Codex Thousand Sons 2.0

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    Codex Thousand Sons

    Army wide Special Rules and Wargear(Or at least the common ones):

    Vengeance for Prospero (this one is actually army wide):

    - To represent the eternal grudge shared by both Space Wolves and the Thousand Sons, all units with

    this rule have Preferred Enemy and Hatred against units from Codex: Space Wolves, in adition, all

    units from aforementioned codex have Preferred Enemy against the units with this rule.

    Mindless Automaton:

    Grants:

    Relentless

    Sorcerer Commands

    If there is no psyker in the squad then this unit loses the relentless rule and instead gains

    the Slow and Purposeful rule.

    Mark of Tzeentch

    Fearless

    Veterans of the Long War

    The Rubric

    Rubric Sorcerer

    Grants:

    Relentless

    Mark of Tzeentch

    Fearless

    Veterans of the Long War

    The Rubric

    Inferno Bolts

    inferno bolts grant AP3 to all Auto and Bolt wepons as described in the WH40K rulebook aswell as Space marine shotguns.

    Infernal Promethium

    Grants the same benefits as Inferno Bolts but to Flame and template weapons

    Any model with such a weapon may buy this for5 pts/model

    Deadicated to tzeentch

    Any vehicles with this rule count as having Inferno Bolts and Infernal Promethium and has a

    5+ invulnrable save.

    The RubricTo represent the Thousand Sons' nigh immunity to the powers of the Warp, and mostly mindless

    nature any unit with this rule the ignores the Boon table, and the "Champions of Chaos" rule no

    longer applies.

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    Wargear

    Melee WeaponsA model can replace one weapon with:

    Lightining Khopesh 7pts/19 pts

    Range S AP Type

    -User

    3

    -Melee

    -Force-Dualists Edge

    -Rending

    -Specialist Weapon

    Heavy Khopesh - 15 pts/ -

    Range S AP Type

    - .+1 2 -Melee-Force

    -Two-Handed-Specialist Weapon

    Nekhakha (Force Scourge) 20 pts/32 pts

    Range S AP Type

    - 8 2 -Melee-Force-Flail

    -Unweildy-Specialist Weapon

    Heqa (Fore Scepter) 5 pts/17 pts

    Range S AP Type

    - user 3 -Melee-Force-Specialist Weapon

    Psychic Focus: Increases Range of all psychic powers by 6

    Force Lance free/12 pts

    Range S AP Type

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

    Second set of stats is when not charging

    Force Claymore - 5 pts/ -Range S AP Type

    - +1. 3 -Melee-Force

    -Two-handed

    Any weapons purchased from this wargear section may be Master-crafted for 5pts/weapon

    the second points cost is for when replacing a Combi bolter on a terminator.

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    Ranged WeaponsA model can replace one weapon with:

    Hand flamer -free

    Range S AP Type

    Template 3 6 Assault 1

    Combi-bolter - 3pts

    Range S AP Type24 4 5 -Rapidfire

    Combi -flamer/-melta/-plasma5pts

    same as a Bolter but may once per game be fired as a flamer, meltagun or plasmagun

    Plasma Pistol 15 pts

    Range S AP Type

    12 7 2 -Pistol-Gets hot!

    Archeotech Pistol 10 pts

    Range S AP Type

    12 6 3 -Pistol - Master-crafted

    Volkite Serpenta 5 pts

    Range S AP Type

    12 5 5 -Pistol -Deflagerate

    Quad Heavy Bolter

    Range S AP Type

    36 5 4 -Heavy 4 -Twin linked

    Predator cannon

    Range S AP Type

    48 7 4 -Heavy 4

    Generating powers

    Unless otherwise specified all psyker may generate their powers on the diciplines ofTzeentch, Change, Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.

    Special Issue Wargear

    Melta Bombs 5 pts

    Jump pack5/15 pts*

    Chaos Bike10/20 pts*

    Sigil of Coruption 15 pts (this costs so little becasue everything that can get it already has a 4++ save, this only improves it by 1)

    Arteficer Armour 10 pts

    *second points cost is for HQ units

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    Chaso Rewards

    Spell Familiar 5pts/Mastery Level

    Disc of Tzeentch 30pts

    Personal Grimoire25pts

    The Bearer May Generate An additional power in any diciplines available to him.

    Spell Tomes:

    The Blessing of Magnus - 30pts

    Warp Charge 1, Blessing

    If the Sorcerer has been slain but still has at least 1 Warp Charge remaining he may choose to cast the

    blessing of Mangus. Doing so makes him live for the remainnder of the turn as if he had 1 wound

    left, in this state he may automatically pass psychic tests, leadership tests and all his attacks in both

    the shooting and Assault phase hit on 2+. If the sorcerer manages to slay any enemy characters while

    in this state he continnues to live with 1 wound remaining. The Blessing of Magnnus may only be

    used once per game.

    Sorcerers Brand - 30ptsWarp Charge 1, Blessing.

    The sorcerer chooses one of their shooting attacks in the shooting phase, that attack now has the Blast

    special rule. Any unit that suffers an unsaved wound from the weapon will become marked and all

    psychic targeted at that unit by the sorcerer that marked them cannot be denied, count as precision

    shots and all Focused Witchfire powers always hit their intended target. If the target unit is or

    contains any psykers then all failed psychic tests made by that unit result in Perils of the Warp. This

    spell can not be used on Plasma, Flame, Las or Melta weapons.

    The Dimensional Gate - 35

    Warp Charge 1, Conjuration.

    cast at the beginning of your Movement phase on the psyker and/or his unit. Remove the unit andredeploy immediately by Deep Strike. If you suffer a Perils of the Warp attack but the power

    succeeds, remove the unit and roll on the Mishaps table.

    Dance on the Threads of Fate - 30

    Warp Charge 1, Blessing.

    Range self or own unit. Warp Charge 1, cast at the beginning of your turn. The target unit gains Jink,

    Fleet, and Shred. However, should the unit lose models to Dangerous Terrain while this power is

    active, it will suffer D3 Perils of the Warp attacks. Lasts until the beginning of your next turn.

    Thousand Sons Vehicle Equipment

    Combi Bolter 5 pts

    Dirge caster 5 pts

    Dozer Blade 5 pts

    Warpflame Gargoyle 5 pts

    Combi-flamer, -melta, or plasma 10 pts

    Extra Armour 10 pts

    Havoc Laucher 12 pts

    Destroyer Blades 15 pts

    Daemonic possesion 15 pt

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    Thousand Sons Artefacts

    Crown of Prospero 35 pts

    Counts as a Psychic Hood and Sigil of Coruption. Grants a +1 bonus to Deny the witch rolls.

    Talisman of Tzentch 20 pts

    All enemy Psykers have -1 Ld for the purpose of psychic tests. If the opposing player also

    carries a Talisman of Tzeentch the two talismans cancel eachother out.

    Vortex Pendant 30 pts

    Instead of shooting the bearer may chose to target one enemy psyker within line of sight. The

    bearer must then take a Leadership test at -3 Ld. If he passes the the target psyker loses one

    of their psychic powers chosen at random. May only be succesfully used once per enemy

    psyker. After having used the Vortex pendant the bearer may not do anything for the

    remainder of his turn. No psychic powers may be cast in the same turn the Vortex Pendant is

    used.

    Prismatic Amulet 20 pts

    Any time the bearer fails an Invulnrabe save during the fight sub phase or in a challenge, roll

    4d6 and subtract with the leadership of the model that caused the wound. The model thatcaused the wound now takes that many wounds with no cover saves allowed.

    Pandemonium Stave 45 pts

    Range S AP Type

    - +Special 2 -Daemon Weapon -Howling-Living Magic -Melee

    -Two-handed

    Living Magic: the Panndemonium Stave counts as a Spell Familiar

    Howling: Grants the weilder the Fear Special Ruel as long as he is weilding the Weapon.

    When rolling for the bonus attacks granted by the Daemonn Weapon Special Rule theweapon grants a D6 Streangth bonus instead of an attack bonus.

    Bedlam Staff 30 pts

    Range S AP Type

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

    -Soul Blaze -Two-handed

    Warp Staff 40 pts

    Range S AP Type

    - User - -Melee -Force

    Perfect Focus: The weilder of the Warp Staff Allways succeds at casting psychic powers no

    matter the roll, Any time the weilder suffers Perills of the warp, if they survive then add a

    Streangth bonus equal to the weilders Mastery Level to the next spell the weilder casts. If the

    Next power the wielder uses is not a Witchfire Power with a strenght value then nothing

    happens.

    Soulbound: The Warp Staff must be the only Melee weapon wielded by the carier of the

    Warp Staff in combat.

    Warp Blade 25 pts

    Range S AP Type

    - User 3 -Melee -Daemon Weapon

    Any psyker that takes a Psychic test within 12 of the weilder must roll a D6. On a 4+

    nothing happenns but otherwise the power fails and the psyker suffers from perills of the

    warp.

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    Death Screamer 25 pts

    In Close Combat Death Screamer Is simply a Two-handed Power Weapon with the Daemon

    Weapon Special Rule

    Death Screamer may also be used in the Shooting phase but does not count as having fired a

    Shooting Weapon. It has the Following profile

    Range S AP Type

    24 D3+Mastery level 3 -Assault D6

    Rolling For The number of shots is considered the same as Rolling for the amount of attackgranted by a Daemon Weapon.

    The Black Mace 45 pts

    Range S AP Type

    - User 4 -Melee-Daemon Weapon

    -Fleshbane-Cursed

    Scrolls of Magnus 30 pts

    At the Begining of each of his turns the bearer of the Scrolls of Magnus may choose togenerate another spell from any available disipline or one from your enemy's Codex (if

    applicable), every time the bearer does so he takes a Strenght 3 AP1 hit with no cover saves

    allowed.

    Dimensional Key 25 pts

    Too lazy to write this shit down so i'll just say same as the main codex except it specifies that

    it can be used with any allies that are battle brothers.

    Blasted Standard 45pts

    Despite not usually having access the the Thousand Sons Artefacts section of the wargearlist, Sorcerer Warcovens and Disc Rider squads may buy this artefact.

    All enemy psykers take Perils of the Warp attacks on any doubles roll to cast a power. Any

    psychic powers cast by this Chosen unit or an Independent Character attached to it/carrying

    the standard increase their range by 12".

    Psychich Specializations

    Pyrae:

    The character is allowed to generated one additional power on the Pyromancy table. A

    descendant of Pyrae must generate at least two powers from this discipline. 20pts/model

    Athaean:

    The character is allowed to generated one additional power on the Telepathy table. An

    Athaean descendant must generate at least two Telepathy powers. 20pts/model

    Pavoni:

    The character is allowed to generated one additional power on the Biomancy table. The

    Pavonian descendant must generate at least two Biomancy powers. 25pts/model

    Corvidae:

    The character is allowed to generated one additional power on the Divination table. They

    must generate at least two Divination powers. 25pts/model

    Raptora:

    The character is allowed to generated one additional power on the discipline of Telekinesis,and must always generate at least two powers from the discipline. 20pts/model

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    Psychic Powers

    Generating powers

    Unless otherwise specified all psyker may generate their powers on the diciplines of

    Tzeentch, Change, Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.

    Discipline of Tzeentch

    0. Tzeentches Fire StormWarp Charge 1, Witchfire.

    Range S AP Type

    24 1+D6 5 -Assault 1-Blast

    -Infernno-Ignores Cover

    1. Empathic Barter

    Warp Charge 1, Blessing.

    Range self or a model within 6", cast in the Movement phase. May subtract D3 from any

    single characteristic of the target model in order to add D3 (rolled separately) to a differentcharacteristic of the target model. You may also use this to add Strength to a Ranged weapon.

    The effect lasts until the beginning of your next turn.

    2. Doom Bolt

    Warp Charge 1, Beam.

    Range S AP Type

    18 8 1 -Assault 1-Detonate

    3. Breath of ChaosWarp Charge 1, Witchfire.

    Range S AP Type

    Template 1 2 -Assault 1-Corrosion

    -Poisoned (4+)

    4. Warptime

    Warp Charge 1, Blessing.

    Range self/unit. This power may be used at the start of any players turn. If used the the

    caster ahd his unit may choose one of the following effects: Any to wound rolls may be re-

    rolled, Any to hit rolls may be re-rolled and any saving throws may be re-rolled.Alternatively you may grant two of these effects to only one member of the unit.

    5. Gift of Mutation

    Warp Charge 1, Focused Witchfire.

    Choose a target within 12 of the caster. The target model must take a thougnes test, the test

    is always failed on a roll of 6. If they fail they are instantly removed from play with no

    saving throws of any kind allowed. They are then replaced with a chaos spawn that is

    controlled by the casting player. If the Target was a Monstrous creature then replace it with a

    Gian Chaos Spawn if available. This power does not affect other members of the Thousand

    Sons, Daemons or Grey Knights.

    6. Prescient GazeWarp Charge 2, Blessing.

    Cast at the beginning of your Movement phase. May give a single unit within 18" Interceptor

    and Skyfire. The effect lasts until the beginning of your next turn.

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    Forces of the Thousand Sons

    HQ

    Ahriman - 250

    WS BS S T W I A LD SV Type

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

    Unit composition: Ahriman (unique)

    Wargear:

    Arteficer Armour

    Frag Grenades

    Krak Grenades

    Bolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    The Black Staff of Ahriman

    Range S AP Type

    - .+1 3- Force- Melee

    -Ahriman may manifest up to 3Witchfire poers per turn

    provided that he has enoughwarp charge

    Ohrmuzd's pendant:

    Ahriman may Re-roll failed psychic tests

    Special Rules:

    Rubric Sorcerer

    Psyker Mastery Level 4Independant Character

    Eternal Warrior

    Adamantium Will

    Prefered enemy(Inquisitors, Harlequinns.)

    Magister Templi of the Corvidae:

    Ahriman must generate two additional spells on the discipline of divination

    Warlord Trait

    2. Master of Deception

    Note: all of the god specific chaos special characters should really get EW back not just abby.Especially lucius the eternal that shit's just common sense. Not to mention if Moloc gets it so should

    Kharn.

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    Hathor-Maat - 230

    WS BS S T W I A LD SV Type

    7 5 4 4 3 4 4 10 2+/4++ In(ch)

    Unit composition: Hathor-Maat (unique)

    Wargear:

    Arteficer Armour

    Frag Grenades

    Krak GrenadesBolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    Staff of Hastar:

    Range S AP Type

    - User - -Any benefits gained from apsychic power may instead be

    alocated to a friendly unitwithin 6

    -Force

    -Specialist Weapon

    -Melee

    Blade of Imhoden:

    Range S AP Type

    - .+1 2 -Dualists Edge-Specialist Weapon

    -Force-Melee

    Special Rules:

    Rubric Sorcerer

    Psyker Mastery Level 3Independant Character

    Magister Templi of the Pavoni

    Hathor-Maat must generate two additional spells on the discipline of Biomancy

    Dualists Vanity

    Hathor-Maat must issue and accept chalenges

    Warlord Trait

    4. The Diabolist

    For those that don't know: Hathor Maath was one of the 9 captains of the Thousand Sons during the

    Great Crusade and Horus Heresy, he was also the Magister Templi of cult Pavoni which for those

    not in the know means he's the big boss of all biomancers and one of the people who helped create

    biomancy as it is today. He is one of the only captains other than Ahriman who mightstill be alive.

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    Sorcerer Lord - 100

    WS BS S T W I A LD SV Type

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

    Unit composition 1 Sorcerer

    Wargear:

    Power Armour

    Frag Grenades

    Krak GrenadesForce Weapon

    Bolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    Special Rules:

    Rubric Sorcerer

    Psyker Mastery Level 1

    Independant Character

    Options:May Take up to two additional mastery levels 25pts/level

    May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue

    Wargear and/orThousand Sons Artefacts sections of the Wargear list.

    May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark

    Glory with Terminator Armour and a Combi-Bolter. - 20

    A sorcerer in terminator armour may take items from the Terminator weapons, Chaos

    Rewards, Special Issue Wargear and/orChaso Artefacts sections of the Wargear list.

    May take a Psychic Specialization.

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    Dust Lord (Name still pending) - 80

    WS BS S T W I A LD SV Type

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

    Unit composition 1 Dust Lord

    Wargear:

    Power Armour

    Frag Grenades

    Krak GrenadesMaster-crafted Force Weapon (any CCW that replaces this one is also Master-crafted)

    Bolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    Special Rules:

    Mindless Automaton

    Independant Character

    Adamnatium Will

    Battle Spirit

    As the Battle rages on more of the Dust Lords fomer self is re-awekaned, sometimes evengaining power greater than what he had as a mortal. For every game turn the Dust lord is in

    Play he gains +1 Weapon Skill, +1 Ballistic skill, +1 Attack and +1 Initiative (to a max of 7)

    Ghost Machine

    May not be your warlord and may not be taken as an HQ in allied detachments

    Options:

    May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue

    Wargear and/orThousand Sons Artefacts sections of the Wargear list.

    May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark

    Glory with Terminator Armour and a Combi-Bolter. - 30

    A Dust Lord in terminator armour may take items from the Terminator weapons, Chaos

    Rewards, Special Issue Wargear and/orChaso Artefacts sections of the Wargear list.

    Notes: Basic idea behind this unit is to have a melee specialized Rubric marine support HQ, fluff

    wise they would be marines so tenacious that even after the rubric something of their former self

    still shines through, though it is only really shownn in battle otherwise being in a near compleatly

    catatonic state even under a sorcerers direct command.

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    Thousan Sons Warpsmith - 155

    WS BS S T W I A LD SV Type

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

    Unit composition 1 Thousan Sons Warpsmith

    Wargear:

    Arteficer Armour

    Frag Grenades

    Krak GrenadesForce Axe

    Bolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    Special Rules:

    Rubric Sorcerer

    Psyker Mastery Level 1

    Independant Character

    Master of Mechanisms

    Shatter Defences

    Options:

    May Take one additional mastery level 20pts

    May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue

    Wargear and/orThousand Sons Artefacts sections of the Wargear list.

    May exchange his Power Armour, Bolt Pistol and Aura of Dark Glory with Terminator Armour and

    a Combi-Bolter. -Free

    A sorcerer in terminator armour may take items from the Terminator weapons, Chaos

    Rewards, Special Issue Wargear and/orChaso Artefacts sections of the Wargear list.

    May take a Psychic Specialization.

    Daemon Prince of Tzeentch - 160

    WS BS S T W I A LD SV Type

    9 5 6 5 4 8 5 10 5++ In(ch)

    Unit composition 1 Daemon Prince of Tzeentch

    Wargear:

    Power Armour

    Force sword

    Special Rules:Daemon of Tzeentch

    Psyker Mastery Level 1

    Fearless

    Veterans of the Long War

    Independant Character

    Options:

    May take wings 40pts

    Ppower Armour 30pts

    May take up to two additional mastery levels 25pts/ level

    May take Items from the Meele weapons and/orThousand Sons Artefacts sections of the Wargear

    list.

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    Hidden One Vigilator - 150

    WS BS S T W I A LD SV Type

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

    Unit composition 1 Hiddenn One Vigilator

    Wargear:

    Power Armour

    Frag Grenades

    Krak GrenadesForce Weapon

    Boltgun

    Aura of Dark Glory

    Inferno Bolts

    Cameleoline

    Special Rules:

    Rubric Sorcerer

    Psyker Mastery Level 1

    Generates his powers on Telepathy and Divination.

    Independant CharacterSabotage!

    Sniper

    Options:

    The Thousand Sons Vigilator may Take:

    An additional mastery level 25 pts

    A Stalker pattern Boltgun 15 pts

    May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue

    Wargear and/orThousand Sons Artefacts sections of the Wargear list.

    May exchange his Power Armour with Scout Armour, this grants him the Infiltrate and Move

    Thorough Cover Special Rules -Free

    May take a Psychic Specialization.

    For those that don't know: The hidden ones are an extremely secretive organistaion of infiltartors

    and spies that exist(ed?) within the Thousand Sons and were originally commanded by Amon

    captain of the 9th fellowship, though since his death at the hands of Ahriman one would assume that

    they have since fallen under the controll of other individualls, with at least some siding with

    Ahrimann seeing as he took most of Amons Warband as his own. Nothing oficcial is known about

    them other than that they can have deep cover agent so good and soo deep under cover they don't

    even realize they're spies themselves.

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    Troops

    Thousand Sons - 135

    WS BS S T W I A LD SV Type

    Rubric

    Marines4 4 4 4 1 4 1 10 3+/4++ In

    AspiringSorcerer

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

    Unit composition 1 Aspiring Sorcerer 4 Rubric marines

    Wargear:

    Power Armour

    Frag Grenades (Sorcerer only)

    Krak Grenades (Sorcerer only)

    Force Weapon (Sorcerer only)

    Bolt Pistol (Sorcerer only)

    Inferno Bolts

    Boltgun

    Aura of Dark Glory

    Special Rules:Rubric Sorcerer (Sorcerer only)

    Psyker Mastery Level 1 (Sorcerer only)

    Mindless Automaton (Rubric marin only)

    Options:

    Up to 15 additional Rubric marines 22pts/model

    One rubric marine may replace their boltgun with one of the following:

    Flamer 5 pts/model

    Melta gun 10 pts/model

    Plasmagun 15 pts/modelFor every 9 member of the squad another rubric marine may replace their boltgun with one of the

    following

    Flamer 5 pts/model

    + Infernal Promethium 5 pts/model

    Melta gun 10 pts/model

    Plasmagun 15 pts/model

    Heavy Bolter 15 pts/model

    Heavy flamer 15 pts/model

    Autocannon 15 pts/model

    The Aspiring Sorcerer may take:

    An additional mastery level 20

    Melta bombs 5 pts/model

    items from the Meele weapons and/orRanged Weapons sections of the Wargear list

    One model in the unit may take an Icon of Flame 5 pts

    The Squad may buy a Rhino deadicated transport 45 pts

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    Cultists 60

    WS BS S T W I A LD SV Type

    Cultist 3 3 3 3 1 3 1 7 6+/6++ In

    CultistChampion

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

    Tzaangor

    Tribesman3 2 4 3 1 3 2 7 6+/6++ In

    Tzangor

    Boss

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

    ThrallWizard

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

    Unit composition 1 cultist champioon 10 Cultists

    Wargear:

    Improvised Armour

    Autopistol (Cultists Only)

    Special Rules:Champion of Chaos(champion only)

    Mark of Tzeenzch

    Brotherhood of sorcerers [for every 10 members present they are 1 mastery level](Thrall Wizards only)

    Options:

    May add up to 25 cultists 5pts/model

    Any cultist may exchange their Autopistols for Autoguns 1pt/model

    For every 10 models in the unit, one cultist may repplace their autopistol with one of the following

    Heavy stubber 5 pts/model

    Flamer 5 pts/model

    The Cultist Champion or Tzangor Boss may take a Chain Axe 3 pts

    Heavy Chainsword 5 pts

    Power weapon 15 pts

    Bolt Pistol 2 pts

    A Shotgun 2 pts

    Each Cultist May be uppraded to a Thrall Wizard 2 pts/model

    Each Cultist May be uppraded to a Tzaangor tribesman 2 pts/model and 10 pts for the Champion

    One model in the unit may take an Icon of Flame 5 pts

    One model may take an icon of vengance 35 pts

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    Thousand Sons Neophytes - 80

    WS BS S T W I A LD SV Type

    Thousand SonsNeophyte

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

    ProdigalNeophyte

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

    Unit composition 4 Thousand Sons Neophytes and1 Prodigal Neophyte

    Wargear:

    Recon ArmourBolt pistol

    Boltgun

    Frag and krak grenades

    Dark Aura- Grants a 6++ save

    Recon Armour

    Special Rules:

    Infiltrate

    Move Through Cover

    ScoutsBrotherhood of Sorcerers

    Mark of Tzeentch

    Options:

    May add up to 5 additional Thousand Sons Neophytes 15 pts/model

    Any model may replace his boltgun with:

    A shotgun or combat blade free

    Any model may replace his bolt pistol with

    A Hand flamer 5 pts

    The whole squad may:

    Take Inferno Bolts 3 pts/model

    Exchange their Recon Armour for Power armour Free(By doing so they lose the Inffiltrate and Move Through Cover USRs)

    One Neophyte may replace their Boltgun with one of the folowing:

    A Heavy Bolter 10 pts

    An Autocannon 10 pts

    A Heavy Flamer 10 pts

    The Prodigal Neophyte may take:

    Melta bombs 5 pts/model

    A Force dagger 20 pts

    Weapons from the Ranged Weapons sections of the Wargear listThe Squad may buy a Rhino deadicated transport 45 pts

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    Corupted Marines - 100

    WS BS S T W I A LD SV Type

    CoruptedMarine

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

    CoruptedMarine

    Champion

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

    AspiringSorcerer

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

    Unit composition 4 Corupted Marines 1 Corupted Marine Champion

    Wargear:

    Close Combat Weapons

    Power Armour

    Special Rules:

    Champion of Chaos (champion only)

    Daemon

    Fearless

    Fleet

    Options:

    May add up to 15 Corupted Marines 18pts/model

    The corrupted Marine Champion may buy up to two Gifts of Mutation. - 10pts each

    The whole unit may take the Mark of Tzeentch 5pts/model

    The whole unit may take one of the following mutations:

    Streangth of the Damned: grants Shred 2pts/model

    Vorpal Claws: all melee attacks are AP3 5pts/model

    Supernatural Speed: +1 Attack +1 Initiative 5pts/model

    Chaotic Fury: grants Furious charge 3pts/model

    Predators Bloodlust: Grants Scouts 2pts/model Razor Claws: grants Rending 4pts/model

    Daemonic Vigour: grants Feel no Pain 6pts/model

    If the unit exceeds 10 models you may buy an Aspirinng sorcerer instead of adding another member

    to the squad 50pts

    The aspiring Sorcerer has all the same rules and wargear as and may take all the same

    upgrades as the one found in the Thousand Sons squad entry

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    Elites

    Chosen Sorcerers- 160 (WIP)

    WS BS S T W I A LD SV Type

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

    Unit composition 3 Chosen Sorccerers

    Wargear:

    Power ArmourFrag Grenades

    Krak Grenades

    Force Weapon

    Bolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    Narthecium(Pavoni Apothacary only)

    Servo Arm (Pyrea Techmarine only)

    Cognis Signum (Athenaen Communicator only)

    Special Rules:Rubric Sorcerer

    Brotherhood of Psykers (mastery level x) X is equal to the number of models in the squad

    Battlesmith (Pyrea Techmarine only)

    Withing the enemies mind (Athenaen Communicator only)- All reserve rolls, outflank rolls and deep stike scatters maybe modified by D3

    Options:1

    Each may buy:

    Items from the Meele weapons,Ranged Weapons and/orSpecial Issue Wargear sections of the Wargear

    list.

    An additional Mastery level 20 pts pts/modelTerminator armour 13 pts/model

    Melta bombs 5 pts/model

    Spell Familiar 5 pts/mastery level

    May take a Psychic Specialization.

    One sorcerer may be uppgraded to a:

    Pavoni Apothacary 20pts

    Pyrea Techmarine 20pts

    Athenaen Communicator - 25pts(Only one such uppgrade may be takenn per unit, also by doing so you must generate at least one power on the uppgrades respectivediscipline.)

    You may also take up to 6 additional Asprirng Sorcerers 50 pts/modelOne model in the unit may take an Icon of Flame 5 pts

    The Squad may buy a Rhino deadicated transport 45pts

    The Squad may buy an Aether Ray, Land Raider or Storm Eagle deadicated transport (see unit entries)

    1 For visual distinction diviners should be given birdlike helmets and masters of defence should be sculpted to be levitating objects

    in their hand or infron of them

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    Thousand Sons Terminators 80

    WS BS S T W I A LD SV Type

    RubricTerminators

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

    TerminatorSorcerer

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

    Unit composition 2 Rubric Terminators

    Wargear:

    Terminator ArmourCombi-bolter

    Inferno Bolts

    Power Weapon

    Force Weapon (Terminator Sorcerer only)

    Special Rules:

    Rubric Sorcerer (Sorcerer only)

    Psyker Mastery Level 1 (Terminator Sorcerer only)

    Mindless Automaton (Rubric Terminators only)

    Options:Unless you choose to start this Squad attached to an Indipendant Character with Terminator armour

    and the Psyker special rule you must buy:

    Terminator Sorcerer 75 pts

    Terminator Sorcerer may be Uppgraded to mastery level 2 20 pts

    You may add up to 7 more Rubric Terminators 40pts/model

    Any Rubric Terminator may choose one of the following three options:

    Replace his Power weapon with one of the following:

    - Lightning Claw 3 pts/model

    - Power Fist 7 pts/model

    - Chainfist 12 pts/model Replace his Combi-bolter with a

    - Combi-flamer, -melta, -plasma 5 pts/model

    Replace his Combi-bolter and Power Weapon with a pair of lightinig claws 7 pts/model

    For every 5 models in the unit, one Rubric Terminator may replace his Combi-bolter with one of the

    following

    Reaper Autocannon 30 pts/model

    Heavy flamer 15 pts/model

    One model in the unit may take an Icon of tzeentch - 15

    The Squad may buy a Land Raider deadicated transport (see unit entry)

    The Squad may buy a Storm Eagle deadicated transport (see unit entry)

    The Sorcerer May take a Psychic Specialization.The Sorcerer may buy Items from the Meele weapons and/orRanged Weapons sections of the

    Wargear list.

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    Thousand Sons Dreadnoughts

    Name WS BS S F S R I A HP Type Cost

    RubricDreadnought

    4 4 6 12 12 10 4 2(3) 3 W 125

    SorcererDreadnought

    5 5 6 12 12 10 4 2(3) 3 W(ch) 200

    Unit composition 1 Thousand Sons Dreadnought (Max 1 Sorcerer Dreadnought per detachment)

    Wargear:

    Power FistMulti-melta (Rubric Dreadnought)Force Weapon (Sorcerer Dreadnought only)

    Special Rules:

    Psyker Mastery Level 2(Sorcerer Dreadnought only)

    Psychic Pilot (Sorcerer Dreadnought only)

    Deadicated to tzeentch

    A rubric Dreadnought may exchange its Multi-melta and a Sorcerer Dreadnought may exchange

    their Power Fist with one of the following options:

    Dreadnought Close Combat Weapon(+1 Attack) Free

    Twin-linked Heavy Bolter -5 pts

    Twin-linked Autocannon - 15 pts

    Plasma Cannon 10 pts

    Twin-linked Lascannon 20 pts

    Both Dreadnoughts may uppgrade up to two Close Combat Weapppons to incorperate a single:

    Combi-bolter 5 pts

    Heavy Flamer 15 pts

    A Rubric Dreadnought may exchange any Power Fist with one of the folowinng:

    Thunder/Force Hammer 5 pts

    Power scourge/Nekhakha (Force Scourge) 10/15 pts

    Twin-linked Heavy Bolter 5

    Twin-linked Autocannon - 15 points

    A sorcerer Dreadnought may replace either of his Close Combat Weappons with one of the

    following:

    Nekhakha (Force Scourge) 15pts

    Heqa - 10

    Lighting Khopesh -Free

    Either Dreadnought may also have

    Extra Armour - 15 points

    A Searchlight - 1 pointThe Sorcerer Dreadnought May take a Psychic Specialization and Items from the Chaso Rewards

    sections of the Wargear

    A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them

    Same ppoints cost as usual apply

    Any Dreadnought may buy a Dreadclaw deadicated transports 75 pts/model

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    Thousand Sons Contemptor Dreadnoughts

    Name WS BS S F S R I A HP Type Cost

    RubricContemptorDreadnought

    5 4 7 13 12 10 4 2(3) 4 W 215

    Sorcerer

    ConntemptorDreadnough

    5 5 7 13 12 10 4 2(3) 4 W(ch) 285

    Unit composition 1 Thousand Sons Contemptor Dreadnought (Max 1 Sorcerer Dreadnought per

    detachment)

    Wargear:

    Twin-linked Heavy Bolter(Rubric Dreadnought only)Dreadnought Close Combat weapon with inbuilt Storm Bolter

    Force weapon with inbuilt Storm Bolter (Sorcerer Conntemptor Dreadnough only)

    Smoke Launchers

    Special Rules:

    Deadicated to tzeentch

    Psyker Mastery Level 2: (Sorcerer Conntemptor Dreadnough only)

    Psychic Pilot (Sorcerer Conntemptor Dreadnough only)Fleet

    Options:

    The Contemptor Dreadnoughts may exchange their Twin-linked Heavy Bolter or Dreadnought

    Close Combat Weapon with one of the following options:

    Multi-melta Free

    Twin-linked Heavy Flamer Free

    Twin-linked Autocannon - 5 points

    Plasma Cannon - 10 points

    Twin-linked Lascannon - 25 points

    Butcher Cannon - 25

    Heavy Conversion Beamer - 35 points

    Dreadnought Close Combat Weapon with inbuilt Combi-Bolter (+1 Attack) - 10 points

    Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points

    The Contemptor Dreadnoughts may exchange their Dreadnought Close Combat Weapon

    with inbuilt Combi-Bolter with one of the following options:

    Twin-linked Autocannon - 5 points

    Twin-linked Heavy Bolter 5

    Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points

    The Contemptor may exchange the inbuilt storm bolters with one of

    the following options: Heavy Flamer - 10 pts each

    Plsma Blaster 15 pts each (One only)

    Soul Burner 20 pts each (One only)

    The Contemptors may also have

    an Extra Armour - 15 points

    a Searchlight - 1 point

    a carapace-mounted Havoc Launcher - 15 points

    The Sorcerer Contemptor Dreadnought May take a Psychic Specialization and Items from the

    Chaso Rewards sections of the Wargear

    Any dreadnought may buy Dreadclaw deadicated transports 75 pts/modelA sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them

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    Hidden One Reconnaissance Team - 170

    WS BS S T W I A LD SV Type

    HiddenOne Field

    Agent

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

    Elite Field

    Agent4 5 4 4 1 4 2 10 3+/4++ In(ch)

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

    Wargear:Power Armour

    Frag Grenades

    Krak Grenades

    Force Dagger (Elite Field Agent only)

    Boltgun

    Bolt Pistol

    Aura of Dark Glory

    Shroud Bombs

    Inferno Bolts

    Special Rules:Brotherhood of psykers Mastery Level 1

    Generates their powers on Telepathy and Divination.

    Rubric Sorcerer

    Scout

    Accute Senses

    Options:

    The Hidden One Reconnaissance Team may add:

    Up to 5 Hidden One Field Agents 30 pts/model

    Any Hidden One Field Agent may exchange their Boltgun for one of the following:

    Sniper Rifle free

    Space Marine Shotgun -Free

    Close Combat Weapon Free

    The Unit may take Cameleoline 5 pts/model

    The Entire Unit may take Melta-bombs 5 pts/model

    The Entire Unit may exchange their Power Armour With Recon Armour, his grants him the Infiltrate

    and Move Thorough Cover Special Rules. Free

    The Unit may upgrade it's Mastery Level to Mastery Level 2 20 pts

    The Elite Field Agent may take items from the Meele weapons and/orRanged Weapons sections

    of the Wargear list.

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    Fast Attack

    Disc Riders - 80

    WS BS S T W I A LD SV Type

    4 4 4 5 1 4 3 10 3+/4++ Jb(ch)

    Unit composition 1 Disc rider

    Wargear:

    Disc of TzeentchPower Armour

    Frag Grenades

    Krak Grenades

    Force Weapon

    Bolt Pistol

    Aura of Dark Glory

    Inferno Bolts

    Special Rules:

    Brotherhood of Psykers (mastery level x)

    X is equal to the number of models in the unitRubric Sorcerer

    Options:

    Each may buy:

    Items from the Meele weapons and/orRanged Weapons sections of the Wargear list.

    May buy an additional Mastery level 20 pts/model

    Melta bombs 5 pts/model

    Spell Familiar 5 pts/mastery level

    May also add up to 6 additional Disc Riders 80 pts/model

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    Thousand sons Raptors 150

    WS BS S T W I A LD SV Type

    RubricMarines

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

    AspiringSorcerer

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

    Unit composition 1 Aspiring Sorcerer 4 Rubric marines

    Wargear:

    Power ArmourFrag Grenades (Sorcerer only)

    Krak Grenades (Sorcerer only)

    Force Weapon (Sorcerer only)

    Bolt Pistol (Sorcerer only)

    Inferno Bolts

    Boltgun

    Aura of Dark Glory

    Jump Pack

    Special Rules:

    Rubric Sorcerer (Sorcerer only)Psyker Mastery Level 1 (Sorcerer only)

    Mindless Automaton (Rubric marin only)

    Options:

    May add up to 5 Rubric marines 27 pts/model

    Any Rubric marine may exchange their Boltgun for 2 Bolt pistols 2 pts/model

    Up to two Rubric marines may replace their boltguns with a:

    Flamer 5

    Meltagun 10

    Plasma gun 15or replace a Bolt pistol with a:

    Hand Flamer 5 pts/model

    Plasma Pistol 10 pts/model

    The Aspiring Sorcerer may take:

    An additional mastery level 20

    Melta bombs 5

    Items from the Meele weapons and/orRanged Weapons sections of the Wargear list.

    One model in the unit may take an Icon of Flame 5 pts

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    Aether Ray - 210

    BS F S R HP Type

    3 11 11 10 3 Fl(hover), T, O

    Unit composition 1 Aether Ray

    Capacity 3 models

    Wargear:

    Daemonic Breath

    Range S AP TypeTemplate 1 2 Assault 1

    Corrosion (4+)

    Poison (4+)

    Torrent

    Special Rules:

    Daemonforg

    It Will Not Die

    Daemon

    Mark of TzeentchVector Dancer

    Options:

    May be uppgraded to a group sized Aether Ray 40 pts

    Doing so increases the transport capacity to 9 models

    For those that don't know: Aether Rays are Basically giant Screamer Shaped Daemon engines that

    breath daemonic fire and transpost important individuals, and they're bloody fast to boot.

    Chaos Spawn - 30

    WS BS S T W I A LD SV Type

    3 0 5 5 3 3 D6 10 - Be

    Unit composition 1 Chaos Spawn

    Special Rules:

    Fear

    Fearless

    Mutated Beyond Reason

    Rage

    Rando Attacks

    Very Bulky

    Options:

    May add up to 4 Chaos Spawn 30 pts/model

    Each Spawn may be given the Mark of Tzeentch 2 pts/model

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    Storm Eagle Assault Gunship- 215

    BS F S R HP Type

    4 12 12 12 4 Fl(hover), T

    Unit composition 1 Storm Eagle Assault Gunship

    Capacity 20 models

    Access Points:

    The Storm Eagle has four access points: one on both sides and ramps at the front and rear.

    Wargear:

    One hull-mounted twin-linked heavy bolter

    One hull-mounted Vengeance launcher

    Ceramite plating

    Special Rules

    Deep Strike

    Assault Vehicle

    Deadicated to tzeentch

    Options A Storm Eagle may exchange its twin-linked heavy bolter for:

    a twin-linked multi-melta - 15 pts/model

    Twin-linked Reaper Auto cannon 15 pts/model

    A Storm Eagle may take one of the following upgrades:

    four wing-mounted Hellstrike missiles - 40 pts/model

    two wing-mounted twin-linked lascannon 60 pts/model

    A Storm Eagle may take any of the following upgrades:

    Searchlight 1 pt/model

    Extra armour 15 pts/model

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    Thousand sons Bikers - 110

    WS BS S T W I A LD SV Type

    RubricBiker

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

    BikerSorcerer

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

    Unit composition 1 Biker Sorcerer 2 Rubric Bikers

    Wargear:

    Power ArmourFrag Grenades (Sorcerer only)

    Krak Grenades (Sorcerer only)

    Force Weapon (Sorcerer only)

    Bolt Pistol

    Inferno Bolts

    Aura of Dark Glory

    Chaos Bike

    Close Combat Weapon (Rubric marines only)

    Special Rules:

    Rubric Sorcerer (Sorcerer only)Psyker Mastery Level 1 (Sorcerer only)

    Mindless Automaton (Rubric marin only)

    Options:

    May add up to 7 Rubric Bikers 29 pts/model

    Up to 2 Rubric Bikers May replace their Bikes Twin-linnked Bolter with one of the following:

    Twin-linked Flamer 15 pts/model

    Twin-linked Meltagun 25 pts/model

    Twin-linked Plasmagun 25 pts/model

    Or up to 2 Rubric Bikers May replace their Close Combat Weapons for a Flamer 5 pts/model

    Meltagun 10 pts/model

    Plasmagun 15 pts/model

    The Biker Sorcerer may take:

    An additional mastery level 20 pts/model

    Melta bombs 5 pts/model

    items from the Meele weapons and/orRanged Weapons sections of the Wargear list

    One model in the unit may take an Icon of Flame 5 pts

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    Heavy Support

    Mirrorfiend -

    WS BS S F S R I A HP Type

    3 4 8 12 10 10 4 2 3 Fl, W

    Unit composition 1 Mirrorfiend (It's a flying scarab shapped daemon engine full of lords of change)

    Wargear:

    Daemon PincersRange S AP Type

    - user 1 -Melee-Crush:

    May substitute all of it's attacksfor a single attack with the

    Armourbane, Instant Death andUnweildy rules

    Special Rules :

    Mirror of Souls Any time an action is made by an enemy unit that targets the Mirrorfiend, the unit that performed the action must take a

    leadership test at -2 leadership with an aditional -1 if they are from Codex Sisters of Battle, Codex Grey Knights or are aPsyker from a codex that is affiliated with the imperium. If they fail, the action is forfeit and if they pass they contunue as

    normal except at -1 intiative if they are attacking in the assault phase.

    Psyker Mastery Level 2 (maybe i could remove this to make it less of an apocalypse unit?)

    Daemon

    It Will Not Die

    Daemon of Tzeentch

    Daemonforge

    Vector Dancer

    Psychic Pilot

    Meteoric descent

    Chaos Decimator Daemon Engine - 215

    WS BS Str F S R I A HP Type

    3 3 8 13 12 11 3 4 3 W

    Unit composition 1 Chaos Decimator Daemon Engine

    Wargear

    Two Decimator siege claws

    with in-built heavy flamers (additionalAttack included in profile)

    Special Rules

    Daemon

    UnholyVigour

    Daemonic Possession

    Deadicated to Tzeentch

    Options

    The Decimatormayreplace either of its Decimatorsiege claws and

    in-built heavy flamerswith one of the followingweapons. For each

    clawthat isreplaced itsAttacks are reduced by-1.

    Butchercannon - 20 pts

    Stormlaser - 15 pts

    Soul burner petard - 10 pts

    Heavyconversion beamer - 35 pts

    The Decimator may also take any of the following upgrades:

    Searchlight 1 pt

    Smoke launchers - 3 pts

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    Thousand sons Havocs 135

    WS BS S T W I A LD SV Type

    RubricMarines

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

    AspiringSorcerer

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

    Unit composition 1 Aspiring Sorcerer 4 Rubric marines

    Wargear:

    Power ArmourFrag Grenades (Sorcerer only)

    Krak Grenades (Sorcerer only)

    Force Weapon (Sorcerer only)

    Bolt Pistol (Sorcerer only)

    Inferno Bolts

    Boltgun

    Aura of Dark Glory

    Special Rules:

    Rubric Sorcerer (Sorcerer only)

    Psyker Mastery Level 1 (Sorcerer only)Mindless Automaton (Rubric marin only)

    Options:

    Up to five additional Rubric marines 22pts/model

    Up to four may replace their boltgun with one of the following:

    Flamer 5pts

    Heavy Bolter 15

    Autocannon 15

    Melta gun 10

    Heavy flamer - 15

    Plasmagun 15

    Missile launcher (with Frag and Crack) 15

    May also take Flakk Missiles 10

    Lascannon 20

    The Aspiring Sorcerer may take:

    An additional mastery level 20

    Items from the Meele weapons and/orRanged Weapons sections of the Wargear list.

    One model in the unit may take an Icon of Flame 5 pts

    The Squad may buy a Rhino deadicated transport 45 pts

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    Firestorm Obliterators 115

    WS BS S T W I A LD SV Type

    FirestormObliterator

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

    ArcaneObliterator

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

    Unit composition 1 Arcane Obliterator (Max 1 Arcan Obliterator per detachment)

    Wargear:

    FleshmetalForce Weapon

    Power Fist

    Special Rules:

    Bulky

    Rubric Sorcerer (Arcane Obliterator only)

    Psyker Mastery Level 1 (Arcane Obliterator only)

    Mindless Automaton (Firestorm Obliterator only)

    Deep Strike

    Obliterator Weapons

    Soul Blaze

    Options:

    Up to two Firestorm Obliterators 85pts/model

    The Arcane Obliterator May be uppgraded to Mastery Level 2 20 pts

    Chaos Land Raider - 225

    BS F S R HP Type

    4 14 14 14 4 Tn, T

    Unit composition 1 Chaos Land Raider

    Wargear:Hull mounted twin-linked Heavy Bolter

    Searchlight

    Smoke launchers

    Two sponson mounted Lascannons

    Special Rules:Deadicated to Tzeentch

    Assault Vehicle

    Options:May excgange it's two sponson mounted Lascannons for two sponson mounted Quead Heavy bolters. -free

    Chaos Land Raider may take items from the Chaos Vehicle Equipment list.

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    Forgefiend 170

    WS BS S F S R I A HP Type

    3 3 6 12 12 10 3 2 3 W

    Unit composition 1 Forgefiend

    Wargear:

    Two Hades Autocannons

    Daemonic possession

    Special Rules:

    Daemon

    Daemonforge

    Fleet

    It Will Not Die

    Deadicated to Tzeentch

    Options:

    May replace both Hades Autocannons with Ectoplasma cannons Free

    May replace both Hades Autocannons with Baleflamers 25 pts

    May take one of the following: an additional ectoplasma cannon 25 pts

    an additional Hades Autocannon 25 pts

    Maulerfiend - 125

    WS BS S F S R I A HP Type

    3 3 6 12 12 10 3 2 3 W

    Unit composition 1 Maulerfiend

    Wargear:

    Two Power fistsTwo Magma Cutters

    Daemonic possession

    Special Rules:

    Daemon

    Daemonforge

    Fleet

    It Will Not Die

    Move Through cover

    Siege Crawler

    Deadicated to Tzeentch

    Options:

    May replace both magma Cutter with Two sets of lasher tendrils 10pts

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    Thousand Sons Relic Predator 100

    BS F S R HP Type

    4 13 11 10 3 Tn

    Unit composition 1 Chaos Predator

    Wargear:Predatorcannon

    Searchlight

    Smoke launchers

    Special Rules:Deadicated to Tzeentch

    Options:May take two side sponsons which are both armed with one of the following:

    Heavy Bolters 20 pts

    Heavy Flamer 20 pts

    Lascannon 40 pts

    May replace its Predatorcannon with:

    A Twin-linked lascannon 15 pts

    Flamestorm cannon 15 pts Magna Melta 30 pts

    Plasmsa Destroyer 25 pts

    Heavy Conversion Beamer 50 pts

    Chaos predators may take items from the Chaos Vehicle Equipment list.

    Chaos Vindicator- 145

    BS F S R HP Type

    4 13 11 10 3 Tn

    Unit composition 1 Chaos Vindicator

    Wargear:Demolisher cannon

    Searchlight

    Smoke launchers

    Special Rules:Deadicated to Tzeentch

    Options:May take a siege shield 10 pts/model

    Chaos Vindicator may take items from the Chaos Vehicle Equipment list.

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    Deadicated Transports

    Chaos Rhino - 45

    BS F S R HP Type

    4 11 11 10 3 Tn, T

    Unit composition 1 Chaos Rhino

    Wargear:

    Combi-bolterSearchlight

    Smoke launchers

    Special Rules:Deadicated to Tzeentch

    Transport capacity:

    Ten models

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

    Dreadclaw - 75

    BS F S R HP Type

    - 12 12 12 3 Fl(hover), T

    Unit composition 1 Dreadclaw

    Transport capacity:

    Ten models or a (Contemptor) Dreadnought.

    Access Points:

    There is an access hatch on the bottom of the Dreadclaws hull, in practice a unit may deploy withing

    2 of the hull.

    Special Rules:

    Deep Strike

    Assault VehicleDeadicated to Tzeentch

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    Warlord Traits

    1.Architect of Fate

    All friendly Psykers within 12 of the Warlord may reroll psychic tests.

    2. Master of Deception

    D3 units in your army can infiltrate.

    3. The Thaumaturge If the Warlord rolls doubles for a psychic power and it succeeds, he may take a Psychic test

    to use it again immediately without expending Warp Charge. If it is a power that affects

    himself or a friendly unit, he may cast it upon any friendly unit on which the power has not

    been cast within 12" of the power's maximum range.

    4. The Diabolist

    If your opponent attempts to counter, with Deny the Witch, psychic hoods, or other similar

    abilities, the warlord's Psychic powers in any way, you may subtract or add D3 from or to

    any one roll he or you have to make.

    5. Labyrinthine Mind Before Infiltrators are deployed and Scouts make their moves, but after all other units have

    deployed, you may choose two units and swap their location. This may bring a unit out of

    Reserve or put it in (can not be a flyer). Furthermore, you may reroll the dice to Seize the

    Initiative.

    6. Fate Loom

    The warlord may choose to re-roll up to 3 D6s per turn but for every D6 you choose to re-

    roll your oponent may do the same at any point in the game.

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    Products and Ideas:

    The basic and essential thing to release in combination with this codex would a new plastic thousand

    sons kit, whihc really should be made anyway those moedls are like 15 years old.

    Next thing would be an upgrade sprue to make the basic rubric marines into sorcerers for botht the

    Disc Rider and Sorcerer Warcoven squads, it could easily be combined with a terminator uppgrade

    sprue and would provide something like the dark angels uppgrade sprue with 5 robed PA legs and 1

    robed TA ppair of legs for the aspiring terminator sorcerer in addition to 4 tabbards for the

    terminators and 5 head dresses for the terminators as well that could be attached to their bodies, it

    would also include one force weapon for each of the sorcerer legs and some more sorcerer-y heads.Add in a smattering of gubbinz and you have a resipppie for succes. Perhaps some extra Heavy

    weapons for the Thousand Sons could also be provided like a heavy flamer, an autocannon and a

    hevy bolter, each approppriately ornate for the Sons.

    Next item would be a simple sprue with something like 3 discs of tzeentch, this could also be done

    in resin. The current Thousand sons upgrade sprue should also be kept but and additional spprue

    should either be added or relace the one with the sorcerer on it to provide a seperate force weappon,

    head and robed legs. The idea is that this could be used for havocs, raptors and bikers.

    The Two Big kits for this release would be the Mirrorfiennd, your mandatory MC and the Aether

    ray, your mandatory flyer. This together with the sons would be the biggest investments of such arelease. The Aether Ray kit could also come with bits for 3 more asppirinng sorcerers so that is you

    buy it, the upgrade sprue and a box of plastic sons you get a full squad of aspirinng sorcerers.

    For the rest of the moels in the codex you can just use stuff from the Chaos line and some

    conversion and for beastmen you can just use WHFB beastmen but give them autopistols nikced

    from your cultist.

    Alternatively the realease would include a new box of plastic thousand sons, a 5 man box of aspiring

    sorcerers with loads of different gubbinz alternate heads and parts to make all the cult specific

    specialists, a seperate sprue with 3 discs of tzeentch, the mirrorfiend, the aether ray and an upgrade

    sprue for terminators as well as a finecast model of Hathor Maat.

    Psychic Barrage- Any witchfire power may be cast once per squad member as long as they all cast the same spell and they have enough wapchagrge.

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    Here's a random picture so it won't think this is a duplicate file

    Apoclaypse Formations

    The army would have access to all of the same formations as C:CSM, sans cult of destruction and

    lords of the black crusade. Thousand sons Warcoven would be renamed Thousand sons Thrall

    coven and would use sacrificial thrall wizards instead of sorcerers, the thralls would cost 40

    pts/model and interact with storm of change th same way the sorceres currently do except you could

    expend 9 per turn instead of 3.