Cover


  • If Leech causes at least one unsaved wound, Sorcerer immediately regains one wound. He even could get one wound over his maximum Wound characteristic, though this extra wound count as temporary and is automatically lost at the end of his next shooting phase or when he get new extra wound (so he cannot have more than one extra wound).
Sacrifice: Witchfire profile changes to:
Range S AP Type
12 4 2 Assault 6, Ignores Cover


  • Sorcerer regains one wound for every unsaved wound Leech deals to the target. He cannot get more than one extra wound.

4: Enfeeble

Warp Charge 1

Enfeeble is a malediction that targets single enemy unit within 24". Whilst the power is in effect, the target unit suffers -1 penalty to both Strength and Toughness and treats all terrain (even open ground) as difficult terrain.

Sacrifice: Enfeeble effect last till the end of the game.

5: Frenzy

Warp Charge 1

Frenzy is a blessing or malediction that targets single non-vehicle unit or walker (friend or foe) within 24". Whilst the power is in effect, the target unit cannot shoot, and is forced to move to the closest enemy unit in it's line of sight at movement phase. If there is no enemy units within 12" and line of sight of target it must run or turbo-boost towards closest enemy unit at shooting phase, otherwise it is forced to declare charge on the closest visible enemy unit. Target unit also gain Fleet, Rage, Counter-Attack, Hatred and Furious Charge special rules for the duration of power.

Sacrifice: Frenzy does not grant any special rules if used on enemy models and does not force any movement or charges on friendly ones.

6: Battle Form

Warp Charge 2

Battle Form is a blessing targets the Sorcerer. Whilst the power is in effect, the Sorcerer gains +2 Weapon Skill, Strength, Toughness, Initiative and Attack, as well as Fleet, Relentless, Eternal Warrior, Feel no Pain and It Will Not Die special rules.

Sacrifice: Weapon Skill, Strength, Toughness, Initiative and Attack bonuses are +3 instead of +2, and all Sorcerer's attacks in close combat gain -1 bonus to AP.

Athanaeans Cult

Note: Vehicles count as having Leadership 10 for the purpose of Athanaeans psychic powers

Primaris: Hell

Warp Charge 1

Hell is a malediction that targets single enemy unit within 24". Whilst the power is in effect, the target receives no benefits from Fearless and And they Shall Know No Fear, takes -2 penalty to Leadership and treats all enemy units as having Fear special rule.

Sacrifice: Penalty to Leadership is -4 instead of -2.

1: Mindwipe

Warp Charge 1

Mindwipe is a witchfire with the following profile:

Range S AP Type
18 8 2 Assault D3+1, Ignores Cover, Brain Death


  • Brain Death: Against non-vehicle models hits from Mindwipe are resolved against Leadership rather than Toughness. For every wound caused by Mindwipe target must pass Leadership test or suffer Instant Death. Against vehicles Mindwipe always resolved against AV12 regardless of vehicle's actual armor, and Penetrating hits caused by this power roll D3 for damage table rather than D6 with no bonuses for AP or open-topped.
Sacrifice: Witchfire profile changes to:
Range S AP Type
18 9 2 Assault D6+1, Ignores Cover, Brain Death



2: False Command

Warp Charge 1

False Command is a malediction that targets single enemy unit within 24". Targeted unit must pass Leadership test on 3D6 or in his next movement phase it is controlled by you rather than your opponent, though they cannot use any abilities that hurt their allies (like vector striking or psychic powers). If target unit include enemy Warlord, Leadership test is passed on 2D6.

Sacrifice: Successful Leadership test must be rerolled, and if it was failed you can control target squad during his shooting phase. Like with movement phase they cannot shoot or use other abilities that hurt their allies.

3: Puppet Master

Warp Charge 1

Puppet Master is a focused witchfire with a range of 24". The target immediately makes shooting attack as it is one of your own models (this cannot target his own unit). Models that already being affected by Puppet Master this turn count as being slain for target allocation purposes, meaning single model cannot be affected more than once per turn.

Sacrifice: Instead of shooting target can inflict D3 hits with it's close combat weapon of your choice (or regular close combat weapon if it have none) on itself. Wounds inflicted by these hits are resolved on the target only and cannot be allocated on other models of it's unit.

4: Drowse

Warp Charge 1

Drowse is a malediction that targets single enemy unit within 24". Whilst the power is in effect, the target unit suffers -1 penalty to Weapon Skill, Attacks, Initiative and Charge and Run range; all models who charge this squad does not suffer Initiative penalty for charging through difficult terrain.

Sacrifice: Weapon Skill, Attacks and Initiative are halved (round up) instead of suffering -1 penalty. They also cannot fire Overwatch, does not get +1 Attack for charging and lose all benefits of Rage, Furious Charge and Counter-Attack special rules.

5: Paralyze

Warp Charge 2

Paralyze is a malediction that targets single enemy unit within 24". Whilst the power is in effect, the target cannot perform any actions except manifesting psychic powers, including moving, shooting, fighting in close combat or using special wargear. They also gain Fearless special rule and cannot be forced to move or fall back by any means. Zooming Flyers and Swooping Flying Monstrous Creatures can move in their movement phase, but only at minimal speed and straight forward. In close combat target models are hit automatically.

Sacrifice: Warp Charge cost is reduced to 1. If the Sorcerer have Sacrifice tokens or Sould Hunter rule and his Mastery Level is 1, he can take Paralyze psychic power or re-roll it as usual.

6: Bedlam

Warp Charge 2

Bedlam is a witchfire with 24" range that hits automatically. Target unit must pass Leadership test on 3D6 or every model in the unit immediately inflict one hit with it's close combat weapon of your choice (or regular close combat weapon if it have none) on his own unit. This power does not affect non-walker vehicles and units of one model.

Sacrifice: Leadership test is passed on 4D6 rather than 3D6.

Raptora Cult

Primaris: Kine Shield

Warp Charge 1

Kine Shield is a blessing that targets single non-vehicle friendly unit within 12". Whilst the power is in effect, the target count as being in AV10 round building with no fire points for the purpose of enemy shooting. Kine Shield is immune to the rules that grant extra dices for armor penetration or inflict glancing and penetrating hits on flat dice roll, but on the other hand does not benefit from any cover saves. Kine Shield cease to effect after the first penetrating hit it takes.

Sacrifice: Kine Shield AV is increased to 12.

1: Press

Warp Charge 1

Press is a malediction that targets single non-vehicle enemy unit within 24". Target unit must pass Strength test with -1 penalty to Strengths or is automatically Pinned even if it automatically pass pinning tests.

Sacrifice: Successful Strength test must be re-rolled.

2: Barrier

Warp Charge 1

Barrier is manifested at the start of movement phase. It creates two barrier markers within 12" of Sorcerer and no further than 12" from each other. These markers last until the end of following turn. No enemy models (even Flyers or Flying Monstrous Creatures) can cross the line between barrier markers.

Sacrifice: Instead of two regular barrier markers it creates one primary barrier marker within 12" of Sorcerer and two secondary barrier markers within 12" of primary one. No enemy models (even Flyers or Flying Monstrous Creatures) can cross the line between primary barrier marker and any of the secondary barrier markers.

3: Rockfall

Warp Charge 1

Rockfall is a witchfire with the following profile:

Range S AP Type
36 4 - Assault 1, Indirect Effect, Barrage, Large Blast, Strikedown


Sacrifice: Witchfire profile changes to:
Range S AP Type
36 6 5 Assault 1, Indirect Effect, Barrage, Large Blast, Strikedown



4: Crush

Warp Charge 1

Crush is a focused withchfire with a range of 18". The target model suffer hit with Strengths 2D6 and AP D6. 11 and 12 results on Strengths rolls wounds automatically or in case of vehicles automatically inflict penetrating hit.

Sacrifice: Roll two times for Strengths and AP and pick the best results of each.

5: Long Hands

Warp Charge 1

Long Hands is a malediction that targets single non-vehicle enemy unit within 24". Target unit suffers from one of the effects of your choice from the list below. Long-term effects from the list works for duration of power.

  • Jam the guns: Unit must re-roll to-hit and to-wound rolls of 6 at shooting;
  • Block the fuel/Cut the wings: Unit loses Jet-pack and Jump rules;
  • Jam the armour: All models in the unit with 3+ or 2+ armour save treat all terrain (even open ground) as difficult terrain.
  • Short circuit: Each vehicle model in the unit suffers single hit with Strength 1, and Haywire and Ignore Cover rule.
  • Hold the doors: Transport vehicles in the unit count as having no access point ant top hatches (emergency disembarkation allowed, open-topped transports are not affected)
  • Pull the check: If there is at least one model with grenades of any type in the squad (except defensive and haywire grenades), unit takes D6 hits with Strength 4 AP- and does not benefit from any grenades it have.
Sacrifice: Target unit suffers from two of the effects of your choice from the list above.

6: Throw

Warp Charge 2

Throw is a witchfire with the following profile:

Range S AP Type
24 - - Assault 1, Blast, Twin-linked, Throw


  • Throw: All models touched by template are moved 2D6" at any direction of your choice ignoring all terrain. This movement can be used even if it breaks unit cohesion. Infantry models must take impact tests like they fall the distance they were thrown. If their movement ends closer than 1" to other unit, on impassible terrain or out of table, reduce movement distance until they can be placed normally (this does not reduce fall distance for impact tests). Vehicle models take single glancing hit for every full 3" they were thrown. If their movement ends on impassible terrain or out of table, reduce movement distance until they can be placed normally (this does not reduce the number of glancing hits). If their movement ends over other unit, count it as tank shock or ram and additionally deal D3 wounds with AP1 or D3 glancing hits to any unit or squadron it lands on.
Sacrifice: Witchfire profile changes to:
Range S AP Type
24 - - Assault 1, Large Blast, Twin-linked, Throw



Equipment

Weapon

Name S AP Type
Force Weapon:
Force Sword U 3 Melee, Force
Force Axe +1 2 Melee, Force, Unwieldy
Force Staff +2 4 Melee, Force, Concussive
Hequa Staff +1 3 Melee, Force, Two-handed
Force Rod U 3 Melee, Force, Arcane Vessel
Force Dagger -1 2 Melee, Force, Short Reach
Daemon Weapon:
Daemon Sword +1 3 Melee, Daemon Weapon
Daemon Axe +2 2 Melee, Daemon Weapon, Unwieldy
Daemon Maul +3 4 Melee, Daemon Weapon, Concussive
Daemon Dagger U 2 Melee, Daemon Weapon, Short Reach
Crystal Weapon:
Crystal Sword U 5 Melee, Crystal Weapon
Crystal Axe +1 4 Melee, Crystal Weapon, Unwieldy
Crystal Maul +2 6 Melee, Crystal Weapon, Concussive
Name Range S AP Type
Combi-bolter 24 4 5 Rapid Fire, Twin-linked
Reaper Autocannon 36 7 4 Heavy 2, Twin-linked
Butcher Autocannon 36 8 4 Heavy 4, Pinning
Havoc Launcher 48 5 5 Heavy 1, Blast, Twin-linked
Venegance Launcher 48 5 4 Heavy 2, Large Blast
Daemon Breath Flamer Template 5 3 Heavy 1, Cauterize
Demolisher Cannon:
Regular shells
Warp shells

24
30


10
10


2
1


Ordnance 1, Large Blast
Heavy 1, Ignore Cover, Instant Death

Heavy conversion beamer
0-24

24-48
48-72

4

6
10

-

4
2

Ordnance 1, Large Blast, Firing Calibration

Ordnance 1, Large Blast, Firing Calibration
Ordnance 1, Large Blast, Firing Calibration



  • Firing Calibrations: Model that moved in previous movement phase cannot fire this weapon.
  • Arcane Vessel: At the start of his movement phase Sorcerer can store one of his warp charges in force rod. Warp charges stored in force rod can be used as regular ones but does not lost at the end of the turn.
  • Short Reach: This weapon cause -1 WS penalty for the purpose of it's weilder to-hit rolls.
  • Daemon Weapon: At the start of the fight subphase roll D6 for each daemon weapon, who's wielder is locked in combat. At 2-6 results wielder gets that many additional Attacks until the end of the phase, but on 1 it immediatelly suffers wound with no armour or cover saves allowed, and it's Weapon Skill is reduced to 1 until the end of the phase. Additionally, model equipped with daemon weapon lose Innumerations special rule.
  • Crystal Weapon: At the start of fight subphase Sorcerer can use Empower minor psychic power to activate all crystal weapon in his unit untill the end of phase. Activated Crystal weapon bestow one of the following bonuses:
    • +1S
    • -2AP
    • +1A

Special Issue Wargear

  • Inferno Bolts: Shots from bolt pistol, bolter, combi-bolter and heavy bolter with inferno bolts are resolved at AP3.
  • Inferno Promethium: Shots from hand flamer, flamer and heavy flamer with inferno promethium are resolved at AP3.
  • Psychoactive Bolts: Before shooting (either normally in Shooting phase or by Overwatch or Interceptor rules) Sorcerer can use Empower minor psychic power to activate all psychoactive bolts in his unit untill the end of phase. Activated psychoactive bolts bestow one of the following bonuses to bolt pistols, bolters, combi-bolters and heavy bolters:
    • +1S
    • +1BS
    • +6" to range
    • Ignore Cover, but AP5
    • One extra shot, but AP5
  • Chaos Icon: At the start of movement phase Sorcerer can use Empower minor psychic power to activate chaos icon in his unit untill the end of the phase. Activated icon prevent scattering of all friendly models in terminator armour or with Daemon special rule deepstriking within 6" of model with icon.
  • Disc of Tzeentch: Model on disc receive +1 Attacks and change it's type to Jetbike.
  • Jump pack: Model with jump pack have Jump unit type.
  • Sigil of mastery: Confer special bonuses according to Sorcerer's cult:
    • Corvidae - may re-roll all save results of 1.
    • Pyrae - immune to flamer weapons, Pyromancy and Pyrae psychic powers and attacks with Melta or Soulblaze rules.
    • Pavoni - +1 Wound and immune to weapon with Poisoned rule.
    • Athanaeans - Have Preferred Enemy (Evereything!) special rule.
    • Raptora - +1 Strengths and immune to Pinning, Concussion and Strikedown rules.

Armour

  • Carapace Armour: Confers 4+ armour save
  • Power Armour: Confers 3+ armour save
  • Terminator Armour: Confers 2+ armour save and 5+ invulnerable save as well as Deep Strike, Relentless and Bulky special rules. Models in terminator armour cannot make Sweeping Advances.
  • Charmed Armour: Confers 2+ armour save and allow to purchase one more Word of Power from Arsenal.

Robes

  • Robes of Adept: Allow to purchase one more Word of Power from Arsenal.
  • Robes of Ritualist: Allow to purchase one more Word of Power from Arsenal and up to two additional Sacrifice tokens. Also allow to re-roll one of the three psychic test dices when manifesting psychic power per Sacrifice rule.
  • Robes of Savant: Allow to purchase one more Word of Power from Arsenal and manifest one minor psychic power per turn without warp charge spent.
  • Robes of Magister: Allow to purchase up to two more Words of Power from Arsenal and confers 3+ invulnerable save.

Books

  • Book of Knowledge: Sorcerer with this book can generate additional psychic power from any of the Thousand Sons discipline.
  • Book of Mysteries: Sorcerer with this book can generate additional psychic power from any of the standard discipline from core rulebook.
  • Book of Dominion: Sorcerer with this book can negate Stupor effect on vehicles with Rubric Pilot at 12" instead of 6" and can manifest Obey minor psychic power once per turn without warp charge spent.
  • Sacrificial Scroll: Secretly write single Thousand Son psychic power for every model with sacrificial scroll at army deployment stage. Once per game Sorcerer with sacrificial scroll can manifest this psychic power per Sarifice rule without Sacrifice token spent, automatically passing psychic test.

Words of Power

  • Scroll: Sorcerer may re-roll generated psychic powers.
  • Book: Sorcerer may choose psychic powers before game instead of generating them. Chosen powers must be written in army roster.
  • Tome: Sorcerer may choose psychic powers during deployment phase instead of generating them.
  • Calm: Sorcerer become immune to all effects that force additional dice rolls or leadership penalies on psychic tests except Sacrifice.
  • Storm: All enemy psykers within 12" of Sorcerer roll one extra D6 on Psychic tests choosing two highest results.
  • Shield: Sorcerer gain Adamantium Will special rule.
  • Sword: Enemy units gain -1 penalty on all rolls for disabling Sorcerer's psychic powers (Deny the Witch, Runic Weapon, etc.). Effect is cummulative for multuple Sword words taken.
  • Destroyer: Sorcerer can manifest one additional witchfire attack per turn. Effect is cummulative for multuple Destroyer words taken.
  • Onslaught: Sorcerer can manifest one of his psychic powers twice per turn.
  • Phoenix: Sorcerer can spend his wounds as warp charges or sacrifice tokens.
  • Hydra: Sorcerer gain Split Fire special rule.
  • Hawk: When Sorcerer manifest Focused Witchfire psychic power he can allocate it's target regardless of psychic test result.

Vehicle Wargear

  • Daemonic Possession: The Vehicle's Ballistic Skill, Weapon Skill and Initiative is reduced by one, it lose Rubric Pilot rule, gain Daemon and It Will Not Die special rules and ignore Crew Shaken and Crew Stunned results on D6 rolls of 2+.
  • Parasitic Possession: At the and of any phase in which this vehicle inflict at least one unsaved wound or remove one hull point from enemy vehicle roll D6 - on 5+ vehicle could regaim one hull point or repair Immobilized or Weapon Destroyed result.
  • Scrolls of Detention: Vehicle does not suffer from Ballistic Skill, Weapon Skill and Initiative penalties from daemonic possession and get benefits from parasitic possession on 3+ rather than 5+.
  • Reflecting Crystal: At the start of movement phase any friendly Rubric Sorcerer could link to vehicle with reflecting crystall. This link last until the end of the following turn and while it active, vehicle does not suffer from Stupor rule and Sorcerer can manifest any of his powers except those that target himself from reflecting crystal. However, while Sorcerer is linked to crystal, if he happen to take unsaved Perils of the Warp wound crystal would be destroyed and inflict single glancing hit on the vehicle. Crystal itself count as weapon and could be destroyed by Weapon Destroyed result or when vehicle suffers Expode result. When Crystal get destroyed, all Sorcerers linked to it would suffer S3 AP2 hit with Ignore Cover special rule.

Relics of the Sorcerers Planet

  • The Book of Magnus
Model with the Book of Magnus could choose one psychic power from each Thousand Son discipline, after rolling powers normally, and can also reroll failed psychic tests.
  • The Book of Lorgar
During deployment phase declare one friendly unit with Daemon rule in reserves - this unit can Deep Strike without scattering within 18" of model with the Book of Lorgar (even if it cannot deep strike normally) and can declare charge at the same turn it Deep Strikes.
  • Obsidian Casket
At the start of his movement phase Sorcerer can put any of of his warp charges in Obsidian Casket. Warp charges stored in Obsidian Casket does not lost at the end of the turn. Sorcerer can use warp charges stored in Obsidian Cascet to mainfest his psychical powers, though they count as being manifested by single separate model: you can manifest from Casket the same power you manifested from the Sorcerer in the same turn, though you cannot manifest multiple same powers from the Cascet and those powers does not benefit from any Words of Power or special rules Cascet bearer have, nor they can be manifested per Sacrifice rule. Though those power do still affect the Sorcerer like he manifest them himself, so, for example, he would get the benefit of th Dark Blade power or would not be harmed by his own Crematorium manifested from th Cascet.
  • Soul Mirror
Once per game at the start of movement phase you can use Soul Mirror on enemy character within 18". After this bearer of the Soul Mirror gains following benefits:
  • Bearer and his squad gain 2+ cover save, Counter-attack and Preferred Enemy special rules against mirror's target and his squad.
  • Bearer gains Initiative 10 and Weapon Skill 10 in challenge with mirror's target.
  • If mirror's target is a psyker, bearer immediately learns all psychic powers mirror's target knows.
  • If mirror's target is a warlord, your opponent must immediately reveal all his hidden notes, and all your army get Interceptor rule.
  • Dreambreaker pistol
Range S AP Type
Dreambreaker Pistol 12 4 5 Pistol, Dreambreaker

  • Dreambreaker: If enemy unit get hit by Dreambraker Pistol, it's Leadership get reduced by one till the end of the game. This effect is cumulative.
  • Doom Spear
Range S AP Type
Doom Spear


-

18

+1

S+1

2

2

Melee, Force

Assault 1, Force, Ignore Cover, Ghostthrow


  • Ghostthrow: Doom Spear deals Presision shots on 4+.
  • Insatiable
Range S AP Type
Insatiable


-

24

+2

6

4

4

Melee, Force

Assault 2, Blast, Blind


When model equipped with Insatiable slays enemy character roll D6 - on 5+ he immediately get +1 to his mastery level and roll one extra psychic power from any of the Thousand Sons discipline. If slain character was an independent character you get +1 bonus to this roll and another bonus equal to his mastery level if slain character was a psyker.

Arsenal

Melee weapon

A model can replace it's force weapon:

Hequa staff Free
Force dagger 5 pts.
Force rod 10 pts.
Daemon weapon of any type 10 pts.


A model can replace it's bolt pistol with:

Force weapon 15 pts.
Hequa staff 15 pts.
Force dagger 20 pts.
Force rod 25 pts.
Daemon weapon of any type 25 pts.


Ranged weapon

A model can replace it's bolt pistol with:

Hand flamer
+inferno promethium
Free
5 pts.
Combi-bolter 3 pts.
Combi-flamer -plasma or -melta 10 pts.
Plasma pistol 13 pts.


A model can also buy:

Psychoactive bolts 2 pts.


Armour

A model can replace it's power armour, frag and krak grenades with terminator armour for 22 pts.
A model can replace it's power armour with charmed armour for 30 pts.

Robes

A model can take one of the following:

Robes of Adept 5 pts.
Robes of Ritualist 10 pts.
Robes of Savant 20 pts.
Robes of Magister 25 pts.


Books

A model can take one of the following:

Book of Knowledge 5 pts.
Book of Mysteries 10 pts.
Book of Dominion 15 pts.
Sacrificial Scroll 30 pts.


Words of Power

A model can take one of the following, though certain warger could allow to take more:

Scroll 5 pts.
Book 10 pts.
Tome 15 pts.
Calm 5 pts.
Storm 10 pts.
Shield 5 pts.
Sword 5 pts.
Desrtoyer 10 pts.
Onslaught 12 pts.
Phoenix free
Hydra 5 pts.
Hawk 3 pts.


Special issue wargear

A model can take any of the following:

Melta-bombs 5 pts.
Up to 2 Sacrifice tokens 5 pts. each
Sigil of mastery 20 pts.
Jump pack* 15 pts.
Disk of Tzeentch* 30 pts.


*Could not be taken if a model is equipped with terminator armour

Reliquary

A model can take up to two items from this list. Only one of each Relics of the Sorcerers Planet may be taken per army.

The Book of Magnus 40 pts.
The Book of Lorgar 25 pts.
Obsidian Casket 40 pts.
Soul Mirror 25 pts.
Dreambreaker pistol 30 pts.
Doom Spear 60 pts.
Insatiable 35 pts.


Vehicle wargear

A model can take one of the following:

Combi-bolter 6 pts.
Combi-flamer -plasma or -melta 10 pts.
Havoc launcher 11 pts.
Reflecting Crystal 15 pts.


A model can take up to one of each of the following:

Dozer blade* 5 pts.
Searchlight 1 pts.
Extra armor 10 pts.
Daemonic possession** 15 pts.
Parasitic possession 15 pts.
Scrolls of detention 10 pts.


*Tank models only
**Only for models with Rubric Pilot rule

Golem wargear

Any model in a squad can take up to one of each of the following:

Frag-grenades 1 pts.
Krak grenades 1 pts.
Psychoactive Bolts 2 pts.
Bolt pistol 2 pts.


Any model in a squad can replace his chainsword with:

Crystal weapon 4 pts.


One model in a squad can take:

Chaos Icon 5 pts.


Units

HQ

Sorcerer Lord

Leaders of Thousand Sons war covens are some of the deadliest psykers alive, gifted with immeasurable power and knowledge of dark secrets few could comprehend without losing their minds. Only the most skilled, powerful and cunning of the Sorcerers could reach this rank and hold it for long, as not only magic mastery, but great skill in scheming is needed to rise through the legion's ranks.
175 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sorcerer Lord 6 5 4 4 3 5 3 10 3+/4++ Infantry (C) 1 Sorcerer Lord


Wargear:

  • Power armour
  • Force weapon
  • Bolt pistol
  • Inferno bolts
  • Frag and krak grenades

Special Rules:

  • Rubric Sorcerer (Mastery Level 2)
  • Independent Character.

Options:

  • May take up to two additional Mastery Levels for 25 pts. each.
  • May take items from Melee Weapons, Ranged Weapons, Armour, Robes, Books, Words of Power, Special Issue Wargear and Reliquary sections of Arsenal.
  • May take Soul Hunter special rule for 15 pts.
  • One Sorcerer Lord per army may be upgraded to the Master of the Cult for 35 pts.
    • Master of the Cult automatically learn all powers from his cult discipline, and may generate number of powers from other cult disciplines, equal to half of his mastery level (round up). Master of the cult can reroll psychic tests (even successful ones) when manifesting psychic powers from his cult discipline.


Sorcerer

High ranking Sorcerers of the coven spend most their time studying, bringing their psychic powers to the new heights, and plotting their way to the top of the coven hierarchy. There is no Sorcerer who lacks ambition, and though many of them wouldn’t stop to anything to advance in rank, the game they play has strict rules. These rules are enforced by the Crimson King himself, so rarely do their intrigues hurt the Legion or lead to the death of one of them. That being said, when time for war comes even the most ambitious Sorcerers leave their rivalries aside and work together.
You may take up to three Sorcerers in one HQ slot
95 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sorcerer 5 4 4 4 2 4 2 10 3+/4++ Infantry (C) 1 Sorcerer


Wargear:

  • Power armour
  • Force weapon
  • Bolt pistol
  • Inferno bolts
  • Frag and krak grenades

Special Rules:

  • Rubric Sorcerer
  • Independent Character.

Options:

  • May take up to two additional Mastery Levels for 25 pts. each.
  • May take items from Melee Weapons, Ranged Weapons, Armour, Robes, Books, Words of Power, Special Issue Wargear and Reliquary sections of Arsenal.
  • May take Soul Hunter special rule for 15 pts.


Technomancer

Sorcerers of the Pyrae cult always were more competent in handling machines than their brothers, and acted like legion Techmarines in the days of old. Over time some of them developed the ability to communicate with machine spirits and bend them to their will.

These so-called Thecnomancers often accompany Legion tanks, as they can empower them and even bring the fallen back to the fight. Although Thousand Sons largely regard vehicles as only complementary forces, meant to provide transport and distract enemies from the true power of the Legion – it's Sorcerers – few would argue that under command of a skilled Technomancer even a humble Rhino could be a force to be reckoned with.
135 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Technomancer 4 5 4 4 2 4 2 10 3+/4++ Infantry (C) 1 Technomancer


Wargear:

  • Power armour
  • Force weapon
  • Bolt pistol
  • Inferno bolts
  • Frag and krak grenades

Special Rules:

  • Rubric Sorcerer(Pyrae, Mastery Level 2)
  • Independent Character
  • Machine Herd: Friendly vehicles in 24" of a Tecnomancer ignore Sorcerer Command special rule.

Psychic powers: Technomancer may roll one Pyrae cult psychic power and have the following psychic powers:

Machine Heal
Warp Charge 1

Machine heal is a blessing that targets single friendly vehicle within 18". Roll D6. On the result of "1" nothing happens, on result of 2-6 target vehicle may restore lost Hull Point or repair one Weapon Destroyed or Immobilized result.

Burning Wrath
Warp Charge 1

Burning Wrath is a blessing that targets single friendly vehicle within 12". Whilst the power is in effect, all vehicle's ranged weapons get +1 Strength bonus and Cauterize special rule.

Corona
Warp Charge 1

Corona is a blessing that targets single friendly vehicle within 12". Whilst the power is in effect, vehicle would deal Strength 4 AP 5 hit to every model in base-to base contact at the assault phase fight sub-phase initiative step of 10, and deal D6 Strength 4 AP 5 hits when tank shocking or ramming.

Possess Vehicle
Warp Charge 2

Possess Vehicle is a blessing power that targets single wrecked vehicle (friend or foe) within 24". Whilst the power is in effect, Tecnomancer cannot move, shoot or charge. Target vehicle get restored to full HP, repair all it's Weapon Destroyed and Immobilized results and become under control of Technomancer for the duration of power. Target vehicle also benefits from Burning Wrath and Corona effects, ignore all Crew Shaken and Crew Stunned effects, and uses Tecnomancer's Weapon Skill, Ballistic Skill and Initiative stats (in case it have ones). For every unsaved glancing hit Possessed vehicle takes, Tecnomancer takes Strength 2 AP2 hit with Ignore Cover special rule. For every unsaved penetrating hit Possessed vehicle takes, Tecnomancer takes Strength 3 AP2 hit with Ignore Cover special rule. If the vehicle under effect of Posses Vehicle get destroyed, it treat Wrecked result as Explodes and Tecnomancer who posses it immediately suffer Perils of The Warp (count as "6,6" result), If the Tecnomancer who posses vehicle get removed as casualty, it immediately suffer Explodes result. When Posses Vehicle effect cease, vehicle becomes wreck once again.

Options:

  • May take items from Melee Weapons, Ranged Weapons, Armour, Robes, Books, Words of Power, Special Issue Wargear and Reliquary sections of Arsenal.


Insorcist

The reforged souls of Rubric Golems, protected by the dark pact of the Rubric, cannot be absorbed by the powers of Warp. After battle a Sorcerers can repair the armour of fallen Rubric Marines or replace it and cast his spirit to Materium, sealing it in the armour again.

While all Sorcerers can pull golems back from dead, only a few of the Corvidae, who know the flows of Immaterium better than any other cult, can reach those lost souls during battle. Those Sorcerers, known as Insorcists use their power to reanimate fallen golems or summon spirits of dead as their puppets.
130 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Insorcist 5 4 4 4 2 4 2 10 3+/4++ Infantry (C) 1 Insorcist


Wargear:

  • Power armour
  • Force weapon
  • Bolt pistol
  • Inferno bolts
  • Frag and krak grenades

Special Rules:

  • Rubric Sorcerer(Corvidae, Mastery Level 2)
  • Independent Character
  • Dust Herd: Friendly non-vehicle units in 12" of an Insorcist ignore Sorcerer Command special rule.

Psychic powers: Insorcist may roll one Corvidae cult psychic power and have the following psychic powers:

Reanimate
Warp Charge 1

Reanimate is a blessing that targets single friendly unit within 12". After successfully manifesting Reanimate you may immediately restore D3+1 previously removed as casualty models with Rubric Golem rule from this unit.

Undying
Warp Charge 1

Undying is a blessing that targets single friendly unit within 12". Whilst the power is in effect, all models with Rubric Golem rule in the unit get Feel No Pain (4+) special rule.

Vengeful Spirits
Warp Charge 2

Vengeful Spirits is a witchfire with the following profile:

Range S AP Type
24 2 1 Assault X*, Poisoned (5+)


*Vengeful Spirits deal as many shots, as there are models with Rubric Golem or Golem Driver in your army removed as causalities.

Options:

  • May take items from Melee Weapons, Ranged Weapons, Armour, Robes, Books, Words of Power, Special Issue Wargear and Reliquary sections of Arsenal.


Daemon Prince

Being a Daemon Prince is being a creature of Power, Magic made flesh. Those who step on the way of demonic ascension seek true immortality and new vision, granted by the daemonic body. Many are the secrets that only daemon can learn, and the eternal thirst for knowledge that drives every Sorcerer can push one on the way to Daemonhood.

Though being a Daemon Prince also means being a pawn of the Great Powers, totally dependent on their will. Such is the pride of Sorcerers that few can sacrifice their freedom for the benefits of Daemonhood, even while deep inside their hearts they all know that their freedom is illusive in the Grand Scheme of Tzeentch.

Daemon Princes who originates from the Thousand Sons legion can be counted on the fingers of one hand, yet they are some of the most dangerous of their kind. They retain the great knowledge of their Legion, combined with a nearly indestructible body and increased magical powers. Clad in ornate daemonic armour and exquisite robes, carved and embroidered respectively, with the words of power, these creatures lay death and destruction with sword and spell alike to those who stand in their way.
235 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Daemon Prince 9 5 6 5 4 8 5 9 3+/4++ Monstrous Creature (C) 1 Daemon Prince


Wargear:

  • Power armour
  • Force sword

Special Rules:

  • Rubric Sorcerer (Mastery Level 2)
  • Daemon
  • Deep Strike
  • Soul Hunter
  • Daemon of Tzeentch: A Daemon Prince is considered to be a Daemon of Tzeentch. Add +3 to it's Ld when making a Psychic test (To a maximum of 10). In addition, the Daemon Prince may re-roll failed saving throws of 1, and haves the Hatred (Mark/Daemon of Nurgle) Special Rule.

Options:

  • May take up to two additional Mastery Levels for 25 pts. each.
  • May take items from Melee Weapons, Ranged Weapons, Robes, Books, Words of Power, and Reliquary sections of Arsenal.
  • May take wings for 40 pts.
    • Daemon Prince with wings changes his type for Flying Monstrous Creature.
  • May take Kai-gun for 25 pts.
Range S AP Type
Kai-gun 24 6 3 Assault 3

  • May take Screamer Cloud special rule for 25 pts.
    • Screamer Cloud: Daemon Prince with this rule count as accompanied with three models of Spectral Screamers (you may represent them as models, but they would work only as markers or counters) with Toughness 5, one wound and no amour save for the purpose of enemy shooting, and could relocate suffered wounds on these models per Look Out, Sir! rule. At the start of his movement phase all previously lost Spectal Screamers are regained.


Rubric Swordmaster

Some sorcerers take the time to craft a truly fine bodyguard. Most of the time, they command a Rubric Swordmaster, a powerful warrior bound eternally to themselves, rather than the normal passing bindings used for your average Rubricae.

Rubric Swordmaster cannot be your Warlord and cannot be taken as compulsory HQ. Rubric Swordmaster don't take an HQ slot if there is Sorcerer Lord or Ahzek Ahriman in your army.
110 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Rubric Swordmaster 7 5 4 4 3 5 3 9 3+/4++ Infantry (C) 1 Rubric Swordmaster


Wargear:

  • Power armour
  • Power sword
  • Bolt pistol
  • Frag Grenades

Special Rules:

  • Independednt Character
  • Rubric Golem
  • Blade Of My Master: when under effect of Enliven minor psychic power Rubric Swordmaster receive +1 Attack, AP of his close combat weapon is improved by one, and his invulnerable save is improved by one (to 3+).
  • Defend The Master!: Rubric Swordmaster automatically pass Ininiative test when performing Glorious Intervention to replace his Warlord in challenge.

Options:

  • May replace his Power sword with Daemon sword for 15 pts.
  • May replace his Power armour and frag grenades with Terminator armour for 22 pts.


Magnus the Red, Daemon Primarch

The Black Tower of Magnus rises above all the spires of Sorcerers Planet. Here the daemonic primarch of the Thousand Sons Legion plots his astute schemes and oversees the work of his children. The gaze of his single eye pierce through time and space, reaching the far corners of the Galaxy with ease, and his power over warp allows him to kill a single man from across thousands of light years or summon devastating warp storm on entire subsector without even leaving his throne room. Yet sometimes even the Crimson King needs to show himself on the battlefield. Such is his true power, that the Materium realm could not sustain him in his full glory without great sacrifice to summon him and a warp storm or rift nearby to thin the veil between reality and the Warp, so Magnus usually arrive in the Materium as a psychic projection – a mere shadow of himself, though still terrifyingly powerful by any standard.
666 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Magnus the Red 8 6 6 6 6 8 6 10 2+/3++ Monstrous Creature (C), Unique 1 Magnus the Red


Wargear:

  • Force axe
  • Gaze of the Red Eye:
Range S AP Type
Gaze of the Red Eye Template 6 3 Assault 1, Torrent, Warp Beacon

  • Warp Beacon: Each Psyker, model from Brotherhood of Psykers or Brotherhood of Sorcerers unit or vehicle with Psychic Pilot rule hit immediately suffers a Perils of The Warp atack.
  • Mantle of the Crimson King:
Bestows a 2+ Armour save if Magnus the Red has at least 4 wounds left.

Special Rules:

  • Psyker (Mastery Level 6)
  • Daemon
  • Deep Strike
  • Sacrifice
  • Soul Eater: For every opponent model, removed as casualty due to Magnus's attacks or psychic power effects roll D6 - on 4+ he would get one Sacrifice token (to the maximum of six)
  • Primarch: A model with this special rule has the Fearless, Adamantium Will, Fleet, Eternal Warrior, and It Will Not Die universal special rules.
  • Chosen of the Architect: Magnus has a 3+ Invulnerable Save.
  • Metamorph: Magnus is not affected by the Poison, Fleshbane, Concussive, or Strikedown universal special rules. Additionally, he is immune to all effects that would lower any of his characteristics except current wounds and treats all terrain as open ground (with the exception of Impassible Terrain) for the purposes of moving or charging. If a psychic power or other ability would remove him as a causality automatically, he instead loses D3 wounds with no saves of any kind allowed.
  • Lord of Sorcery: Magnus the Red knows all psychic powers from all Thousand Sons disciplines. He automatically passes all psychic tests, even those manifested per Sacrifice rule. Enemy units suffer -1 penalty to their Deny the Witch rolls against Magnus's psychic powers. He can manifest any psychic power multiple times per turn (as long as he has enough Warp Charge); he can use his warp charges as sacrifice tokens; he can perform up to six shooting attacks per turn and target two different enemy units.
  • Power Overload: All blessing powers, except Spectral Wings, that Magnus manifest on himself require one extra warp charge to manifest.
  • Lord of the Thousand Sons: All allied Thousand Sons units within 24" of Magnus that can draw their line of sight to him ignore Sorcerer Command special rule and gain +1 bonus on their Soul Shield save (to 2+/4+). Magnus the Red is automatically your Warlord. Magnus may not be taken in an Allied Detachment.

Psychic powers: Magnus the Red has the following psychic power in addition to those he get normally:

Spectral Wings
Warp Charge 2

Spectral Wings is a blessing that targets Magnus the Red himself. While the power is in effect, Magnus the Red changes his type to Flying Monstrous Creature.

Warlord Trait

  • Elusive Tactician


Ahzek Ahriman

Ahzek Ahriman once was the first Librartian and First company captain of the Thousand Sons, Magister Templi of Corvidae Cult and the right hand of Magnus. When Space Wolves attacked Prospero, it was Ahriman who lead the defense of Tizca even against his Primarch orders. It was he who united and organized the remnants of the Legion after the burning of Prospero. Yet despite all his accomplishments there is no person more hated amongst the Thousand Sons than Ahriman, as his Rubric doomed most of his former battle brother to be mindless automatons – for which it would be never forgiven by the legion Sorcerers.

Exiled from his legion, Ahriman, and his warcoven, known as Prodigal Sons roam through the Galaxy in their quest for forbidden knowledge. Ahriman insistently seeks a way to enter the Black Library, guarded by the mysterious Harlequins and their Eldar brethren, waging his own war in the Webway.
275 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Ahzek Ahriman 5 5 4 4 3 5 3 10 3+/4++ Infantry (C), Unique 1 Ahzek Ahriman


Wargear:

  • Armour of Ammon:
Confers 3+ armour save and Book, Calm and Sword Words of Power.
  • The Black Staff:
Range S AP Type
The Black Staff - +2 4 Melee, Force, Concussive

The Black Staff allows Ahriman to perform up to three shooting attacks per turn.
  • The Book of Kallimakus:
Ahriman can choose one psychic power from each Thousand Son discipline at the start of deployment phase.
  • Bolt pistol
  • Inferno Bolts
  • Frag and krak grenades

Special Rules:

  • Rubric Sorcerer (Corvidae, Mastery Level 4)
  • Independent Character
  • Preferred Enemy (Eldar, Dark Eldar)
  • Lord Prophet: While Ahriman is on the board, you may re-roll or force your opponent to re-roll any one dice per each player's turn.
  • Exile: Ahriman is automatically the Warlord if taken in a Primary Detachment. However, being an outcast from the Planet of the Sorcerers, Ahriman may not be taken in the same army as Magnus the Red, only one Rare unit may be taken in each Detachment, and all models lose access to the Reliquary section of Armoury.

Psychic Powers: Ahriman have the following psychic power in addition to those he get normally:

Rubric
Warp Charge 3

Rubric is a mallediction that targets single enemy model with Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule in 12". Target model immediately suffers D3 Perils of the Warp (count as "6,6" result).

Warlord Trait

  • Lord of Deception


Troops

Rubric Marine Squad

Rubric Marines are the bulk of the Thousand Sons Legion. Once proud and disciplined warriors, they have been transformed into almost mindless automatons by the baleful energies of the Rubric. Their bodies turned to dust, sealed inside power armour and their thinned souls barely glare in the warp, where Sorcerers shine like beacons. Yet they are still deadly soldiers, obedient, fearless and skillful, albeit a bit slow to react compared to other space marines. The fearsome inferno bolts their Sorcerers arm them with rip apart the very souls of their targets, bypassing all but the heaviest armour and leaving grievous psychic stigmatas on the bodies of those lucky ones who survive their soul being mutilated. Many Astartes, both loyal and traitor learned the hard way to respect the firepower and tenacity of Tzeentch’s chosen legion soldiers.
You must take at least one Rubric Marine squad in your army
156 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Rubric Marine 4 4 4 4 1 4 1 10 3+/4++ Infantry 4 Rubric Marines
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Infantry (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour
  • Bolter (Rubric Marines only)
  • Chainsword (Rubric Marines only)
  • Force weapon (Aspiring Sorcerer only)
  • Bolt pistol (Aspiring Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric Golem (Rubric Marines only)
  • Rubric Sorcerer (Aspiring Sorcerer only)

Options:

  • May take up to 10 additional Rubric Marines for 22 pts. each.
  • Aspiring Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • Aspiring Sorcerer may take one Sacrifice token for 5 pts.
  • Rubric Marines may take items from Golem Wargear section of Arsenal
  • For every four Rubric Marines in the squad one may replace his bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.
  • Heavy bolter: •••••••••••••••••••••••••••••••••••••••••••••••••••••••15 pts.

The unit may take Rhino or Dreadclaw as Dedicated Transport

Young Sons

Thousands of Legion agents constantly search through Imperium, Eye of Terror and free human worlds for psychically gifted and healthy boys. Some of the candidates are captured and brainwashed, some convert to Chaos by their will, but only a few out of thousands pass the rigorous selection, while others die in process or join the Planet of the Sorcerer's population of thrall wizards. Those lucky ones who pass are given the precious gift of Thousand Sons gene seed – one of the rarest progenoids in the Universe.

As their bodies transforms into transhuman form, Young Sons are subjected to countless tests and learn the forbidden lore of warp sorcery. Inside the spires of the Planet of the Sorcerers they hone their skills of warp mastery in magical sparrings and nonlethal duels, as well as practicing the art of psychic choir to combine their power in battle.

No one but Sorcerer Lords and Magnus himself know what happen with the Young Sons when they end their training and finish their transformation into true Astartes. Some say they get tested by some modified version of Rubric and those who survive it become true Sorcerers, and those who do not – their golem servants. Those of the Thousand Sons who are rumored to originate from the Young Sons don’t tell, and nor do the Coven leaders.
90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Young Son 3 3 4 4 1 4 1 8 4+ Infantry 6 Young Sons
Practicus 4 4 4 4 1 4 2 9 4+ Infantry (C)


Wargear:

  • Carapace armour
  • Bolter
  • Chainsword
  • Inferno bolts

Special Rules:

  • Brotherhood of Sorcerers
  • Psychic Choir: Young Sons squad always generate three psychic powers from any of the Thousand Sons cult disciplines, even though they count as Mastery Level 1. Additionally, if there are more than 10 models in the squad (for which a Practicus counts as two models and Independent Characters do not count), count them as Mastery Level 2; they do not gain any more psychic powers. If the squad drops to 10 models or less, the additional Mastery Level is immediately lost, but all psychic powers are kept.

Options:

  • May take up to 7 additional Young Sons for 15 pts. each.
  • One Young Son may be upgraded to a Practicus for 15 pts.
  • Practicus may take items from the Melee Weapons and Ranged Weapons sections.
  • Young Sons may take items from the Golem Wargear section.

The unit may take a Rhino as a Dedicated Transport

Dedicated Transport

Rhino

45 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Rhino 4 11 11 10 3 Vehicle (Tank, Transport) 1 Rhino


Wargear:

  • Pintle-mounted combi-bolter.
  • Inferno bolts

Transport Capacity: 10 models, Cannot transport Bulky, Very Bulky and Extremely Bulky models
Access Points: Rear ramp and two side doors
Fire Points: Top hatch for two models

Special Rules:

  • Golem Driver
  • Repair: If a Rhino is immobilized for any reason, then in subsequent turns the crew can attempt to repair the vehicle instead of shooting the vehicle's weaponry. Roll a D6 - on a 6 the vehicle is no longer immobilized. This doesn't allow the Rhino to gain a HP back.

Options:

  • May take items from Vehicle Wargear section of Arsenal.


Dreadclaw

85 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Dreadclaw 4 12 12 12 3 Vehicle (Flyer, Hover, Transport) 1 Dreadclaw


Wargear:

  • Inferno Bolts

Transport Capacity: 10 models or one Walker vehicle. Cannot transport Extremely Bulky models
Access Points: Count as open-topped for the purpose of embarkation and disembarkation

Special Rules:

  • Deep Strike
  • Assault Vehicle
  • Drop Pod Assault: Despite being a flyer, a Dreadclaw can Deep Strike; if it does so, it will be in Hover mode when it lands. If it scatters onto impassible terrain or other models, reduce the scatter distance until it can be placed normally and do not roll on the Deep Strike Mishap table.

Options:

  • May take items from Vehicle Wargear section of Arsenal.


Elites

Rubric Terminators

Even before the Rubric, the Sekhmet terminators of the Scarab Occult were so cold-blooded and calm, that other legions called them automatons. Reaching high levels of mental discipline, they transcend over their personalities to a level of mind purity rarely seen outside their Legion.The Rubric barely changed them, merely consolidating their detachment and obedience.
111 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Rubric Terminator 4 4 4 4 1 4 2 10 2+/4++ Infantry 3 Rubric Terminators
Terminator Sorcerer 4 4 4 4 1 4 2 10 2+/4++ Infantry (C)


Wargear:

  • Terminator armour
  • Combi-bolter (Rubric Terminators only)
  • Power Weapon (Rubric Terminators only)
  • Force weapon (Terminator Sorcerer only)
  • Bolt pistol (Terminator Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric Golem (Rubric Terminators only)
  • Rubric Sorcerer (Terminator Sorcerer only)

Options:

  • May take up to 7 additional Rubric Terminators for 37 pts. each.
  • One Rubric Terminator may be upgraded to Terminator Sorcerer for 42 pts.
  • Terminator Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • Terminator Sorcerer may take one Sacrifice token for 5 pts.
  • Any Rubric Terminator may replace his combi-bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••• 5 pts.
  • For every four Rubric Terminators in the squad one may replace his combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 7 pts.
  • Inferno promethium:••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Heavy bolter: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Reaper autocannon: ••••••••••••••••••••••••••••••••••••••••••••••• 23 pts.
  • Any Rubric Terminator may take psychoactive bolts for 3pts./model:

The unit may take Land Raider as Dedicated Transport

Sorcerer Squad

Sometimes Aspiring Sorcerers are deployed in squads. Such formations are rarely last for long, and often are gathered together for a particular battle. In a battle such a powerful squads work as a centerpiece of tactic, providing fire support, guiding their allies or projecting powerful force fields wherever they needed.
150 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Infantry (C) 3 Aspiring Sorcerer
Bodyguard Rubricator 4 4 4 4 1 4 1 10 3+/4++ Infantry


Wargear:

  • Power armour
  • Bolter (Bodyguard Rubricators only)
  • Chainsword (Bodyguard Rubricators only)
  • Force weapon (Aspiring Sorcerers only)
  • Bolt pistol (Aspiring Sorcerers only)
  • Inferno bolts

Special Rules:

  • Rubric Golem (Bodyguard Rubricators only)
  • Body Shield (Bodyguard Rubricators only): Any model with the Character unit type in a unit that contains at least one model with this special rule passes Look Out, Sir! attempts on a 2+. However, the wound must be applied to a model with this special rule, even if it is not the closest to the Character.
  • Rubric Sorcerer (Aspiring Sorcerers only)
  • Split Fire (Aspiring Sorcerers only)

Options:

  • May take up to 5 Aspiring Sorcerers for 50 pts. each.
  • May take up to 9 Bodyguard Rubricators for 20 pts. each.
  • Any Aspiring Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • All models in the squad may take Disks of Tzeentch for 10 pts/model
  • Any Aspiring Sorcerer may take one Sacrifice token for 5 pts.

The unit may take Land Raider, Rhino, Dreadclaw or Discflyer as Dedicated Transport

Rubric Dreadnought

Due to effects of Rubric, Thousand Sons Dreadnoughts are almost unaffected by mutative powers of Warp, avoiding transformation into demented and unpredictable Hellbrutes. Rubric Dreadnoughts’ pilots bodies turned to dust like most of their battle brothers, and the remnants of their souls pilots are the only things that drives those massive deadly walkers. Silent and cold, Rubric Dreadnoughts know neither mercy nor anger, reaping through their foes with the methodical patience of cold-blooded killer.
130 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Rubric Dreadnought 4 4 6 12 12 10 4 2 3 Vehicle (Walker) 1 Rubric Dreadnought


Wargear:

  • Power fist with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Golem Driver

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace his power fist with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Flakk missiles:••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun: •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.

May take Dreadclaw as Dedicated Transport

Sorcerer Dreadnought

Sorcerers rarely take such heavy wounds that even the healing mastery of Pavoni Cult cannot save them. Such cripples are placed into Dreadnought sarcophaguses, becoming one of the deadliest weapons in the Legion arsenal. Though placing into metal shell usually lowers the psychic potential of the Sorcerer, he still retains most of his power, bolstered by a bitter anger from being demoted from one of the Legion’s commanders to a mere tool in the hands of some Sorcerer Lord. They awaken only for battles.
180 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Sorcerer Dreadnought 4 5 6 12 12 10 4 2 3 Vehicle (Walker) 1 Sorcerer Dreadnought


Wargear:

  • Force axe with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Rubric Sorcerer
  • Rare
  • Book of Metal: Sorcerer Dreadnoughts may take up to three Words of Power.

Options:

  • May take one additional Mastery Level for 40 pts.
  • May take items from Words of Power and Vehicle Wargear sections of Arsenal.
  • May replace his force axe with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Flakk missiles:••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun: •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.

May take Dreadclaw as Dedicated Transport

Fast Attack

Discraiders

Some of the Aspiring Sorcerers reach such a heights in daemon summoning art that they can bend up to dozen of Screamers to their will and transform them into Disks. Squads of Disc riding Rubric Marines are extremely rare and are valued greatly by the Coven leaders for their unmatched mobility and durability.
167 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Discraider 4 4 4 5 1 4 2 10 3+/4++ Jetbike 3 Discraiders
Aspiring Sorcerer 4 4 4 5 1 4 3 10 3+/4++ Jetbike (C) 1 Aspiring Sorcerer


Wargear:

  • Power Armour
  • Disc of Tzeentch (all bonuses included in profile)
  • Bolter (Discraiders only)
  • Chainsword (Discraiders only)
  • Force weapon (Aspiring Sorcerer only)
  • Bolt pistol (Aspiring Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric Golem (Rubricators only)
  • Summoned Mounts: The mounts of the Discraiders are only bound to reality by the will of the Aspiring Sorcerer that summoned them. If the Aspiring Sorcerer is removed as a casualty, all Discraiders lose their Discs of Tzeentch; replace all remaining models with Rubric Marines, if possible.
  • Rubric Sorcerer (Aspiring Sorcerer only)
  • Rare

Options:

  • May take up to 5 additional Discraiders for 30 pts. each.
  • Aspiring Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • Aspiring Sorcerer may take one Sacrifice token for 5 pts.
  • Discraiders may take items from Golem Wargear section of Arsenal
  • For every four Discraiders in the squad one may replace his bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.
  • Heavy bolter: •••••••••••••••••••••••••••••••••••••••••••••••••••••••15 pts.


Sky Rubricators

After the Rubric, most of the Legion's Assault Marines were reduced to Rubric Marines. As such their sluggish nature meant that they were not suitable for Jump Pack use , where quick reaction are essential. Yet many Aspiring Sorcerers resisted these changes. They spent months and years in training, reaching deeper into the remnants of their subordinate souls, binding with them on the level few of the Sorcerers can boast. So called “Sky Rubricators” squads do not use their high mobility to rush into close combat, but rather to reach favorable positions or outflank their enemies, dancing on the jet thrusts, pouring fire on foes, and then jumping away, avoiding return fire.
176 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sky Rubricators 4 4 4 4 1 4 1 10 3+/4++ Jump Infantry 4 Sky Rubricators
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Jump Infantry (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour
  • Jump pack
  • Bolter (Sky Rubricators only)
  • Chainsword (Sky Rubricators only)
  • Force weapon (Aspiring Sorcerer only)
  • Bolt pistol (Aspiring Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric Golem (Rubricators only)
  • No Need to Hurry: While under the effect of Stupor, Sky Rubricators cannot use their jump packs and therefore count as Infantry.
  • Rubric Sorcerer (Aspiring Sorcerer only)
  • Low Thrust: The Aspiring Sorcerer of a Sky Rubricator has a special Pyschic Power called Low Thrust. Low Thrust is a Blessing that targets the Psyker's unit and can only be manifested at the start of the Movement Phase. Until the start of the player's next Movement Phase, all models in the Psyker's unit with the Jump Infantry unit type replace that type with the Jet Pack Infantry unit type.

Options:

  • May take up to 5 additional Sky Rubricators for 26 pts. each.
  • Aspiring Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • Aspiring Sorcerer may take one Sacrifice token for 5 pts.
  • Sky Rubricators may take items from Golem Wargear section of Arsenal
  • For every four Sky Rubricators in the squad one may replace his bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.


Hidden Ones

Mysterious warriors clad in armour with Thousand Sons heraldry sometimes accompany the Covens of Legion in battle. They rarely speak other than telepathically, and always appear from the most unexpected directions, hiding their positions with illusions and clouds of psychic mist, harassing vulnerable rear of enemy forces, and then vanishing to strike from other direction. They seem to be unaffected by Rubric, and yet show no signs of Flesh Change.

Those warriors are the Hidden Ones – dark order of infiltrators, scouts and spies, founded by none but Ammon himself – the first apprentice of Magnus. No one knows their origins or agenda, especially after their master was slain, but Hidden Ones seem to be eager to help any Coven they meet regardless of its goals. It is rumored, that dozens of Hidden Ones agents are infiltrated into loyalists’ chapters and Chaos warbands, leaking valuable information to Thousand Sons Sorcerer Lords.
130 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Hidden One 4 4 4 4 1 4 1 9 3+ Infantry 3 Hidden Ones
Vigilator 4 4 4 4 1 4 2 10 3+ Infantry (C) 1 Vigilator


Wargear:

  • Power armour
  • Bolter
  • Bolt pistol
  • Force weapon (Vigilator only)
  • Inferno bolts

Special Rules:

  • Brotherhood of Sorcerers
  • Stealth
  • Infiltrate
  • Blessing of the Architect
  • Innumerations
  • Soul Shield
  • Psychic Choir: Hiden Ones squad always generate two psychic powers from Athanaeans cult disciplines and know Invisibility psychic power from Telepathy descipline, even though they count as Mastery Level 1. Additionally, if there are more than 4 models in the squad, count them as Mastery Level 2 and if there are more than 9 models in the squad they count as Mastery Level 3; they do not gain any more psychic powers. If the squad drops to 9 or 4 models respectively, the additional Mastery Level is immediately lost, but all psychic powers are kept.
  • Grand Illusion: Until Hidden Ones use any psychic powers on other unit then themselves, perform shooting attack or attempt to charge, enemy units must pass Leadership test on 3D6 in order to shoot or charge Hidden Ones, and cannot shoot or charge other unit in this phase if they fail the test. In addition, when arriving from reserves per Outflank rule and rolling 5-6 on Outflank, Hidden ones can enter field from opponent’s side of table.
  • Vanish: If at the start of their Movement phase Hidden Ones aren’t locked in close combat, you may remove them from the field, and place them into incoming reserves.

Options:

  • May take up to 8 additional Hidden Ones for 26 pts. each.
  • Vigilator may take items from the Melee Weapons and Ranged Weapons sections.
  • Hidden Ones may take items from the Golem Wargear section.
  • For every four models in the squad one may replace his bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.
  • Heavy bolter: •••••••••••••••••••••••••••••••••••••••••••••••••••••••15 pts.


Discflyer

85 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Discflyer 2 11 11 10 2 Vehicle (Flyer, Hover, Transport, Open-topped) 1 Discflyer


Wargear:

  • Underslung turret-mounted twin-linked heavy bolter.
  • Inferno bolts
  • Extra armor

Transport Capacity: 6 models, Cannot transport Bulky, Very Bulky and Extremely Bulky models

Special Rules:

  • Crystal Throne: At the end of any Movement Phase, but before Interceptor shots, one of the Discflyer's passengers with the Rubric Sorcerer special rule may become the Discflyer's pilot. If a model with the Rubric Sorcerer special rule begins play transported by the Discflyer, he may become the pilot when the model is placed on the field. As long as the Discflyer has a pilot, it uses the pilot's Ballistic Skill and gains an Invulnerable Save of 5+. The pilot gains the Split Fire special rule and can choose to use Skyfire special rules. Additionally, the pilot may fire Blast and Template weapons at enemy flyers and hit them with Beam, Malelstorm and Nova powers, even though this is normally not allowed.
  • Stabilizers: A Discflyer's passengers can always shoot at their full Ballistic Skill, even if the Discflyer moves at Cruising Speed. However, a Discflyer cannot move Flat Out.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.


Storm Eagle

Storm Eagles were the standard dropships of the Legiones Astartes back in the days of Horus Heresy, and since most of the Thousand Sons Storm Eagles were housed on their fleet during the Burning on Prospero, Legion’s park of flyers were kept in almost full numbers. Though the excellent mobility and holding capacity of the Storm Eagles are rarely of use in a Legion which has access to warp portals.It is still valued greatly as attack craft, capable of fulfilling any role, be it air superiority or carpet bombing.
220 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Storm Eagle 4 12 12 12 4 Vehicle (Flyer, Hover, Transport) 1 Storm Eagle


Wargear:

  • Nose-mounted win-linked heavy bolter
  • Hull-mounted Venegance Launcher
  • Inferno bolts

Transport Capacity: 20 models, Cannot transport Extremely Bulky models

Special Rules:

  • Rubric Pilot
  • Deep Strike
  • Assault Vehicle
  • Armoured Ceramite: When attacking a model with this special rule, a weapon with the Melta universal special rule will not gain an extra vehicle penetration die for being within half range.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace twin-linked heavy bolter with:
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • May take two wing-mounted lascannons for 60 pts.
  • May take Power of Machine Spirit rule for 30 pts.


Heavy Support

Land Raider

230 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Land Raider 4 14 14 14 4 Vehicle (Tank, Transport) 1 Land Raider


Wargear:

  • Hull-mounted twin-linked heavy bolter.
  • Two sponson-monted twin-linked lascannons
  • Inferno bolts

Transport Capacity: 10 models, Cannot transport Extremely Bulky models
Access Points: Forward ramp and two side doors

Special Rules:

  • Golem Driver
  • Assault Vehicle

Options:

  • May take items from Vehicle Wargear section of Arsenal.


Predator

85 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Predator 4 13 11 10 3 Vehicle (Tank) 1 Predator


Wargear:

  • Turret-mounted autocannon.
  • Inferno bolts

Special Rules:

  • Golem Driver

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace autocannon for twin-lonked lascannon for 25 pts.
  • May take a pair of side sponsons with:
  • Heavy bolters:••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Lascannons: •••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.


Vindicator

120 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Predator 4 13 11 10 3 Vehicle (Tank) 1 Predator


Wargear:

  • Hull-mounted Demolisher cannon with regular shells.
  • Inferno bolts

Special Rules:

  • Golem Driver

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May take siege shield for 10 pts.


Rubric Contemptor Dreadnought

Even more rare then Sorcerer Dreadnoughts, Contemptor Pattern Dreadnoughts are the relics of the past, long forgotten by Imperium and even most of the Traitor Legions. Their heavy armored hulls tower over regular Dreadnoughts and some Daemon Engines, painted in proud colors of Thousand Sons and protected by telekine shields. Many mysterious and powerful magitech systems may be installed into Contemptor’s ancient hull, turning it into even more dangerous war machine.
165 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Rubric Contemptor Dreadnought 4 4 7 13 12 11 4 2 3 Vehicle (Walker) 1 Rubric Contemptor Dreadnought


Wargear:

  • Power fist with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Golem Driver
  • Rare

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace his power fist with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Butcher autoannon: ••••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • Heavy conversion beamer:•••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun:•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked plasma gun:•••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • May take hull-mounted twin-linked missile launcher with frag and krak missiles for 15 pts.
  • May take one of the following upgrades:
  • Gyroscopic stabilizers: ••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Crystal lantern augur: ••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
  • Sorcerer Contemptor: ••••••••••••••••••••••••••••••••••••••••••••• 50 pts.
  • Gyroscopic stabilizers: Confers Fleet and +1 to Weapon Skill, and if a Contemptor does not shoot at his Shooting phase he get +1 attack.
  • Crystal lantern augur: Confers +1 Ballistic Skill, and if a Contemptor does not move at his Movement phase he get Skyfire and Interceptor special rules.
  • Sorcerer Contemptor: Confers +1 to Ballistic Skill and Weapon Skill and Replace Golem Driver special rule with Rubric Sorcerer and Book of Metal. Sorcerer Contemptor get access to the Words of Power section of Arsenal, and can get one additional Mastery Level for 40 pts.

May take Dreadclaw as Dedicated Transport

Deceiver

Deceiver is a Thousand Sons modification of Defiler, focused mostly on ranged combat. Altered rites of submission and modified chassis of Deceiver allow increased accuracy, albeit for the price of movement speed, and forward claws crushing power. Though as Thousand Sons usually use Deceivers as fire support platforms, they find this trade quite affordable.
200 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Deceiver 4 4 6 12 12 10 3 3 4 Vehicle (Walker) 1 Deceiver


Wargear:

  • Two power axes.
  • Two Reaper autocannons
  • Demolisher cannon with regular shells
  • Scrolls of Detention

Special Rules:

  • Daemonic Possession
  • It Will Not Die
  • Fleet
  • Warp Shots: The Deceiver may choose not to move during the Movement Phase to activate Warp Shots. If it does so, for the duration of the following Shooting Phase it may ignore Line of Sight requirements for shooting, all of its Template weapons gain the Torrent universal special rule and all other weapons increase their range by 12".

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace any Reaper Autocannon with:
  • Twin-linked Heavy bolter with inferno bolts:••••••••••••••••••••••••• free
  • Daemon breath flamer: ••••••••••••••••••••••••••••••••••••••••••••••• free
  • Multi-melta:•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: ••••••••••••••••••• 10 pts.
  • Plasma Cannon:••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:••••••••••••••••••••••••••••••••••••••••••••• 25 pts.
  • May take warp shells for Demolisher Cannon for 30 pts.


Erasers

While Thousand Sons rely on sorcery and vehicles for heavy fire support, sometimes it’s simply not enough. In such occasions groups of Rubric Marines are reinforced by Disk-mounted weapon platforms, forming Eraser squads.
170 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Eraser 4 4 4 4 1 4 1 10 3+/4++ Infantry 3 Erasers
Disk platform - - - 6 3 - - - 3+ Artillery 3 Disk platforms
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Infantry (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour (Erasers and Aspiring Sorcerer)
  • Bolt pistol (Erasers and Aspiring Sorcerer)
  • Force weapon (Aspiring Sorcerer only)
  • Twin-linked heavy bolter (Disk platform only)
  • Inferno bolts

Special Rules:

  • Rubric Golem (Erasers only)
  • Rubric Sorcerer (Aspiring Sorcerer only)
  • Guide Aim: The Aspiring Sorcerer of an Eraser Squad knows a special Psychic Power called Guide Aim. Guide Aim is a Blessing that targets the Disc Platforms in the Aspiring Sorcerer's squad and can only be manifested at the start of the Shooting Phase. Until the end of the phase, all targeted models gain the Skyfire universal special rule.

Options:

  • May take up to 3 additional Erasers for 19 pts. each.
  • Aspiring Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • Aspiring Sorcerer may take one Sacrifice token for 5 pts.
  • Erasers may take items from Golem Wargear section of Arsenal
  • Any disk platform may replace it's twin-linked heavy bolter with:
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked plasma cannon:••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Twin-linked rocket launcher with frag and krak missiles:••••••• 15 pts.
  • Twin-linked lascannon: •••••••••••••••••••••••••••••••••••••••••••• 20 pts.


Spireguard Auxiliary

Spireguard auxilary are vast armies of mortal men who serve the Thousand Sons, and while bulk of them usually operates on their own with limited support from the Legion, some work closely with their masters. Spireguard auxilary can only be taken as allied detachment for Thousand Sons army. They count as Battle Brothers

Special Rules

  • Concentrate Fire!: Unit with at least one model with this rule may pass a Leadership check at the start of Shooting phase and deal one extra shot from lasgunsn in this phase (meaning two shots in normal mode, and three in rapid fire mode)
  • Cover the Masters!: Unit with at least one model with this rule may perform Overwatch on the enemy squad that declares assult on any allied Thousand Son unit within 6" of them. They can only overwatch once per turn.
  • No Step Back!: Unit with at least one model with this rule may always attempt to regroup on unmodified leadership.

Arsenal

Melee weapon

A model can replace it's close combat weapon with:

Power weapon 10 pts.
Power fist 15 pts.


Ranged weapon

A model can replace it's las pistol or lasgun with:

Bolt pistol 2 pts.
Bolter 2 pts.
Combi-flamer -plasma or -melta 7 pts.
Plasma pistol 10 pts.


A model can also buy:

Inferno bolts 2 pts.


Special weapon

A model can replace it's lasgun with:

Flamer 5 pts.
Meltagun 10 pts.
Plasma gun 15 pts.


Vehicle wargear

A model can take one of the following:

Combi-bolter 6 pts.
Heavy Stubber 6 pts.
Combi-flamer -plasma or -melta 10 pts.
Reflecting Crystal 15 pts.


A model can take up to one of each of the following:

Dozer blade* 5 pts.
Extra armor 10 pts.


*Tank models only

Units

HQ

Auxilia Commander

55 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Auxilia Commander 5 4 3 3 2 3 2 10 5+/5++ Infantry (C) 1 Auxilia Commander


Wargear:

  • Flakk armour
  • Refractor field
  • Close combat weapon
  • Las pistol
  • Frag and krak grenades

Special Rules:

  • Aura of obedience: Any friendly unit of Spireguard Auxilary within 6" of a Auxilary Commander get +1 to it's Leadership and regroup automatically.
  • Independent Character
  • Concentrate Fire!
  • Cover the Masters!
  • No Step Back!

Options:

  • May take items from Melee Weapons and Ranged Weapons sections of Arsenal.
  • May replace his flakk armour with Carapace armour for 10 pts.
  • May take melta bombs for 5 pts.


Wizard

65 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Wizard 3 4 3 3 2 4 1 9 -/5++ Infantry (C) 1 Wizard


Wargear:

  • Refractor field
  • Force weapon
  • Las pistol
  • Frag and krak grenades

Special Rules:

  • Psyker (Mastery Level 1)
  • Independent Character
  • Brainwash: before the game starts pick one friendly Spireguard Auxilary unit. While at least one model of this unit is within 15" of friendly Wizard, this unit is Fearless.

Wizard can generate his powers from Biomancy, Divination, Piromancy, Telepathy, and Telekinesis disciplines

Options:

  • May take one additional Mastery Levels for 25 pts.
  • May get access to Thousand Sons psychic disciplines for 10 pts.
  • May purchase one extra psychic power for 5 pts.


Troops

Cultist Rabble

35 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Cultist Scum 2 2 3 3 1 3 1 6 Infantry 9 Cultists
Cult Champion 3 3 3 3 1 3 2 8 Infantry (C) 1 Cult Champion


Wargear:

  • Autopistol
  • Close combat weapon

Special Rules:

  • Expendable: If an enemy squad is tied in close combat with only Expendable models, your other units may perform shooting attack on this squad, though immediately after to hit rolls opponent may roll d6 for each hit, and redirect it on Expendable unit he tied with on 5+. Destroying expendable units doees not grant your opponent victory points and does not count as the First Blood.
  • Pawns: Unless accompanied by the Spireguard Auxilary independent character Cultist Rabble unit can only score objectives located in their deployment zone.

Options:

  • May take up to 20 additional Cultist Scums for 3 pts. each.
  • Entire squad may replace it's autopistols for:
  • Shotguns: ••••••••••••••••••••••••••••••••••••••••••••1 pt. per model.
  • Autoguns: ••••••••••••••••••••••••••••••••••••••••••••1 pt. per model.
  • Entire squad may be Drugged for 10 pts., which grants them Stubborn special rule.

The unit may take Armored Truck as Dedicated Transport.

Spireguard Squad

You may take up to 4 Spirequard Squads in one Troops choice
50 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Spirequard 3 3 3 3 1 3 1 7 5+ Infantry 9 Spireguards
Sargeant 3 3 3 3 1 3 1 8 5+ Infantry (C) 1 Sergeant
Lieutenant 3 4 3 3 1 3 2 8 5+ Infantry (C)


Wargear:

  • Flakk Armour
  • Lasgun
  • Laspistol (Sergeant and Lieutenant only)
  • Close combat weapon
  • Frag Grenades

Special Rules:

  • Concentrate Fire! (Lieutenant only)
  • Cover the Masters! (Lieutenant only)
  • No Step Back! (Lieutenant only)

Options:

  • Sergeant have access to Melee Weapon and Ranged Weapon section of the arsenal.
  • Sergeant could be upgraded to Lieutenant for 20 pts.
  • Up to two Spireguards in the squad have access to Special Weapon section of the Arsenal.
  • Entire squad may take Krak Grenades for 10 pts.

The unit may take Chimera as Dedicated Transport

Spireguard Veterans

70 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Veteran 3 4 3 3 1 3 1 7 5+ Infantry 9 Spireguards
Veteran Sargeant 3 4 3 3 1 3 1 8 5+ Infantry (C) 1 Veteran Sergeant
Lieutenant 3 4 3 3 1 3 2 8 5+ Infantry (C)


Wargear:

  • Flakk Armour
  • Lasgun
  • Laspistol (Sergeant and Lieutenant only)
  • Close combat weapon
  • Frag and Krak grenades

Special Rules:

  • Concentrate Fire! (Lieutenant only)
  • Cover the Masters! (Lieutenant only)
  • No Step Back! (Lieutenant only)

Options:

  • Sergeant have access to Melee Weapon and Ranged Weapon section of the arsenal.
  • Sergeant could be upgraded to Lieutenant for 15 pts.
  • Up to four Spireguards Veterans in the squad have access to Special Weapon section of the Arsenal.
  • Entire squad may take Melta bombs for 20 pts.
  • Entire squad may take Camo Cloaks for 20 pts.
  • Entire squad may replace it's Flakk armor with Carapace armour for 30 pts.

The unit may take Chimera as Dedicated Transport

Dedicated Transport

Chimera

55 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Chimera 3 12 10 10 3 Vehicle (Tank, Transport) 1 Chimera


Wargear:

  • Turret-mounted Multilaser.
  • Hull-mounted Heavy Bolter
  • Searchlight
  • Smoke launchers

Transport Capacity: 12 models
Access Points: Rear ramp
Fire Points: Top hatch for one model and three fire points on left and right sides.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace hull-mounted Heavy Bolter with Heavy Flamer for free.
  • May replace Multilaser with:
  • Heavy Bolter: •••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Twin-linked Heavy Bolter:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Autocannon: •••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.

Armored Truck

35 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Armored Truck 3 10 9 9 3 Vehicle (Transport, Open-toped) 1 Armored Truck


Wargear:

  • Searchlight

Transport Capacity: 20 models

Options:

  • May take items from Vehicle Wargear section of Arsenal.

Elites

Stormborn Guard

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Stormborn 4 4 3 3 1 3 1 7 5+ Infantry 9 Spireguards
Stormborn Sargeant 4 4 3 3 1 3 1 8 5+ Infantry (C) 1 Veteran Sergeant
Stormborn Lieutenant 4 4 3 3 1 3 2 8 5+ Infantry (C)


Wargear:

  • Flakk Armour
  • Lasgun
  • Laspistol (Sergeant and Lieutenant only)
  • Close combat weapon
  • Frag and Krak grenades

Special Rules:

  • Concentrate Fire! (Lieutenant only)
  • Cover the Masters! (Lieutenant only)
  • No Step Back! (Lieutenant only)
  • Brotherhood of Sorcerers

Psychic powers: Stormborn squad have the following psychic powers:

One Mind
Warp Charge 1

One Mind is a blessing that targets Stomborn squad itself. Whilst the power is in effect, they gain Stubborn special rule and may re-roll any failed Morale and Pinning checks.

One Purpose
Warp Charge 1

One Purpose is a blessing that targets Stomborn squad itself. Whilst the power is in effect, they may halve number of total shots made by their lasguns (round up), but make those shots S5 Ap3.

One Goal
Warp Charge 1

One Goal is a blessing that targets Stomborn squad itself. Whilst the power is in effect, they may run and shoot in the same shooting phase.

Options:

  • Sergeant have access to Melee Weapon and Ranged Weapon section of the arsenal.
  • Sergeant could be upgraded to Lieutenant for 15 pts.
  • Up to four Stormborn in the squad have access to Special Weapon section of the Arsenal.
  • Entire squad may take Melta bombs for 20 pts.
  • Entire squad may take Camo Cloaks for 20 pts.
  • Entire squad may replace it's Flakk armor with Carapace armour for 30 pts.

The unit may take Chimera as Dedicated Transport

Thrall Wizards

40 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Thrall Wizard 2 3 3 3 1 1 1 8 - Infantry 10 Thrall Wizards


Wargear:

  • Las pistol

Special Rules:

  • Brotherhood of Sorcerers
  • Sacrificial: Allied models with the Rubric Sorcerer special rule may remove any number of Thrall Wizards within 6" of them as casualties before manifesting any psychic power. Each Thrall Wizard removed grants ability to manifest psychic power per Sacrifice rule without sacrifice token used or -1 bonus to the following psychic test result.

Thrall Wizards can generate their powers from Biomancy, Divination, Piromancy, Telepathy, and Telekinesis disciplines

Options:

  • May take up to 10 additional Thrall Wizards for 4 pts. each.
  • May purchase one extra psychic power for 5 pts.

Tzaangor Pack

70 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Tzaangor 4 2 3 4 1 3 2 6 5+ Infantry 9 Tzaangor
Packmaster 4 2 4 4 2 3 3 8 5+ Infantry (C) 1 Packmaster


Wargear:

  • Flakk Armour
  • Autopistol
  • Close combat weapon
  • Frag grenades

Special Rules:

  • Furious Charge
  • Guard Duty: Tzaangor pack count as scoring unit while they are in their deployment zone.
  • Bulky (Packmaster only)

Options:

  • May take up to 20 additional Tzaangor for 6 pts. each.
  • Packmaster have access to Melee Weapon section of the arsenal.
  • Entire squad may replace it's autopistols for:
  • Shotguns: ••••••••••••••••••••••••••••••••••••••••••••free.
  • Autoguns: ••••••••••••••••••••••••••••••••••••••••••••free.
  • Entire squad may replace it's close combat weapon for heavy chainswords for 1 pts per model.
  • Entire squad may replace it's Flakk armor with Carapace armour for 4 pts. per model.
  • Entire squad may be Drugged for 30 pts., which grants them Stubborn special rule.

The unit may take Armored Truck as Dedicated Transport.

Fast Attack

Gun Cars

75 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Gun Car 3 9 9 8 2 Vehicle (Fast) 3 Gun Cars


Wargear:

  • Turret-mounted Heavy Stubber
  • Hull-mounted Autopistol
  • Searchlight

Options:

  • May add up to 6 Gun Cars for 25 pts each
  • Any gun car may exchange its heavy stubber for:
  • Heavy Flamer: ••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Autocannon:••••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Missile Launcher with Frag and Krak missiles:••••••••••••• 15 pts.
  • Any gun car may upgrade its turret weapon to twinlinked for +5 pts.

Hellhound

120 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Hellhound 3 12 12 10 3 Vehicle (Tank, Fast) 1 Hellhound


Wargear:

  • Turret-mounted Inferno Cannon
  • Hull-mounted Heavy Bolter
  • Searchlight
  • Smoke launchers

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace hull-mounted Heavy Bolter with Heavy Flamer for free.

Valkyrie

100 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Valkyrie 3 12 12 10 3 Vehicle (Flyer, Transport, Hover Mode) 1 Valkyrie


Wargear:

  • Nose-mounted Multilaser.
  • 2 Hellstrike Missiles
  • Searchlight
  • Extra Armour

Transport Capacity: 12 models
Access Points: Rear ramp

Special Rules:

  • Scout
  • Grav Chute Incertion: If a Valkyrie moved more than 6", passengers may still disembark, but they must do so as follows. Nominate any point over which the Valkirie moved over and deploy the squad as it were deep striking into that point. If the init scatters every model must immediately take dangerous terrain test. If any of the models cannot be deployed the unit is destroyed.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace Multilaser with with Lascannon for 15 pts.
  • May replace both Hellstrike Missiles with two Muliple Rocket Pods for 30 pts.
  • May take two side sponsons with Heavy Bolters for 10 pts.

Heavy Support

Leman Russ Battle Tank

150 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Leman Russ Battle Tank 3 14 13 10 3 Vehicle (Tank, Heavy) 1 Leman Russ Battle Tank


Wargear:

  • Turret-mounted Battle Cannon
  • Hull-mounted Heavy Bolter
  • Searchlight
  • Smoke launchers

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace hull-mounted Heavy Bolter with:
  • Heavy Flamer: ••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Lascannon:•••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • May take a pair of sponsons armed with:
  • Heavy Flamers: •••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Heavy Bolters: ••••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Multi-meltas: ••••••••••••••••••••••••••••••••••••••••••••••••• 30 pts.
  • Plasma Cannons:•••••••••••••••••••••••••••••••••••••••••••• 40 pts.

Bassilisk

125 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Bassilisk 3 12 10 10 3 Vehicle (Tank, Heavy) 1 Bassilisk


Wargear:

  • Hull-mounted Earthshaker Cannon
  • Hull-mounted Heavy Bolter
  • Searchlight
  • Smoke launchers

Options:

  • May take items from Vehicle Wargear section of Arsenal.

Hydra Flakk Tank

75 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Hydra Flakk Tank 3 12 10 10 3 Vehicle (Tank, Heavy) 1 Hydra Flakk Tank


Wargear:

  • Turret-mounted two twin-linked Hydra autocannons
  • Hull-mounted Heavy Bolter
  • Searchlight
  • Smoke launchers
  • Auto-targeting Systems: Allow to ignore Jink caves.

Options:

  • May take items from Vehicle Wargear section of Arsenal.