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1 | Page By Octavian Lars. Inspired by Graham McNeill’s Fabulous “A Thousand Sons” With help from Brambleten on the Ammobunker

Transcript of z1.ifrm.comz1.ifrm.com/2/150/0/p1022376/P_H_1K_sons_Codex.docx  · Web viewA plague that affected...

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By Octavian Lars. Inspired by Graham McNeill’s Fabulous “A Thousand Sons” With help from Brambleten on the Ammobunker

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Disclaimer

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

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels,

Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device,

Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark

Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of

Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games

Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo,

Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of

Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda,

Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven,

the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter

logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid,

Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k

Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names,

races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the

Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or ©

Copyright Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world.

Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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Contents

Entry Page No.

Army Special Rules 4Thousand Sons Psychic Powers 5Pavoni Psychic Powers 6Pyrae Psychic Powers 7Raptora Psychic Powers 8Corvidae Psychic Powers 9Athanean Psychic Powers 10Wargear 11Armour 12HQ-Magnus the Red 13Magnus the Red- Special Rules 14Ahzek Ahriman 15Phosis T’Kar 16Hathor Maat 17Baleq Uthizzar 18Kalophis 19Amon 20Fellowship Captain 21Brother-Captain 22Brother-Librarian 23Librarian Dreadnought 24Elites-Kataphract Terminators 25Sekhmet Terminators 26Sobek, Pracitus to Ahriman 27Fellowship Veterans/Scarab Occult 28Upgrades for Fellowship Veterans/Scarab Occult

29

Thousand Sons Psyker Coven 30Elite Recon Commandos 31Troops-Thousand Sons Tactical Squad 32Recon Commandos 33Cyber-Maniple Squadron 34Fast Attack-Thousand Sons Assault Squad

35

Heavy Support- Thousand Sons Devastator Squad

36

Canis Vertex 37

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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 character’s wargear and rules (though he gains rage USR) and his tutelary will desert him and flee to the warp):

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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 user’s 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 28thexpedition 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

TempliSeccondment Legion

Pavoni Biomancers

Hathor Maat Emperor’s Children

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Pyrae Pyromancers

Kalophis Iron Warriors

Raptora Telekines Phosis T’kar Luna WolvesCorvidae

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 Character’s leadership and use the squad’s 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 PowersThese are available to all without the points cost of joining a cult.Psy-Strike 15 PointsLevel

Range

Strength

AP

Type

1 12 5 4 Assault 12 18 6 3 Assault 13 24 7 2 Assault 14 24 8 2 Assault 1,

LanceDoom-Vortex 25 PointsLevel

Range

Strength

AP

Type

1 6 7 4 Assault 1 Blast2 12 8 3 Assault 1 Blast3 18 9 2 Assault 1 Large Blast4 24 10 1 Assault 1 Large Blast,

MeltaPsy-Obscure 10 pointsLev Effect

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el1 6+ cover save for all friendly units with a model

within 3”2 5+ cover save for all friendly units with a model

within 6”3 4+ cover save for all friendly units with a model

within 9”4 3+ cover save for all friendly units with a model

within 12”

Pavoni powersThese powers are available after joining the pavoni cult. This costs 20 points and gives the character +1W (not his unit).Augment 10 pointsLevel

Range Benefit

1 Own unit

+1T, +1S

2 6” +2T, +1S

3 12” +2T, +2S

4 18” +3T, +3S

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Note: pick 1 in the range to give benefits to. Nerve-Lighting 15 pointsLevel

Range

Strength

AP

Type

1 12” 4 4 Assault 32 18” 5 3 Assault 43 24” 6 2 Assault 54 36” 7 2 Assault 6

Sniper

Revive 25 pointsLevel

FNP save

Wounds recovered

1 5+ 12 4+ 23 3+ 34 2+ 4Note: is only used on the psyker’s own unit and only grants benifits to this unit. Recovered wounds can be used to recover precious casualties.

Pyrae Psychic PowersThese powers are available after joining the pyrae cult. This costs 20 points and gives the character +1A (not his unit).Fire-Blast 10 pointsLevel

Range

Strength

AP

Type

1 12” 5 5 Assault 1

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2 24” 6 4 Assault 1 blast

3 36” 7 4 Assault 2 blast

4 48” 8 3 Assault 3 blast

Wall of Fire15 pointsLevel

Range X

Cover save

Assault cover

Dangerous terrain

1 Own unit

5+ No No

2 6” 4+ Yes No3 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 XBlazing Weapons 25 PointsLevel

Range Benefits Special rule

Str bonus

1 Own unit CC Rending +12 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

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Raptora Psychic PowersThese powers are available after joining the Raptora cult. This costs 15 points and gives the character +1S (not his unit).Kine-Shield 15 pointsLevel

Range X

Invulnerable save

1 Own unit

5+

2 6” 4+3 12” 3+4 18” 2+All friendly units with a model within XPsy-Push 25 pointsLevel

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 pointsLevel

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

pack18” 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.

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

Range*

1 6”2 12”3 18”4 24”Visions of Woe 15 pointsForces a leadership test, fleeing if failed.Level

Range

Ld modifier

1 6” -12 12” -23 18” -34 24” -4Combat Reactions 25 pointsOnly affects the userLevel

I bonus

Def-grenades

A bonus

Invulnerable save

1 +1 No 0 5+/+1 to

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current2 +2 Yes 0 4+/+2 to

current3 +3 Yes +1 3+/+2 to

current4 +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 pointsLevel

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 pointsChoose 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

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phases stated in the table. If the psyker is level 4, the unit chosen may not act during it’s own turn.Level

Active phases

1 12 23 34 3Long-Range-Relay 10 pointsLevel

Reserve roll bonus

Number of uses per turn

1 +1 12 +1 23 +2 24 +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

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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 savePsy-booster: raises the user’s 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 squad’s bolt weapons use the following profiles.Weapon Rang

eStrength

AP

Type

Bolter 30” 5 4 Rapid Fire

Bolt Pistol 18” 5 4 PistolBolt 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 boltersRound Rang

eStrength

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

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48” 7 4 Heavy 2 Twin Linked

Vehicles: for the unit entries for all vehicles and bike squadrons, see codex: space marines, lists included in apropriate section.

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 transportsArtificer Armour: 2+ armour savePower Armour: 3+ armour saveRecon Carapace: 4+ armour save. Scout and Infiltrate USR

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HeadquartersMagnus the Red, Primarch of the Thousand Sons, The Crimson King, 1000 points

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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 Heavy Bolt Pistol:Range

Strength

AP

Type

24” 5 4 Pistol

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

Frag and Krak Grenades

Unit type: Infantry

Composition: 1 (unique)

Psychic Powers:

Psy-Strike Doom Vortex Psy-Obscure Augment Revive Nerve Lightning Blood Boil (see Hathor

Maat) Fire-Blast Wall of fire Blazing Weapons Heat Ray (see Kalophis) Kine Shield Psy-Push Levitate Foresight Visions of Woe Combat Reactions Telepathy Command Long Range Relay Fury of Prospero

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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 re‐roll 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 for the 1K sons army 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: Ignores perils of the warp, may re-roll failed 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 Rang Strength A Type

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Power e PFury 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, 1 st Fellowship Captain, Commander of the Sekhmet and the Scarab Occult: 320 points

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Ahriman

5 5 4 4 4 6 3 10

2+/4+

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

Options:

Replace Artificer armour and bolt pistol with Terminator Armour and twin linked Bolter- 50 points

Bodyguard: 1 unit of Thousand Sons Scarab Occult selected as normal (do not use FOC slot) Only if in Artificer ArmourOR

1 unit of Thousand Sons Sekhmet Terminators selected as normal (do not use FOC slot) Only if in Terminator

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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.

Psychic Powers

Psy-Strike Psy-Obscure Doom-Vortex Forsight Combat Reactions Visions of Woe

Phosis T’Kar, 2 nd Fellowship Captain, Magister Templi of the Raptora Temple: 250 points

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Phosis T’Kar

5 5 5 4 4 5 3 10

2+/4+

Wargear

Bolt Pistol Psy-Charged

Rounds Kraken Rounds Inferno Rounds Artificer Armour Heqa Staff Frag and Krak Grenades Utipa (Tutelary)

Special Rules

Eternal Warrior Independent Character

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

Unit type: Infantry

Composition: 1 (Unique)

Unit type: Infantry

Composition: 1 (unique)

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

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Hathor Maat

5 5 4 5 4 5 3 10

3+/4+

Wargear

Bolt Pistol Psy-Charged Rounds Dragonfire Rounds Inferno Rounds Power Armour Heqa Staff Frag and Krak Grenades Paeoc (Tutelary)

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

Unit type: Infantry

Composition: 1 (unique)

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

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Uthizzar

5 5 4 4 4 5 3 10

3+/4+

Wargear

Twin Linked Bolter Bolt Pistol Psy-Charged Rounds Bodyguard: 1 unit of Thousand Sons

Fellowship Veterans selected as normal (do not use FOC slot)

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Inferno Rounds Dragonfire Rounds Power Armour Ephra (Tutelary) Heqa Staff 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, 6 th Fellowship Captain, Magister Templi of the Pyrae Temple: 300 points

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Kalophis

5 5 5 4 4 5 4 10

2+/4+

Wargear

Plasma Pistol

Unit type: Infantry

Composition: 1 (unique)

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Artificer Armour Heqa Staff Frag and Krak

Grenades Melta Bombs Sioda (Tutelary)

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, 9 th Fellowship Captain of the Recon Company: 200 points

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

Unit type: Infantry

Composition: 1 (unique)

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Amon

5 5 4 3 4 6 3 10

4+/4+

Wargear

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).Psychic Powers

Psy-Strike Psy-Obscure Forsight Combat Reactions Visions of Woe

Options:

Replace Recon Carapace armour and bolt pistol with:

Karaphract Armour and Storm Bolter- 100 points

Bodyguard: 1 unit of Thousand Sons Elite Recon Commandos selected as normal (do not use FOC slot) ONLY IF NOT PART OF MAGNUS’ COMMAND SQUAD.

Unit type: Infantry

Composition: 1 (Unique)

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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+

Wargear

Bolt Pistol Psy-Charged Rounds Power Armour Heqa Staff Frag and Krak Grenades

Special Rules

Psyker Level:3 Flesh Change Philosiphus

Options

Replace Bolt Pistol with:o Twin-Linked Bolter-5o Combi Weapon-10o Plasma Pistol-15o Plasma Storm-25o Bolt Carbine-5 Replace Power Armour with:o Recon Carapace-freeo Artificer armour-20 Replace Power Armour and

Bolt Pistol with Terminator armour and:

o Twin Linked Bolter-35o Combi Weapon-40o Plasma Storm-55

May Take:o Melta Bombs-5o Psy-Booster-40o Tutelary-20o Special Ammo-10 per typeo Jump Pack-30

Psychic powers

May join any cult and take any thousand sons powers, but must take at least 1 power in total.

Unit type: Infantry

Composition: 1

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

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Brother-Captain: 100 points

WS

BS

S W T

I A Ld

Sv

Captain

5 5 4 2 4 4 3 10

3+

Wargear

Bolt Pistol Psy-Charged Rounds Power Armour Close Combat Weapon Frag and Krak Grenades

Special Rules

Psyker Level:2 Flesh Change Philosiphus

Options

Replace Bolt Pistol with:o Twin-Linked Bolter-5o Combi Weapon-10o Plasma Pistol-15o Bolt Carbine-5 Replace Power Armour with:o Recon Carapace-freeo Artificer armour-20 Replace Close Combat weapon

With:o Power Weapon-15o Force Weapon-30o Power Fist-25o Lightning Claw-25

May take:o Melta Bombs-5o Psy-Booster-40o Tutelary-20o Special Ammo-10 per typeo Jump Pack-30

Psychic powers

May join any cult and take any thousand sons powers, but must take at least 1

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

Unit type: Infantry

Composition: 1

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Brother-Librarian:120 points

WS

BS

S W T

I A Ld

Sv

Librarian

4 4 4 2 4 4 2 10

3+

Wargear

Bolt Pistol Psy-Charged Rounds Power Armour Force Weapon Frag and Krak Grenades

Special Rules

Psyker Level:3 Flesh Change Philosiphus

Options

Replace Bolt Pistol with:o Twin-Linked Bolter-5o Combi Weapon-10o Plasma Pistol-15o Bolt Carbine-5o Storm Shield-20 Replace Power Armour

with:o Artificer armour-20 Replace Power Armour

and Bolt Pistol with Terminator armour and:

o Twin Linked Bolter-35o Combi Weapon-40

May take:o Melta Bombs-5o Psy-Booster-40o Tutelary-20o Special Ammo-10 per typeo Jump Pack-30

Psychic powers

May join any cult and take any thousand sons powers, but must take at least 2

Unit type: Infantry

Composition:

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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.

Multi-Melta Smoke Launchers

Special Rules:

Psyker Level: 3Options:

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

Unit type: Vehicle (Walker)

Composition: 1

Dedicated Transport:

May select a Drop Pod as normal

Psychic powers

May join any cult and take any thousand sons powers, but must

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ElitesKataphract 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 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

Unit Composition

1 Captain 2 Kataphracts

Unit Type: Infantry

Options Continued:

Upgrade 1 kataphract to Apothecary (loses storm bolter, joins Pavoni cult, gains revive psychic power and unit gains Feel No Pain)-50

1 Kataphract may replace their Storm Bolter with:

o Assault Cannon-40o Reaper Cannon-20o Heavy Flamer-10o Plasma Storm-20 The captain and the

Apothecary may take:o Psy-booster-40o Special Ammo-10 points per

typeo Tutelary-20

Psychic Powers: The captain and standard Kataphracts may join any cult and take any psychic powers

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Options

Take up to an additional 4 Kataphracts at 150 points each Any Kataphract may replace their Force Weapon with:o Thunder Hammer-5o Chainfist-5o Legion Standard-50: All Thousand Sons units within 24” gain counter

attackand re-roll missed hits and wounds in close combat. (one per army)

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:o Thunder Hammer-5

Unit Composition

1 Sergeant 2 Sekhmet

Unit Type: Infantry

Options Continued:

1 Sekhmet may replace their Twin-Linked Bolter with:

o Assault Cannon-40 (0-1 per army)

o Reaper Cannon-20o Heavy Flamer-10o Plasma Storm-20 The Sergeant may take:o Psy-booster-40o Special Ammo-10 per typeo Tutelary-20

Psychic Powers: The Sergeant and Sekhmet may join any cult and take any psychic powers (choose

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o Chainfist-5o Lightning Claw-freeo 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:o Storm Shield-10o Additional lightning claw-5o Storm Bolter-5 (one squad only)

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

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

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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

ReplacePower 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: InfantryComposition

1Sergeant 2 Veterans

Wargear

Bolt Pistol Bolter Psy-Charged Rounds Close Combat weapon Power Armour Frag and Krak Grenades

Special Rules

Philosihus (Scarab Occult Only)

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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 groupand 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)Assault Upgrades

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

o Power Weapon-15o Power Fist-25o Lightning Claw-25o Thunder Hammer-30o Relic Blade (Sergeant Only)-20 Any member of the squad may replace

his Bolt Pistol with:o Plasma Pistol-15o Bolt Carbine-5

Firefight Upgrades

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

o Power Weapon-15o Power Fist-25o Lightning Claw-25o Thunder Hammer-30 The sergeant may replace

his Bolt Pistol with:o Plasma Pistol-15o Additional Lightning Claw

(loses bolter, not librarian)-5

o Storm Shield-20 The Sergeant may replace

his Bolter with:o Combi-Weapon-10o Bolt Carbine-5o Storm Bolter10o Twin-Linked Bolter-5 Any Veteran may replace

their bolter with: o Twin Linked Bolter-5o storm bolter-10 (1 squad

only)o Combi Weapon-10o Plasma gun-15o Flamer-5o Melta Gun-10o 1 Veteran in every 3 may

replace their bolter with:o Missile Launher-5 o Multi Melta-10o Lascannon-20

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o Additional Lightning Claw (loses bolter, not librarian)-5o Storm Shield-20

Psychic Powers:The Librarian Sergeant and Veterans (including basic sergeant) may join any cult and take any psychic powers (Librarian-Sergeant

choosesseparately).

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: InfantryComposition

5 Adepts MinorWargear:

Dedicated Transport: Firefight squads may select a Land Raider or rhino/ drop pod as normal (no variants)

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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:o Plasma Pistol-15o Bolt Carbine-5 o Bolter-freeo 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+

Dedicated Transport: May select a rhino/ drop pod as normal

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Unit Type: InfantryComposition

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 choosesseparately).

TroopsThousand Sons Tactical Squad: 100 points 1+

Options

Take up to 4 additional Elite Commandos at 20 points each

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

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

o Power Weapon-15o Power Fist-25o Lightning Claw-25o Thunder Hammer-30 The sergeant may replace his Bolt

Pistol with:o Plasma Pistol-15o Additional Lightning Claw (loses

bolter, not librarian)-5o Storm Shield-20 The Sergeant may replace his Bolter

with:o Combi-Weapon-10 The Sergeant may take:o Melta Bombs-5 1 Elite Commando in every 3 may

replace their bolter with:

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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+

Unit Type: InfantryComposition

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

Options

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

o Power Weapon-15o Power Fist-25o Lightning Claw-25o Thunder Hammer-30 The sergeant may replace his Bolt

Pistol with:o Plasma Pistol-15o Additional Lightning Claw (loses

bolter, not librarian)-5o Storm Shield-20 The Sergeant may replace his Bolter

with:o Combi-Weapon-10 The Sergeant may take:o Melta Bombs-5 2 Marines in every 9 may replace

their bolter with:o Plasma gun-15o Flamer-5o Melta Gun-10o Missile Launher-5 o Multi Melta-10

Dedicated Transport: May select a rhino/ drop pod as normal

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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+

Unit Type: InfantryComposition

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

Take up to 4 additional Elite Commandos at 15 points each

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

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

o Power Weapon-15o Power Fist-25 The sergeant may replace

his Bolt Pistol with:o Plasma Pistol-15 The Sergeant may replace

his Bolter with:o Combi-Weapon-10 The Sergeant may take:o Melta Bombs-5o 1 Commando may replace

their bolter with:o Bolt Carbine-5o Sniper Rifle-5 1 Commando may replace

their bolter with:o Combi Weapon-10o Plasma gun-15o Flamer-5

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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: InfantryComposition

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

Options:

Upgrade Overseer to Coordinator-50

Include up to 7 extra Maniples at 10 points per model

Psychic 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 Kalophis

Level

Stats to increase by 1

1 S, T2 S, T, I, A3 S, T, I, A, A-Sv, WS4 S, T, I, A, A-Sv, WS, BS, I-

SvFire Psy-Blaster 25 points to others, with Kalophis

Allows the maniple unit to fire their Psy-Blasters using the users BS at any target visible to both the user and the maniples

Level

Range

Strength

AP

Type

1 12” 6 4 Assault 1 Lance

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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 AttackThousand 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+

Unit Type: InfantryComposition

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

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

o Power Weapon-15o Power Fist-25o Lightning Claw-25o Thunder Hammer-30 The sergeant may replace his Bolt

Pistol with:o Plasma Pistol-15o Additional Lightning Claw (loses

bolter, not librarian)-5o Storm Shield-20 The Sergeant may replace his Bolter

with:o Combi-Weapon-10 The Sergeant may take:o Melta Bombs-5 2 Marines in every 9 may replace

their bolt pistol with:o Flamer-5o Melta Gun-10o Plasma Pistol-15

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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)-25Psychic Powers:The Librarian Sergeant may join any cult and take any psychic powers

Other UnitsLand Speeder (tornado varient and basic only)Bike Squadron

Heavy SupportThousand 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+

Unit Type: InfantryComposition

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

Options

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

o Power Weapon-15o Power Fist-25o Lightning Claw-25o Thunder Hammer-30 The sergeant may replace his Bolt

Pistol with:o Plasma Pistol-15o Additional Lightning Claw (loses

bolter, not librarian)-5o Storm Shield-20 The Sergeant may replace his Bolter

with:o Combi-Weapon-10 The Sergeant may take:o Melta Bombs-5 Up to 4 Marines in may replace their

bolter with:o Missile Launher-15 o Multi Melta-15o Lascannon-35o Heavy Bolter-15o Plasma Cannon-25

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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)-25Psychic Powers:The Librarian Sergeant may join any cult and take any psychic powers

Aditional unitsLand Raider (no varients)

Predator (no TL lascannon turrets)

Whirlwind

Dedicated Transport: May select a rhino / drop pod as normal

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