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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 )