Codex - Thousand Sons
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This codex was made for my Russian fellow and big fan of TS. The main idea was to make heavy-magic army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies.
Special Rules
- Rubric Sorcerer:
- Psyker or Psychic Pilot (Mastery level 1 if 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.
- Disciplined Mind: 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+ on double "1" result, and 5+ on double "6" or 12+
- 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 down) from his cult discipline.
- 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 dices or to pass psychic test with penalty to leadership, though Disciplined Mind bonus does work. Natural result of 12+ count as Perils of the Warp, and on result of three "6" Sorcerer is removed as causality with no saves allowed.
- 4) All rolls for denying Psychic 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:
- 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 sught or not declare charge at all;
- Suffer from -1 penalty on Deny the Witch tests;
- Cannot hold or contest objectives.
- Golem Driver:
- 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 is slain roll D6 - on 3+ opponent does not get any victory points for this.
- 5. Elusive Tactician: You may re-roll Mission, Deployment or Terrain Density dice.
- 6. Disciple of Magnus: Your warlord may re-roll one psychic test every turn (even successful one).
Minor Psychic Powers
All models with Rubric Sorcerer rule can manifest minor psychic powers simply by expending warp charge (no psychic test required). All Rubric Sorcerers know following Minor Psychic Powers:
- Obey: Manifested at the start of your movement phase. Declare one friendly unit within 18" of Sorcerer - this unit would not suffer from Stupor effects until the start of his next turn.
- Enliven: Manifested at the start of your movement phase. All models with Rubric Golem rule replace Slow and Purposeful for Relentless until the start of his next turn.
- Halo: Manifested at the start of your movement phase. Sorcerer would have Fear special rule until the start of his next turn.
- Illuminate: Manifested at the start of your shooting phase. Declare one opponent unit within 18" of Sorcerer - this unit gain no benefit from Night Fighting special rule.
- Fall Back: Manifested at the end of Fight subphase Assault phase. Sorcerer and his squad immediately retreat from close combat. If they are caught by Sweeping Advance, they are not destroyed but remain in close combat instead.
- Empower: Could be manifested at any point of the game to activate special wargear.
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, Ladge 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 wormhole gates, represented by large blast templates - first one within 6" of Sorcerer and second within 18" of fist one. This wormhole gates last until the end of the following turn. Any non-vehicle model (friend or foe) which is at least touched by one wormhole gate may teleport to any point inside other wormhole gate and continue it's movement. This teleport could be performed during usual movement, run, flat-out and thrust move. Models cannot declare charges at the turn they used wormhole gate.
- Sacrifice: Second wormhole gate may be placed within 30" of first one. Opponent models cannot use wormhole.
4: Dark Blade
- Warp Charge 1
Dark Blade is a blessing that targets Sorcerer himself. Whilst the power is in effect all Sorcerer's close-combat weapon with Force special rule changes their profiles to the following:
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
- Warp Charge 2
Nether is a witchfire with the following profile:
Range | S | AP | Type |
---|---|---|---|
12 | X | - | Assault 1, Blast, Twin-linked |
- Every non-vehicle model touched by template must pass Initiative test or be removed as causality with no saves allowed. Jump, Jetpack and Jetbike models as well as Flying Monstrous Creatures may re-roll failed Initiative test. Vehicle models instead automatically suffer Penetrating hit that deals Immobilized result.
- Sacrifice: Witchfire profile changes to:
Range | S | AP | Type |
---|---|---|---|
12 | X | - | Assault 1, Ladge Blast, Twin-linked |
6: Breath of Chaos
- Warp Charge 2
Breath of Chaos is a witchfire with the following profile:
Range | S | AP | Type |
---|---|---|---|
Template | 1 | 2 | Assault 1, Poisoned(4+), Corrosion |
- Corrosion: Do not roll for armor penetration against vehicles touched by template. Instead they suffer Glancing hit on D6 foll of 4+.
- Sacrifice: Witchfire profile changes to:
Range | S | AP | Type |
---|---|---|---|
Template | 1 | 2 | Assault 1, Torrent, Poisoned(3+), Corrosion |
- Corrosion deals Glancing hits on 3+ instead of 4+
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 can also re-roll all to-wound hits 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. Note that models with Rubric Marine rule cannot overwatch unless are under affect of Enliven minor psychic power.
- Sacrifice: Sorcerer and his squad count as having defensive grenades and can overwatch even if they still have Slow and Purposeful rule.
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 (like 4+ becomes 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, Ladge 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 | 5 | 3 | Assault 1, Torrent, Cauterize |
2: Cracking Blazes
- Warp Charge 1
Cracking Blazes is a malediction that targets 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 no armour or cover saves allowed and Cauterize special rule. 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 this wound 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 AP3 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). All models within 4+D3" of Sorcerer (except Sorcerer himself) suffer Strength 6 AP 3 hit with Ignores Cover and Cauterize special rules (vehicles are hit on their side armor). Wounds from this 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. 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". The target must pass Toughness test or is remuved as cassuality with no saves of any kind allowed. If the model is slain by this power, target small blast template over the target before removing it. All other models under this template suffer a Strength 4 AP- hit.
- Sacrifice: Whilst the power is in effect target suffer -2 penalty to it's Toughness.
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.
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.