z1.ifrm.comz1.ifrm.com/2/150/0/p1022348/P_H_1K_sons_Codex.docx  · Web viewA plague that affected...

48
1 | Page By Octavian Lars. Inspired by Graham McNeill’s Fabulous “A Thousand Sons”

Transcript of z1.ifrm.comz1.ifrm.com/2/150/0/p1022348/P_H_1K_sons_Codex.docx  · Web viewA plague that affected...

37 | Page

By Octavian Lars. Inspired by Graham McNeills Fabulous A Thousand Sons

Disclaimer

This fandex is completely unofficial and in no way endorsed by Games Workshop Limited.

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Contents

Entry

Page No.

Army Special Rules

4

Thousand Sons Psychic Powers

5

Pavoni Psychic Powers

6

Pyrae Psychic Powers

7

Raptora Psychic Powers

8

Corvidae Psychic Powers

9

Athanean Psychic Powers

10

Wargear

11

Armour

12

HQ-Magnus the Red

13

Magnus the Red- Special Rules

14

Ahzek Ahriman

15

Phosis TKar

16

Hathor Maat

17

Baleq Uthizzar

18

Kalophis

19

Amon

20

Fellowship Captain

21

Brother-Captain

22

Brother-Librarian

23

Librarian Dreadnought

24

Elites-Kataphract Terminators

25

Sekhmet Terminators

26

Sobek, Pracitus to Ahriman

27

Fellowship Veterans/Scarab Occult

28

Upgrades for Fellowship Veterans/Scarab Occult

29

Thousand Sons Psyker Coven

30

Elite Recon Commandos

31

Troops-Thousand Sons Tactical Squad

32

Recon Commandos

33

Cyber-Maniple Squadron

34

Fast Attack-Thousand Sons Assault Squad

35

Heavy Support- Thousand Sons Devastator Squad

36

Canis Vertex

37

Army Special Rules

Power of Nine: Such is the power of the number nine that any thousand sons squad that has a total of 9 or 18 men may replace a marine with a librarian-sergeant for free. As the number of the reaper autocannon is also 9, it gains a +1 to hit.

Flesh-Change: A plague that affected many members of the original legion before the coming of Magnus, if a thousand son suffers a perils of the warp attack, roll an additional dice, on a 1 the sufferer is wracked by spasamed and may not act for the rest of this turn, next turn, if he is in a unit, his brothers will shoot him down as a mercy killing (remove him from play). If the psyker is not in a unit them replace him with a suitably mutated model (chaos possessed are ideal) and use the following profile, keep the characters wargear and rules (though he gains rage USR) and his tutelary will desert him and flee to the warp):

WS

BS

S

W

T

I

A

Ld

Sv

Flesh change

5

2

7

1

5

6

4

7

X/5+

Sorcerous Levels: the psychic powers of thousand sons vary from the faint glow from a brother marine all the way the roaring fires inside the Majister Templi. This represented by a number from 1 to 4 with 1 being sergeant level and 4 being majister templi. This has an effect on the power of the users sorcery.

Imperial Army Detachment: the thousand sons force may be accompanied by up to 5 units from codex: imperial guard to represent the Imperial army fighting alongside the 28th expedition fleet. These units take up their normal FOC slot and no special characters may be chosen.

Cults: The thousand sons are divided into 5 cults each with their own role and majister templi, they are as follows:

Cult

Role

Magister Templi

Seccondment Legion

Pavoni

Biomancers

Hathor Maat

Emperors Children

Pyrae

Pyromancers

Kalophis

Iron Warriors

Raptora

Telekines

Phosis Tkar

Luna Wolves

Corvidae

Precoginiters

Ahzek Ahriman

Word Bearers

Aethenean

Telepaths

Baleq Uthizzar

Space Wolves

Note: you may only join 1 cult and must join a cult to take powers from its Temple Entry.

Philosiphus: These warriors have transcended likes and dislikes, so they now fight from a place of ultimate calm. Counts as fearless.

Squad Psychic Powers: Each squad with this ability may funnel their powers through a prominent member of the squad (not ICs). Use this Characters leadership and use the squads psychic level. Any perils of the warp are taken on the sergeant, but in the case of any lesh change, the entire squad mutates (not including Ics who move 2 away from the unit).

Psychic Powers

Thousand Sons Psychic Powers

These are available to all without the points cost of joining a cult.

Psy-Strike 15 Points

Level

Range

Strength

AP

Type

1

12

5

4

Assault 1

2

18

6

3

Assault 1

3

24

7

2

Assault 1

4

24

8

2

Assault 1, Lance

Doom-Vortex 25 Points

Level

Range

Strength

AP

Type

1

6

7

4

Assault 1 Blast

2

12

8

3

Assault 1 Blast

3

18

9

2

Assault 1 Large Blast

4

24

10

1

Assault 1 Large Blast, Melta

Psy-Obscure 10 points

Level

Effect

1

5+ cover save for all friendly units with a model within 6

2

4+ cover save for all friendly units with a model within 12

3

3+ cover save for all friendly units with a model within 18

4

2+ cover save for all friendly units with a model within 24

Pavoni powers

These powers are available after joining the pavoni cult. This costs 20 points and gives the character +1W (not his unit).

Augment 10 points

Level

Range

Benefit

1

Own unit

+1T, +1S

2

6

+2T, +1S

3

12

+2T, +2S

4

18

+3T, +3S

Note: pick 1 in the range to give benefits to.

Nerve-Lighting 15 points

Level

Range

Strength

AP

Type

1

12

4

4

Assault 3

2

18

5

3

Assault 4

3

24

6

2

Assault 5

4

36

7

2

Assault 6 Sniper

Revive 25 points

Level

FNP save

Wounds recovered

1

5+

1

2

4+

2

3

3+

3

4

2+

4

Note: is only used on the psykers own unit

Pyrae Psychic Powers

These powers are available after joining the pyrae cult. This costs 20 points and gives the character +1A (not his unit).

Fire-Blast 10 points

Level

Range

Strength

AP

Type

1

12

5

5

Assault 1

2

24

6

4

Assault 1 blast

3

36

7

4

Assault 2 blast

4

48

8

3

Assault 3 blast

Wall of Fire 15 points

Level

Range X

Cover save

Assault cover

Dangerous terrain

1

Own unit

5+

No

No

2

6

4+

Yes

No

3

12

3+

Yes

Yes (does not affect friendlies)

4

12

2+

Yes

Yes (4+) (does not affect friendlies)

All friendly units with a model within X

Blazing Weapons 25 Points

Level

Range

Benefits

Special rule

Str bonus

1

Own unit

CC

Rending

+1

2

Unit in 6

CC+Shooting

Rending*

+2

3

Unit in 12

CC+Shooting

Power/AP2

+3

4

Unit in 12

CC+Shooting

Power/AP1

+4

*rending weapons gain power/AP2

Raptora Psychic Powers

These powers are available after joining the Raptora cult. This costs 15 points and gives the character +1S (not his unit).

Kine-Shield 15 points

Level

Range X

Invulnerable save

1

Own unit

5+

2

6

4+

3

12

3+

4

18

2+

All friendly units with a model within X

Psy-Push 25 points

Level

Range

Strength

AP

Type

Push*

1

12

3

5

Assault 3

6

2

18

4

4

Assault 4

6

3

24

5

3

Assault 4

12

4

30

6

2

Assault 5

18

*pushes the whole unit the push distance if a wound is caused. May not push vehicles, subtract 6 from the distance for monstrous creatures.

Levitate 10 points

Level

Friendly Effect*

Range

Enemy Effect**

Range

1

Jump pack

Own unit

Move 6

6

2

Jump pack

6

Move 12

12

3

Jet pack

12

Move 18

18

4

Jump/Jet pack

18

Move 24

24

*may only use on infantry

**moves the whole unit the push distance as if Jump infantry. May not push vehicles, subtract 6 from the distance for monstrous creatures.

Corvidae Psychic Powers

These powers are available after joining the Corvidae cult. This costs 10 points and gives the character +1I (not his unit).

Forsight 10 points

Move 1 enemy unit within * during your turn as it would normally. This unit may not move during its own turn, but it may shoot and assault as normal

Level

Range*

1

6

2

12

3

18

4

24

Visions of Woe 15 points

Forces a leadership test, fleeing if failed.

Level

Range

Ld modifier

1

6

-1

2

12

-2

3

18

-3

4

24

-4

Combat Reactions 25 points

Only affects the user

Level

I bonus

Def-grenades

A bonus

Invulnerable save

1

+1

No

0

5+/+1 to current

2

+2

Yes

0

4+/+2 to current

3

+3

Yes

+1

3+/+2 to current

4

+4

Yes

+2

3+/+3 to current

Athanean Psychic Powers

These powers are available after joining the Aethenean cult. This costs 5 points and gives the character +1Ld to a max of 10 (not his unit).

Telepthy 15 points

Level

Range

BS bonus

1

1 unit within 18

+1

2

1 unit within 24

+2

3

1 unit within 36

+2

4

1 unit within 48

+3

Command 25 points

Choose a unit within 12 Both sides roll a dice and add the leadership of the psyker/highest in enemy unit. If the thousand sons player rolls higher than his opponent, he may control that unit as if it was his own for the number of phases stated in the table. If the psyker is level 4, the unit chosen may not act during its own turn.

Level

Active phases

1

1

2

2

3

3

4

3

Long-Range-Relay 10 points

Level

Reserve roll bonus

Number of uses per turn

1

+1

1

2

+1

2

3

+2

2

4

+2

3

Wargear

Tutelary: the owner may use 1 more psychic power per turn. (if you take a tutelary, invent a suitable name for it.)

Bolt Carbine: An assault version of the common bolter, it uses the following profile:

Range

Strength

AP

Type

Carbine

18

4

5

Assault 3

Heqa Staff: counts as a force weapon. The user may also use 1 more psychic power per turn, this psychic test may be re-rolled. Cumulative with Tutelary bonus. Provides 4+ Invulnerable save

Psy-booster: raises the users psychic level by 1, but triggers the flesh change on 1 or 2 after a perils of the warp attack.

Psy-Charged Rounds: when a squad wishes to fire Psy-Charged rounds from their bolt weapons, take a psychic test and use the leadership of the sergeant for the test. Perils of the warp will affect every member of the squad on a double 6 or 1 and the sergeant on any double. If the test is passed, the squads bolt weapons use the following profiles.

Weapon

Range

Strength

AP

Type

Bolter

30

5

4

Rapid Fire

Bolt Pistol

18

5

4

Pistol

Bolt Carbine

24

5

4

Assault 3

Storm Bolter

30

5

4

Assault 2

Heavy Bolter

36

6

3

Heavy 3

Special ammunition

These can be used instead of standard bolt rounds. Follow the new profile. Weapon type stays the same unless stated otherwise, but range is shown as a modifier to the original range. Not compatible with psy-charged rounds or heavy bolters

Round

Range

Strength

AP

Type

Stalker

+6

4

5

Heavy 2 hits on 2+

Inferno

-6

5

3

-

Kraken

+6

4

4

-

Metal Storm

-6

3

6

Assault X

Dragonfire

-

4

5

-, ignores cover

X=Max shots+3 (e.g. bolter 2 shots, +3 =5=Assault 5)

Reaper cannon

range

Strength

AP

Type

48

7

4

Heavy 2 Twin Linked

Vehicles: for the unit entries for all vehicles and bike squadrons, see codex: space marines.

Armour

Kataphract Armour: 1+ armour save (roll of 1 always fails), 4+ invulnerable save. +1 Strength and Toughness. Relentless. May deep strike. May not sweeping advance or consolidate. Immune to instant death Max number of kataphract suits in your army is 9. May not enter any transport.

Terminator Armour: 2+ armour save, 5+ invulnerable save. Relentless. May Deep Strike. May not sweeping advance or consolidate. May not enter rhino transports

Artificer Armour: 2+ armour save

Power Armour: 3+ armour save

Recon Carapace: 4+ armour save. Scout and Infiltrate USR

Headquarters

Magnus the Red, Primarch of the Thousand Sons, The Crimson King 999 points

WS

BS

S

W

T

I

A

Ld

Sv

Magnus

8

5

7

6

7

6

4

10

1+/3+

Wargear:

Kataphract Armour

Staff of Magnus: Usable as a force weapon with +1 Attack or +1 Initiative

Book of Magnus: Allows Magnus to use 6 Psychic Powers per turn

(Unit type: InfantryComposition: 1 (unique))Heavy Bolt Pistol:

Range

Strength

AP

Type

24

5

4

Pistol

Psy-Charged Rounds (use heavy bolter strength and AP)

Frag and Krak Grenades

(Psychic Powers:Psy-StrikeDoom VortexPsy-ObscureAugmentReviveNerve LightningBlood Boil (see Hathor Maat)Fire-BlastWall of fireBlazing WeaponsHeat Ray (see Kalophis)Kine ShieldPsy-PushLevitateForesightVisions of WoeCombat ReactionsTelepathyCommandLong Range RelayFury of Prospero)

Special Rules:

Psyker level: 4

Philosiphus

Fleet

Independent Character

Majestic: Magnus may be targeted by shooting even if they have joined a unit (unless he is leading a unit of Kataphracts). Titanic Might: Such is the power of Magnus that he may reroll all failed rolls to wound with close combat and shooting attacks.

Heroic Strike: Instead of making their normal attacks in close combat, Magnus may instead make a single attack which hits and wounds automatically. Against vehicles it causes an automatic penetrating hit against its target. The Heroic Strike is AP 1.

Fallen Hero: Should Magnus be reduced to 0 wounds or be taken out of the game in some manner, do not remove the model from the table. Instead place the model on its side (as practically possible). The model now forms an additional objective in Planetstrike, Seize Ground and the Capture and Control missions. In Annihilation and Planetstrike missions Magnus counts as D3 kill points. Furthermore all allied Imperial units that remain within 6 of the gravely wounded Magnus gain the Counter Attack and Fearless universal special rules and all Thousand Sons on the battlefield are Fearless.

Master Psyker: automatically passes all psychic tests

All Hail the Crimson King: All Allies within 24 of Magnus are Fearless and gain Counter-Attack.

Bodyguard: 1 unit of Thousand Sons Kataphracts selected as normal (do not use FOC slot)

Fury Of Prospero: This Psychic Power may only be used once per game due to the immense stress it puts on Magnus great mind.

Psychic Power

Range

Strength

AP

Type

Fury of Prospero

72

10 (D in apocalypse)

1

Heavy 9 Large Blast, once per game

Ahzek Ahriman, Chief Librarian of the Thousand Sons, Migister Templi of the Corvidae Temple, 1st Fellowship Captain, Commander of the Sekhmet and the Scarab Occult: 320 points

WS

BS

S

W

T

I

A

Ld

Sv

Ahriman

5

5

4

4

4

6

3

10

2+/4+

(Options: Replace Artificer armour and bolt pistol with Terminator Armour and twin linked Bolter- 50 pointsBodyguard: 1 unit of Thousand Sons Scarab Occult selected as normal (do not use FOC slot) Only if in Artificer Armour OR1 unit of Thousand Sons Sekhmet Terminators selected as normal (do not use FOC slot) Only if in Terminator Armour)Wargear

Bolt Pistol

Psy-Charged Rounds

Inferno Rounds

Artificer Armour

Heqa Staff

Frag and Krak Grenades

Aaetpio (Tutelary)

Special Rules

Philosiphus

Eternal Warrior

Independent Character

Psyker level: 4

Chief Librarian: Sekhmet terminators and Scarab occult Veterans are now troops with no restrictions

Corvidae Magister Templi: may re-roll the psychic tests when using the basic Corvidae Psychic Powers. Entry to the corvidae cult now costs 5 points for all units.

(Unit type: InfantryComposition: 1 (Unique))Psychic Powers

Psy-Strike

Psy-Obscure

Doom-Vortex

Forsight

Combat Reactions

Visions of Woe

Phosis TKar, 2nd Fellowship Captain, Magister Templi of the Raptora Temple: 250 points

WS

BS

S

W

T

I

A

Ld

Sv

Phosis TKar

5

5

5

4

4

5

3

10

2+/4+

(Bodyguard: 1 unit of Thousand Sons Fellowship Veterans selected as normal (do not use FOC slot) )Wargear

Bolt Pistol

Psy-Charged Rounds

(Unit type: InfantryComposition: 1 (unique))Kraken Rounds

Inferno Rounds

Artificer Armour

Heqa Staff

Frag and Krak Grenades

Utipa (Tutelary)

Special Rules

Eternal Warrior

Independent Character

Philosiphus

Psyker level: 4

Flesh Change

Raptora Magister Templi: may re-roll the psychic tests when using the basic Raptora Psychic Powers. Entry to the Raptora cult now costs 10 points for all units.

Psychic Powers

Doom-Vortex

Psy-Obscure

Kine Shield

Psy-Push

Levitate

(insert Raptora master power here)

Hathor Maat, 3rd Fellowship Captain, Magister Templi of the Pavoni Temple: 225 points

WS

BS

S

W

T

I

A

Ld

Sv

Hathor Maat

5

5

4

5

4

5

3

10

3+/4+

(Bodyguard: 1 unit of Thousand Sons Fellowship Veterans selected as normal (do not use FOC slot) )Wargear

Bolt Pistol

Psy-Charged Rounds

Dragonfire Rounds

Inferno Rounds

Power Armour

Heqa Staff

Frag and Krak Grenades

(Unit type: InfantryComposition: 1 (unique))Paeoc (Tutelary)

Special Rules

Eternal Warrior

Independent Character

Philosiphus

Psyker level: 4

Flesh Change

Pavoni Magister Templi: may re-roll the psychic tests when using the basic Pavoni Psychic Powers. Entry to the Pavoni cult now costs 15 points for all units.

Psychic Powers

Doom-Vortex

Psy-Strike

Augment

Revive

Nerve Lightning

Blood Boil: Select a unit within 12, each model suffers a wound on 2+, on 5+ they also suffer instant death as their raised blood pressure causes their heads to explode!

Baleq Uthizzar 5th Fellowship Captain, Magister Templi of the Aethenean Temple: 200 points

WS

BS

S

W

T

I

A

Ld

Sv

Uthizzar

5

5

4

4

4

5

3

10

3+/4+

Wargear

Twin Linked Bolter

(Bodyguard: 1 unit of Thousand Sons Fellowship Veterans selected as normal (do not use FOC slot) )Bolt Pistol

Psy-Charged Rounds

Inferno Rounds

Dragonfire Rounds

Power Armour

Ephra (Tutelary)

Heqa Staff

(Unit type: InfantryComposition: 1 (unique))Frag and Krak Grenades

Special Rules

Eternal Warrior

Philosiphus

Psyker level: 4

Flesh Change

Aethenean Magister Templi: may re-roll the psychic tests when using the basic Aethenean Psychic Powers. Entry to the Aethenean cult is now free for all units.

Psychic Powers

Psy-Obscure

Psy-Strike

Telepathy

Command (+1 Ld during control roll off)

Long Range Relay

Kalophis, 6th Fellowship Captain, Magister Templi of the Pyrae Temple: 300 points

WS

BS

S

W

T

I

A

Ld

Sv

Kalophis

5

5

5

4

4

5

4

10

2+/4+

Wargear

Plasma Pistol

(Bodyguard: 1 unit of Thousand Fellowship Veterans Occult selected as normal (do not use FOC slot) )Artificer Armour

Heqa Staff

Frag and Krak Grenades

Melta Bombs

Sioda (Tutelary)

(Unit type: InfantryComposition: 1 (unique))Special Rules

Eternal Warrior

Pholosiphus

Psyker level: 4

Flesh Change

Pyrae Magister Templi: may re-roll the psychic tests when using the basic Pyrae Psychic Powers. Entry to the Pyrae cult now costs 15 points for all units.

Master of Maniples: removes the unit restriction on Psyber-Maniples and allows all Pyrae cult members to take the 2 special psychic powers (See Psyber-Maniple Entry).

Psychic Powers

Doom-Vortex

Psy-Strike

Psy-Obscure

Fire-Blast

Wall of fire

Blazing Weapons

Empower Maniples

Fire Psy-Blaster

Heat Ray:

Range

Strength

AP

Type

24

10

1

Assault 1, Melta

Amon,Equerry to Magnus, 9th Fellowship Captain of the Recon Company: 200 points

WS

BS

S

W

T

I

A

Ld

Sv

Amon

5

5

4

3

4

6

3

10

4+/4+

Wargear

(Options: Replace Recon Carapace armour and bolt pistol with:Karaphract Armour and Storm Bolter- 100 pointsBodyguard: 1 unit of Thousand Sons Elite Recon Commandos selected as normal (do not use FOC slot) ONLY IF NOT PART OF MAGNUS COMMAND SQUAD.)Bolt Carbine

Bolt Pistol

Psy-Charged Rounds

Stalker rounds

Metal Storm Rounds

Kraken Rounds

Heqa Staff

Recon Carapace Armour

Frag and Krak Grenades

Melta Bombs

Special Rules

Philosiphus

Eternal Warrior

Psyker level: 3

Flesh Change

Recon Captain: Elite Recon Commandos are now troops with no restrictions (Recon Commandos lose their 0-1 restriction).

(Unit type: InfantryComposition: 1 (Unique))Psychic Powers

Psy-Strike

Psy-Obscure

Forsight

Combat Reactions

Visions of Woe

Fellowship Captain: 150 points

WS

BS

S

W

T

I

A

Ld

Sv

Fellowship Captain

5

5

4

3

4

5

3

10

3+/4+

(Unit type: InfantryComposition: 1)Wargear

Bolt Pistol

Psy-Charged Rounds

Power Armour

Heqa Staff

(Bodyguard: 1 unit of Thousand Sons Fellowship Veterans selected as normal (do not use FOC slot) Only if in Artificer Armour or Power Armour.)Frag and Krak Grenades

Special Rules

Psyker Level:3

(May Take:Melta Bombs-5Psy-Booster-40Tutelary-20Special Ammo-10 per typeJump Pack-30Psychic powersMay join any cult and take any thousand sons powers, but must take at least 1 power in total.)Flesh Change

Philosiphus

Options

Replace Bolt Pistol with:

Twin-Linked Bolter-5

Combi Weapon-10

Plasma Pistol-15

Plasma Storm-25

Bolt Carbine-5

Replace Power Armour with:

Recon Carapace-free

Artificer armour-20

Replace Power Armour and Bolt Pistol with Terminator armour and:

Twin Linked Bolter-35

Combi Weapon-40

Plasma Storm-55

Brother-Captain: 100 points

WS

BS

S

W

T

I

A

Ld

Sv

Captain

5

5

4

2

4

4

3

10

3+

(Bodyguard: 1 unit of Thousand Sons Fellowship Veterans selected as normal (do not use FOC slot) Only if in Artificer Armour or Power Armour.)Wargear

Bolt Pistol

Psy-Charged Rounds

Power Armour

Close Combat Weapon

(Unit type: InfantryComposition: 1)Frag and Krak Grenades

Special Rules

Psyker Level:2

Flesh Change

Philosiphus

(May take:Melta Bombs-5Psy-Booster-40Tutelary-20Special Ammo-10 per typeJump Pack-30Psychic powersMay join any cult and take any thousand sons powers, but must take at least 1 power in total.)Options

Replace Bolt Pistol with:

Twin-Linked Bolter-5

Combi Weapon-10

Plasma Pistol-15

Bolt Carbine-5

Replace Power Armour with:

Recon Carapace-free

Artificer armour-20

Replace Close Combat weapon With:

Power Weapon-15

Force Weapon-30

Power Fist-25

Lightning Claw-25

Brother-Librarian:120 points

WS

BS

S

W

T

I

A

Ld

Sv

Librarian

4

4

4

2

4

4

2

10

3+

(Unit type: InfantryComposition: 1)Wargear

Bolt Pistol

Psy-Charged Rounds

Power Armour

Force Weapon

Frag and Krak Grenades

Special Rules

Psyker Level:3

Flesh Change

Philosiphus

(May take:Melta Bombs-5Psy-Booster-40Tutelary-20Special Ammo-10 per typeJump Pack-30 Psychic powersMay join any cult and take any thousand sons powers, but must take at least 2 powers in total.)Options

Replace Bolt Pistol with:

Twin-Linked Bolter-5

Combi Weapon-10

Plasma Pistol-15

Bolt Carbine-5

Storm Shield-20

Replace Power Armour with:

Artificer armour-20

Replace Power Armour and Bolt Pistol with Terminator armour and:

Twin Linked Bolter-35

Combi Weapon-40

Librarian Dreadnought: 300 points

BS

WS

F

S

R

S

I

A

Ld

Librarian Dreadnought

5

4

12

12

10

5

4

3

10

Wargear:

Dreadnought Force Weapon: Dreadnought Close Combat weapon with force weapon ability.

(Unit type: Vehicle (Walker)Composition: 1Dedicated Transport:May select a Drop Pod as normalPsychic powersMay join any cult and take any thousand sons powers, but must take at least 2 powers in total.)Multi-Melta

Smoke Launchers

Special Rules:

Psyker Level: 3

Options:

Replace Multi-Melta with:

Twin-Linked Heavy Flamer-Free

Twin-Linked Heavy Bolter-5

Twin-Linked Autocannon-10

Plasma Cannon-10

Assault Cannon-10

Twin-Linked Lascannon-30

May take a tutelary-20

Elites

Kataphract Terminators: 500 points 0-1

WS

BS

S

W

T

I

A

Ld

Sv

Kataphract

5

5

5

2

5

4

2

9

1+/4+

Captain

5

5

5

2

5

4

3

10

1+/4+

Apothecary

5

5

5

2

5

4

2

9

1+/4+

Wargear:

Kataphract Armour

Storm Bolter

Psy-Charged Rounds

Force Weapon

(Unit Composition1 Captain2 KataphractsUnit Type: InfantryOptions Continued:Upgrade 1 kataphract to Apothecary (loses storm bolter, joins Pavoni cult, gains revive psychic power and unit gains Feel No Pain)-501 Kataphract may replace their Storm Bolter with: Assault Cannon-40Reaper Cannon-20Heavy Flamer-10Plasma Storm-20The captain and the Apothecary may take:Psy-booster-40Special Ammo-10 points per typeTutelary-20Psychic Powers: The captain and standard Kataphracts may join any cult and take any psychic powers (choose individually). The Apothecary is Pavoni and may take powers from the pavoni and thousand sons lists. (Captain must take at least 1))Frag and Krak Grenades

Special Rules

Philosiphus

Psyker Level: 2

Flesh Change

Guardians of Magnus: May only be included in an army including Magnus and/or Amon in Kataphract Armour. The Kataphracts will always serve as a retinue for Magnus and/or Amonforming a single unit (Magnus and/or Amon loose Independent Character)

Squad Psychic Powers

Options

Take up to an additional 4 Kataphracts at 150 points each

Any Kataphract may replace their Force Weapon with:

Thunder Hammer-5

Chainfist-5

Legion Standard-50: All Thousand Sons units within 24 gain counter attack and re-roll missed hits and wounds in close combat. (one per army)

(Unit Composition1 Sergeant2 SekhmetUnit Type: InfantryOptions Continued:1 Sekhmet may replace their Twin-Linked Bolter with: Assault Cannon-40 (0-1 per army)Reaper Cannon-20Heavy Flamer-10Plasma Storm-20The Sergeant may take:Psy-booster-40Special Ammo-10 per typeTutelary-20Psychic Powers: The Sergeant and Sekhmet may join any cult and take any psychic powers (choose seperately). )Sekhmet terminators: 200 points 0-2

WS

BS

S

W

T

I

A

Ld

Sv

Sekhmet

4

4

4

1

4

4

2

9

2+/5+

Sergeant

4

4

4

1

4

4

3

9

2+/5+

Wargear:

Terminator Armour

Twin-Linked Bolter

Psy-Charged Rounds

Power Fist (Sergeant has Force Weapon)

Frag and Krak Grenades

Special Rules

Philosiphus

Power of Nine

Psyker Level: 2 (Librarian-Sergeant)

Psyler Level: 1 (Squad)

Flesh Change

Squad Psychic Powers

Options

Take up to an additional 6 Sekhmet at 50 points each

Upgrade Sergeant to Librarian Sergeant-25

Any Sekhmet may replace their Power Fist with:

Thunder Hammer-5

Chainfist-5

Lightning Claw-free

Fellowship Standard-30: All Thousand Sons units within 12 re-roll missed hits and wounds in close combat. (Only if Ahriman is included in the army, one per army)

Any Sekhmet may replace their Twin-Linked Bolter with:

Storm Shield-10

Additional lightning claw-5

Storm Bolter-5 (one squad only)

(Dedicated Transport: May select a Land Raider as normal (no variants))

Sobek, Pracitus of Ahriman: 60 points

WS

BS

S

W

T

I

A

Ld

Sv

Sobek

4

4

4

2

4

5

3

9

2+/5+

Wargear

Bolter

Force Weapon

Bolt Pistol

Psy-Charged Rounds

All Special Ammo Types

Power Armour

Frag and Krak Grenades

Special Rules

Psyker Level:2

Flesh Change

Pracitus of Ahriman: May only be included in an army which includes ahriman

Independent Character

And they shall know no Fear

Combat tactics

Psychic Funnel: Sobek may be used as the focus for squad psychic powers, but will mutate if his squad is subject to flesh change.

Psychic Powers

Psy-strike

Combat Reactions

Visions of Woe

Options

Replace Power Armour, Bolt Pistol and Bolter for:

Terminator Armour and Storm Bolter-30

Fellowship Veterans: 70 points

WS

BS

S

W

T

I

A

Ld

Sv

Veteran

4

4

4

1

4

4

2

9

3+

Sergeant

4

4

4

1

4

4

3

9

3+

Unit Type: Infantry

Composition

1 Sergeant

2 Veterans

Wargear

Bolt Pistol

Bolter

Psy-Charged Rounds

Close Combat weapon

Power Armour

Frag and Krak Grenades

Special Rules

Philosihus (Scarab Occult Only)

And They Shall Know No Fear (Fellowship Veterans only)

Combat Tactics (Fellowship Veterans only)

Power of Nine

Psyker Level: 2 (Librarian Sergeant)

Psyker Level: 1 (Squad)

Flesh Change

Squad Psychic Powers

Options

Take up to an additional 15 Veterans at 20 points each

Upgrade Sergeant to Librarian Sergeant (replace close combat weapon with force weapon which cannot be changed)-25

Upgrade to Scarab Occult-10 points per model

Replace Close Combat Weapon with Fellowship standard-30: All Thousand Sons units within 12 re-roll missed hits and wounds in close combat. (one per Fellowship Captain in army FELLOWSHIP VETERANS ONLY)

May join a Specialisation group and may only take upgrades under their heading:

Firefight (gain all special ammos)-10 points per model

Assault (loose bolter, gain jump pack)-10 points per model (0-1)

(Firefight UpgradesThe Sergeant (not librarian) may replace his close combat weapon with:Power Weapon-15Power Fist-25Lightning Claw-25Thunder Hammer-30The sergeant may replace his Bolt Pistol with:Plasma Pistol-15Additional Lightning Claw (loses bolter, not librarian)-5Storm Shield-20The Sergeant may replace his Bolter with:Combi-Weapon-10Bolt Carbine-5Storm Bolter10Twin-Linked Bolter-5Any Veteran may replace their bolter with: Twin Linked Bolter-5storm bolter-10 (1 squad only)Combi Weapon-10Plasma gun-15Flamer-5Melta Gun-101 Veteran in every 3 may replace their bolter with:Missile Launher-5 Multi Melta-10Lascannon-20Heavy Bolter-5Plasma Cannon-25)Assault Upgrades

The Sergeant (not librarian)and any veteran may replace his close combat weapon with:

Power Weapon-15

Power Fist-25

Lightning Claw-25

Thunder Hammer-30

Relic Blade (Sergeant Only)-20

Any member of the squad may replace his Bolt Pistol with:

Plasma Pistol-15

Bolt Carbine-5

Additional Lightning Claw (loses bolter, not librarian)-5

Storm Shield-20

(Dedicated Transport: Firefight squads may select a Land Raider or rhino as normal (no variants))Psychic Powers: The Librarian Sergeant and Veterans (including basic sergeant) may join any cult and take any psychic powers (Librarian-Sergeant chooses separately).

Thousand Sons Librarian Coven: 200

WS

BS

S

W

T

I

A

Ld

Sv

Adept Minor

4

4

4(5)

1(2)

4(5)

4(5)

2

9(10)

3+/5+

Adept Major

4

4

5

2

5

5

3

10

3+/5+

Unit Type: Infantry

Composition

5 Adepts Minor

Wargear:

Bolt Pistol

Psy-Charged Rounds

Force Weapon

Power Armour

Frag and Krak Grenades

Psy-booster (bonus already included)

Special Rules:

Philosiphus

Psyker Level: 2 (Adept Minor)

Psyker Level: 3 (Adept Major)

Flesh Change

Options:

Any Adept may replace his Bolt Pistol with:

Plasma Pistol-15

Bolt Carbine-5

(Dedicated Transport: May select a rhino as normal )Bolter-free

Storm Shield-20

Include an Adept Major-50

Psychic Powers

Each adept Minor is from a different cult and knows all of the basic powers and stat change for that cult. The Adept Major knows no cult powers, but has all of the stat changes associated with each cult and knows all of the thousand sons psychic powers.

Elite Recon Commandos: 100 points 0-1

WS

BS

S

W

T

I

A

Ld

Sv

Elite Commando

4

4

4

1

4

4

2

9

4+

Sergeant

4

4

4

1

4

4

3

9

4+

(OptionsTake up to 4 additional Elite Commandos at 20 points eachUpgrade Sergeant to Librarian Sergeant (replace close combat weapon with force weapon which cannot be changed)-25The Sergeant (not librarian) may replace his close combat weapon with:Power Weapon-15Power Fist-25Lightning Claw-25Thunder Hammer-30The sergeant may replace his Bolt Pistol with:Plasma Pistol-15Additional Lightning Claw (loses bolter, not librarian)-5Storm Shield-20The Sergeant may replace his Bolter with:Combi-Weapon-10The Sergeant may take:Melta Bombs-51 Elite Commando in every 3 may replace their bolter with:Combi Weapon-10Plasma gun-15Flamer-5Melta Gun-10)

Unit Type: Infantry

Composition

1 Sergeant

4 Elite Commandos

Wargear

Bolt Pistol

Bolter/Bolt Carbine/Sniper Rifle

Psy-Charged Rounds

Stalker Rounds

Metal Storm Rounds

Kraken Rounds

Close Combat weapon

Recon Carapace

Frag and Krak Grenades

Special Rules

And They Shall Know No Fear

Combat Tactics

Power of Nine

Psyker Level: 2 (Librarian Sergeant)

Psyker Level: 1 (Squad)

Flesh Change

Squad Psychic Powers

Psychic Powers: The Librarian Sergeant and Elite Commandos (including basic sergeant) may join any cult and take any psychic powers (Librarian-Sergeant chooses separately).

Troops

Thousand Sons Tactical Squad: 100 points 1+

WS

BS

S

W

T

I

A

Ld

Sv

Marine

4

4

4

1

4

4

1

8

3+

Sergeant

4

4

4

1

4

4

2

9

3+

(OptionsThe Sergeant (not librarian) may replace his close combat weapon with:Power Weapon-15Power Fist-25Lightning Claw-25Thunder Hammer-30The sergeant may replace his Bolt Pistol with:Plasma Pistol-15Additional Lightning Claw (loses bolter, not librarian)-5Storm Shield-20The Sergeant may replace his Bolter with:Combi-Weapon-10The Sergeant may take:Melta Bombs-52 Marines in every 9 may replace their bolter with:Plasma gun-15Flamer-5Melta Gun-10Missile Launher-5 Multi Melta-10Lascannon-20Heavy Bolter-5Plasma Cannon-25)Unit Type: Infantry

Composition

1 Sergeant

4 Marines

Wargear

Bolt Pistol

Bolter

Psy-Charged Rounds

Close Combat weapon

Power Armour

Frag and Krak Grenades

Special Rules

And They Shall Know No Fear

Power of Nine

Psyker Level: 1 (Librarian Sergeant)

Flesh Change (Librarian Sergeant)

Options

Take up to an additional 15 Marines at 16 points each

Upgrade Sergeant to Librarian Sergeant (replace close combat weapon with force weapon which cannot be changed)-25

Psychic Powers: The Librarian Sergeant may join any cult and take any psychic powers

(Dedicated Transport: May select a rhino as normal )

Recon Commandos: 90 points

WS

BS

S

W

T

I

A

Ld

Sv

Commando

4

4

4

1

4

4

1

8

4+

Sergeant

4

4

4

1

4

4

2

9

4+

(OptionsTake up to 4 additional Elite Commandos at 15 points eachUpgrade Sergeant to Librarian Sergeant (replace close combat weapon with force weapon which cannot be changed)-25The Sergeant (not librarian) may replace his close combat weapon with:Power Weapon-15Power Fist-25The sergeant may replace his Bolt Pistol with:Plasma Pistol-15The Sergeant may replace his Bolter with:Combi-Weapon-10The Sergeant may take:Melta Bombs-51 Commando may replace their bolter with:Bolt Carbine-5Sniper Rifle-51 Commando may replace their bolter with:Combi Weapon-10Plasma gun-15Flamer-5Melta Gun-10)

Unit Type: Infantry

Composition

1 Sergeant

4 Commandos

Wargear

Bolt Pistol

Bolter

Psy-Charged Rounds

Stalker Rounds

Metal Storm Rounds

Close Combat weapon

Recon Carapace

Frag and Krak Grenades

Special Rules

And They Shall Know No Fear

Combat Tactics

Power of Nine

Psyker Level: 1 (Librarian Sergeant)

Flesh Change

Squad Psychic Powers

Psychic Powers: The Librarian Sergeant may join any cult and take any psychic powers.

(Options:Upgrade Overseer to Coordinator-50Include up to 7 extra Maniples at 10 points per modelPsychic Powers: The Overseer (and Coordinator) is a member of the pyrae cult and knows: Empower Maniples, Fire Psy-Blaster, Fire-Blast (Blazing Weapons, Psy-strike: coordinator only)The Following psychic powers may only be used on Maniples while at a range of 6 or lessEmpower Maniples 15 points to others with KalophisLevelStats to increase by 11S, T2S, T, I, A3S, T, I, A, A-Sv, WS4S, T, I, A, A-Sv, WS, BS, I-SvFire Psy-Blaster 25 points to others, with KalophisAllows the maniple unit to fire their Psy-Blasters using the users BS at any target visible to both the user and the maniplesLevelRangeStrengthAPType11264Assault 1 Lance22473Assault 1 Lance33682Assault 2 Lance44891Assault 2 Lance)Psyber-Maniples: 50, 0-2

WS

BS

S

W

T

I

A

Ld

Sv

Overseer

4

4

4

1

4

4

2

8

3+

Coordinator

4

4

4

1

4

4

3

9

3+

Maniple

2

4

5

1

5

3

1

X

4+/5+

Unit Type: Infantry

Composition

1 Pyrae Overseer

2 Psyber-Maniples

Wargear

Overseer

Bolt Pistol

Psy-Charged Ammo

Close Combat Weapon (Coordinator has force weapon)

Power Armour

Frag and Krak grenades

Maniple

Bolter

Inferno Rounds

Psy-Blaster

Psy-Shielding (4+ armour, 5+ invulnerable)

Special Rules

Pyrae Battle Constructs: you may only field maniple squadrons if there is at least one HQ choice belonging to the Pyrae cult in your army

Overseer

And They Shall Know No Fear

Psyker Level: 1 (Overseer)

Psyker Level: 2 (Coordinator)

Flesh Change

Maniple

Drone: use the leadership of the unit leader, if unit leader is killed, all Maniples shut down (remove as casualties).

Psy-Blaster: May only be used when under the influence of the psychic power, Fire Psy-Blaster.

Fast Attack

Thousand Sons Assault Squad: 100 points

WS

BS

S

W

T

I

A

Ld

Sv

Marine

4

4

4

1

4

4

1

8

3+

Sergeant

4

4

4

1

4

4

2

9

3+

(OptionsThe Sergeant (not librarian) may replace his close combat weapon with:Power Weapon-15Power Fist-25Lightning Claw-25Thunder Hammer-30The sergeant may replace his Bolt Pistol with:Plasma Pistol-15Additional Lightning Claw (loses bolter, not librarian)-5Storm Shield-20The Sergeant may replace his Bolter with:Combi-Weapon-10The Sergeant may take:Melta Bombs-52 Marines in every 9 may replace their bolter with:Plasma gun-15Flamer-5Melta Gun-10Missile Launher-5 Multi Melta-10Lascannon-20Heavy Bolter-5Plasma Cannon-25)Unit Type: Infantry

Composition

1 Sergeant

4 Marines

Wargear

Bolt Pistol

Psy-Charged Rounds

Close Combat weapon

Power Armour

Frag and Krak Grenades

Jump Pack

Special Rules

And They Shall Know No Fear

Power of Nine

Psyker Level: 1 (Librarian Sergeant)

Flesh Change (Librarian Sergeant)

Options

Take up to an additional 15 Marines at 20 points each

Upgrade Sergeant to Librarian Sergeant (replace close combat weapon with force weapon which cannot be changed)-25

Psychic Powers: The Librarian Sergeant may join any cult and take any psychic powers

Heavy Support

Thousand Sons Devastator Squad: 100 points

WS

BS

S

W

T

I

A

Ld

Sv

Marine

4

4

4

1

4

4

1

8

3+

Sergeant

4

4

4

1

4

4

2

9

3+

(OptionsThe Sergeant (not librarian) may replace his close combat weapon with:Power Weapon-15Power Fist-25Lightning Claw-25Thunder Hammer-30The sergeant may replace his Bolt Pistol with:Plasma Pistol-15Additional Lightning Claw (loses bolter, not librarian)-5Storm Shield-20The Sergeant may replace his Bolter with:Combi-Weapon-10The Sergeant may take:Melta Bombs-5Up to 4 Marines in may replace their bolter with:Missile Launher-15 Multi Melta-15Lascannon-35Heavy Bolter-15Plasma Cannon-25)Unit Type: Infantry

Composition

1 Sergeant

4 Marines

Wargear

Bolt Pistol

Bolter

Psy-Charged Rounds

Close Combat weapon

Power Armour

Frag and Krak Grenades

Signum (Sergeant Only)

Special Rules

And They Shall Know No Fear

Power of Nine

Psyker Level: 1 (Librarian Sergeant)

Flesh Change (Librarian Sergeant)

Options

Take up to an additional 15 Marines at 16 points each

Upgrade Sergeant to Librarian Sergeant (replace close combat weapon with force weapon which cannot be changed)-25

Psychic Powers: The Librarian Sergeant may join any cult and take any psychic powers

(Dedicated Transport: May select a rhino as normal )