Codex Thousand Sons Prime Draft

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Fandex Thousand Sons

Transcript of Codex Thousand Sons Prime Draft

Page 1: Codex Thousand Sons Prime Draft

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USING THE ARMY LIST The Thousand Sons army list is split into five sections: HQ, Elites, Troops, Fast Attack and Heavy Support. All of the squads, vehicles and characters in the army are placed into one of these sections depending upon their role on the bat-tlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon the type of game you are going to play and the maximum total number of points each of you will spend. Then you can proceed to pick your army.

USING A FORCE ORGANISATION CHART The army list is used in conjunction with the force organisation chart from a scenario. Each chart is split into five categories that correspond to the sections in the army list, and each cat-egory has one or more boxes. Each grey-toned box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection.This army list is primarily designed for use with the Standard Missions from the Warhammer 40,000 rulebook. We have included the chart used for Standard Missions below. This army list may be used in conjunction with other missions and scenarios that use the force organisation charts, but please note that play balance may be affected if they are used for anything other than a Standard Mission.(Like anyone ever cared about balance in this game any-

THE THOUSAND SONSA CHAOS SPACE MARINE ARMY LIST

The following army list enables you to field a Thousand Sons army and fight battles using the scenarios included in the Warhammer 40,000 rulebook.The Thousand SonsThe Thousand Sons were the XV Legion of the original twenty Space Marine Legions. Their Primarch is Magnus, often called Magnus the Red. The Legion turned traitor during the Horus Heresy, after which it relocated to the Planet of Sorcerers in the Eye of Terror and dedicated itself to the Chaos God of change, sorcery and magic: Tzeentch. For a time it appeared that Tzeentch protected the Thousand Sons from the corrup-tion and fragmentation that most of the other Traitor Legions underwent, but eventually the Legion went through a crisis of mutation and devolution, seemingly at the wish of their patron-God. Aghast at this development, their chief sorcerer, Ahriman, cast a powerful spell designed to render the Thousand Sons immune to the warping effects of Chaos. While the spell succeeded in this goal, it had an unforeseen consequence of transforming the mutated Thousand Sons into little more than mystically animated suits of armour barely capable of being termed as anything more sentient than automata.

Why collect a Thousand Sons Army?The following army list is effectively a variation on the Chaos Space Marine codex lists, and players will recognise many of the unit entries. That said, it is not the same and this army does contain many unique units to give it a character of its own. Like the Chaos Space Marines this list is very broad, and can be played in a variety of different ways. It makes for a potent shooting army, equipped with Inferno Bolters and Daemon Engines, or a powerful offensive force utilising Spawns, Corrupted Marines and massed infantry, such as the Cultist mobs, which, although poor in stat line, will deliver an avalanche of close combat attacks and will usually outnumber their opponents.

This army’s drawback is its cost. You are likely to be outnum-bered by your opponents at every turn, fending off horde after horde of enemy unit with your small and elite attack force. This disadvantage in numbers should make for tense and exciting games, but players who do not wish to be severely lacking in manpower should look to include Cultists, Beastmen and cheap but reliable troops like the Thousand Sons Neophytes.

Thousand Sons modelsThis is effectively a variant of the Chaos Space marine army list, and as such uses many of the same models. All the renegades can be represented on the table top using Chaos Space Marines decked out in appropriate bits. The best solu-tion is to use a mixture of the Thousand Sons Conversion bits from Games Workshop, third party bits and some greenstuff. These conversion sets and bits can be use for essentially anything as long as you are creative enough, actual model support is scarce so you’ll have to convert most if not all of your army. Other models worth considering are the Forge World dreadnoughts and the various bits available through the Horus Heresy range. Good third party bits can be found from Scibor miniatures, Kromlech, Maximini EU and from there on whatever you can scrounge off eBay. Vehicles are standard Chaos Space Marine types, crewed by Rubric Marines, and can have Icons of Tzeentch, gold osten-tation and ornate arcane patterns added to give them a more Tzeentchian look.

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ARMY LIST ENTRIES Each entry in the army list represents a different unit. Each unit entry in the Renegades and Heretics army list is split into several sections:

Unit Name: At the start of each army list entry you will find the name of the unit alongside the points cost of the unit without any upgrades.Unit Profile: This section will show the profile of any models the unit can include.Unit Composition: Where applicable, this section will show the number and type of models that make up the basic unit, before any upgrades are taken.Unit Type: This section refers to the Warhammer 40,000 Unit Type Rules chapter. For example, a unit may be classed as infantry, vehicle or cavalry, which will subject it to a number of rules regarding, movement, shooting, assault etc.Wargear: This section details the weapons and equipment the models in the unit are armed with. The cost for all these models and their equipment is included in the points cost listed next to the unit name.

Special Rules: Any special rules that apply to the models in the unit are listed here. These special rules are explained in further detail in ei-ther the Forces of the Imperial Guard section or the Universal Special Rules section of the Warhammer 40,000 rulebook.Dedicated Transport: Where applicable, this section refers to any transport vehi-cles the unit may take. These have their own army list entry on page 22. The Transport Vehicles section of the Warham-mer 40,000 rulebook explains how these dedicated transport vehicles work.Options: This section lists all of the upgrades you may add to the unit if you wish to do so alongside the associated points cost for each. Where an option states that you may exchange one weapon ‘and/or’ another, you may replace either, neither or both provided you pay the points cost.

THOUSAND SONS SPECIAL RULES

Vengeance for Prospero: To represent the eternal grudge shared by both Space Wolves and the Thousand Sons, all units with this rule have Preferred Enemy and Hatred against units from Codex: Space Wolves, in addition, all units from aforementioned codex have Preferred Enemy against the units with this rule.

Rubric Golem: The Rubric Marines of the Thousand Sons might have lost their minds and their mortal bodies but they gained mighty blessings of tzeentch that grant them immunity to things that would kill a normal marine, to represent this they gain:-Sorcerers Command:If at the start of their movement phase, a unit of Thousands Sons is not joined by a Psyker with the Mark of Tzeentch they gain the Slow and Purposeful special rule until the start of their next turn.-Mark of Tzeentch:The mark tzeentch grants the bearer a 6+ invulnerable save and if they already have one it will improve by +1. -Fearless:Units containing one or more models with the Fearless rule automatically pass Pinning, Fear, and Regroup tests and Morale checks, but can not Go to Ground and cannot choose to fail a Morale check due to the Our Weapons are Useless rule.-Veterans of the Long War:Models with this rule have the Hatred (Space Marines) and +1 Leadership. Models with this rule already have the bonuses in their profile -Relentless:Relentless models can shoot with Heavy, Salvo, or Ordnance weapons , counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy Ordnance, Rapid Fire or Salvo weapons.

Rubric Sorcerer:The Rubric of Ahriman did not only rid the Sorcerers of the Thousand Sons of all the mutations that afflicted them and make them immune to the corrupting effects of the warp it also granted them immense new Psychic power, to repre-sent this development they gain:-Mark of Tzeentch-Fearless-Veterans of the Long War-Relentless

Dedicated to tzeentch:Any vehicles with this rule count as having a 5+ invulner-able save.

Specialized Munitions:These are special types of enchanted ammunition em-ployed by the Thousand Sons, created to better fight spe-cific foes these items are a mainstay of the Thousand Sons arsenal, they each grant the following rules and are mutually exclusive:Inferno bolts:grant AP3 to all weapons as described in the WH40K rule-book as well as Space marine shotguns. Psycoactive bolts:grant +1Str all Bolt weapons as described in the WH40K rulebook as well as Space marine shotguns. Infernal Promethium:grant AP3 to all Flame weapons as described in the WH40K rulebook.Psycoactive Promethium:grant +1S to all Flame weapons as described in the WH40K rulebook.

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THOUSAND SONS WARGEARFor the sake of convenience, many special rules and exam-ples of specific and unique wargear for the Thousand Sons have been provided here in their Entirety and a Weapons Summary page has been added at the end of this section for ease of play. In cases where the details of particular special rules, items of wargear and equipment are not found here, you should refer instead to the Warhammer 40,000 rulebook, Codex: Chaos Space Marines and their most up to date FAQs.

MELEE WEAPONS

Lightning Khopesh:The Lightning Khopeshes are a blades designed as fast and agile duelling weapons. Often used in pairs, these elegant blades feature bowed handles that allow them to be spun and turned in the hand with ease.

Range Str AP Type- User 3 Melee, Force, Specialist Weapon,

Shred, Duelist’s Edge, Duelist’s Edge:When fighting in Chalenges the user gains a +1 initiative bonus.

Heavy Khopesh:Bulky and brutal, the Heavy Khopesh’s long curved blade can cut through the thickest armour and cleave a man in two with a single swipe.

Range Str AP Type- +1 2 Melee, Force. Two-handed,

Specialist Weapon, CumbersomeCumbersome:The users initiative is halved, rounding up for uneven numbers.

Nekhakha (Force Scourge):Range Str AP Type- +2 2 Melee, Force. Flail, Unwieldy,

Specialist Weapon

Heqa (Fore Sceptre):Range Str AP Type- User 3 Melee, Force. Specialist Weapon

+ 6” to all psy powers

Force Lance:Range Str AP Type- +1/- 3/4 Melee, Force.

Breaching DrillRange Str AP Type

- 9 2 Melee, Armourbane

RANGED WEAPONS

Archeotech Pistol:Range Str AP Type12” 6 3 Pistol, Master-crafted

Volkite Weapons:Range Str AP Type

Serpenta 10” 5 5 Pistol, DeflagerateCharger 15” 5 5 Assault 2, DeflagerateCaliver 30” 6 5 Heavy 2, DeflagerateCulverin 45” 6 5 Heavy 4, Deflagerate

Deflagerate: After normal attack by this weapon have been resolved, count the number of unsaved wounds caused on the target unit. Immediately resolve a number of additional auto-matic hits on the same unit using the weapons profile equal to the number of unsaved wounds - these can then be saved normally. Models in the target unit must still be in range for the additional hits to take effect. These additional wounds do not themselves inflict more wounds.

Quad Heavy Bolter:Range Str AP Type36” 5 4 Heavy 4, Twin-linked

Predator cannon:Range Str AP Type48” 7 4 Heavy 4

Stalker Pattern Bolter:Range Str AP Type36” 4 5 Heavy 2

Heavy Conversion Beamer:Range Str AP Type0-18” 6 - Heavy 1, Large blast

18”-42” 8 4 Heavy 1, Large blast42”-72” 10 1 Heavy 1, Large blast

Firing Calibration: Can not be fired the same turn the bearer moved regardless of other rules.

Executioner CannonRange Str AP Type36” 7 2 Heavy 3, Blast

Magna-meltaRange Str AP Type18” 8 1 Heavy 1, Large Blast,

Melta

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RELICS OF PROSPEROThese ancient artefacts are remnants of the once great home world of the Thousand Sons. Each imbued with unfathomable arcane might and sought after by sorcerers and practitioners of the forbidden arts the galaxy-over. Each of these items may only be chosen once per army as they are one of a kind in all the galaxy.

Crown of Prospero:According to ancient myths, the Crowns were thought to have been created long ago during the great crusade. Those fated to posses a Crown find that their abilities are further enhanced through the powers of Tzeentch, transforming them into utterly invulnerable maelstroms of psychic destruction. It is said that now only one of these Crowns still exists.Counts as a Psychic Hood and Sigil of Corruption. Grants a +1 bonus to Deny the witch rolls.

Talisman of Tzentch:All enemy Psykers have -1 Ld for the purpose of psychic tests. If the opposing player also carries a Talisman of Tzeentch the two talismans cancel each other out.

Bedlam Staff:Bedlam Staves originated during the Horus Heresy from within the Thousand Sons. Since they turned to Tzeentch the Bed-lam Staves have been held by many warriors and are steeped in the psychic remnants of many warriors. When they strike, Bedlam Staves remove all thoughts from the minds of the target, stunning them temporarily.

Range Str AP Type- +2 4 Melee, Force, Two Handed,

Daemon Weapon, Blind, Concussive

Warp Blade:Range Str AP Type- User 3 Melee, Warp, Daemon Weapon,

Warp: Any enemy psyker using a psychic power when within 12” of the Warp Blade must roll a D6, on a result of 4+ the power is cast normally, otherwise they suffer from perils of the warp.

Death Screamer:Range Str AP Type- +1/- 3/4 Melee, Daemon Weapon, Two

HandedDeath Screamer may be used as a shooting weapon with the following profileRange Str AP Type24” 4 3 Assault D6

Rolling for the number of shots counts as rolling for the attacks of the Daemon weapon.

Scrolls of Magnus: At the Beginning of each of his turns the bearer of the Scrolls of Magnus may choose to generate another power from any available discipline or one from your enemy’s Codex (if ap-plicable), every time the bearer does so he takes a Strength 3 AP1 hit with no cover saves allowed.

Blasted Standard:All enemy psykers within 18” suffer Perils of the Warp on any doubles roll to cast a power.

Cult DescendantAny non-unique psyker may choose to be a descendant of any ONE of the following Thousand Sons cults, doing so also over-rides a units usual restrictions on what disciplines they may generat powers from:

Pyrae: The character is allowed to generated one additional power on the Pyromancy table. A descendant of Pyrae must generate at least two powers from this discipline.

Athaean:The character is allowed to generated one additional power on the Telepathy table. An Athaean descendant must generate at least two Telepathy powers.

Pavoni: The character is allowed to generated one additional power on the Biomancy table. The Pavonian descendant must generate at least two Biomancy powers.

Corvidae: The character is allowed to generated one additional power on the Divination table. They must generate at least two Divina-tion powers.

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

WARLORD TRAITS

1. Strands of Fate: The warlord has glimpsed his possible futures and has seen his own end, affording him the chance to avoid his fate.The Warlord re-rolls all failed armour saves. This ability is lost immediately once the Warlord suffers a single unsaved wound.

2. Fires of Tzeentch: The Warlord blazes bright with the fires of Tzeentch.All weapons belonging to the Warlord and his unit have the Soul Blaze special rule.

3. Tzeentch’s Intuition: The Warlord has an uncanny knowl-edge of the enemy’s battle plans, how this information came to him non can say.The Warlord seizes the initiative on a 4+.

4. Master of Rubrics: The Warlord has an uncanny control over his followers, able to direct their action while simultane-ously unleashing his psychic might.The Warlord has the Split Fire special rule.

5. The Twisting Path: The Warlord is preparing the way for Tzeentch’s grand design.At the start of the game randomly choose one of the second-ary objectives to be worth an additional victory point to the Warlord’s army.

6. Cloud of Deception: The Warlord clouds the sight and mind of his enemies deceiving their senses, to movie his forces undetected.After Scout moves are made up to D3 units from the Warlord’s detachment may either be redeployed anywhere completely within their deployment zonewithin 6” of their original position or instead be placed in reserves.

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6. Grand Illusion...................................Warp Charge 2Planting grand and illustrious lies into the target’s mind the psyker convinces his target that his enemies are in fact allies and his true allies in fact foes.Grand Illusion is a Malediction that targets a single enemy unit within 24” and in line of sight to the psyker. If the target unit chooses to fire any of their weapons whilst this power is in effect the chaos psyker and the target unit roll a D6 and add their leadership value . If the chaos psyker’s total is greater than the target unit’s then that unit must fire at their closest visible friendly unit using whichever weapons chosen by the chaos player. Models without a leadership characteristic are assumed to have a leadership of 10. This power does not af-fect units firing Overwatch.

0. Tzeentches Fire Storm.........................Warp Charge 1The psyker conjures a storm of pink and blue fire that mutates his foes, leaving capering daemons that claw and bite in its wake.Tzeentches Firestom is a Witchfire power with the following profile:Range Str AP Type24” 5 5 Assault 1, Inferno, Blast, Ignores

Cover

1. Empathic Barter....................................Warp Charge 1Empathic Barter is a Blessing that targets a single friendly model within 6”. The caster may subtract D3 from any single characteristic of the target model in order to add D3 (Same roll) to a different characteristic of the target model.

2. Doom Bolt.............................................Warp Charge 1The psyker hurls a ball of roiling energy, formed of raw magic which rapidly mutates all in its path.Doom Bolt is a Beam power with the following profile:Range Str AP Type18” 8 1 Assault 1, Detonate

3. Breath of Chaos....................................Warp Charge 2This power takes different forms depending on the Sorcerer. Worshippers of Nurgle project a stream of bilious, acidic slime that burns and infects the target, worshippers of Slaanesh create a golden cloud that sets every nerve end alight with rapturous agony and worshippers of Tzeentch project a storm of raw chaos energy mutating and changing all in its path into mewling spawn-things.Breath of Chaos is a Witchfire power with the following profile:Range Str AP TypeTemplate 1 2 Assault 1, Poisoned, Corrosion,

4. Warptime...............................................Warp Charge 1The psyker surrounds himself with a dimensional rift which warps the passing of time enabling him to dodge enemy blows and place his attacks with unmatched precision.Warptime is a Blessing that targets the Psyker. Whilst the power is in effect the Psyker re-rolls all failed to hit and wound rolls as well as failed saving throws.

5. Gift of Mutation.....................................Warp Charge 2 The psyker unleashes a whirling flash of Chaos energy that envelopes the target and rapidly mutates them. As the power of Chaos flows through them, the unfortunate victim’s bones writhe, its flesh distorts and agonising mutations tear the enemy apart.Gift of Chaos is a Focused Witchfire with a range of 6” and may be used even if the psyker or target unit are locked in close combat. The affected model must pass a toughness test or be removed as a casualty with no saves of any kind allowed. The target model is then immediately replacedwith a friendly Spawn model if one is available. The newly formed Spawn is placed as close to the target model’s original position while still maintaining at least 1” between itself and any enemy models. This spawn follows all the normal rules for a Chaos Spawn and is never worth any victory points if slain. The Spawn may act as normal in the following assault phase.

Thrall Wizard Powers: All the following powers are Warp Charge 0

1 No usable power: The fickle Gods of Chaos have not seen fit to gift this psyker with a power.2 Protection of the Gods: This power is used at the start of the enemy Shooting phase. It requires a Psychic test. If successful, one squad (not a vehicle) within a 12” range gains a 6+ Invulnerable save for that Player turn. 3 Lightning Arc: Lightning surrounds the psyker before being hurled at the enemy. This power is used in the Con-trolling player’s Shooting phase instead of normal shooting and requires a Psychic test.Lightning Arc – Range 24”; Str: 3; AP: 6; Heavy D64 Warp Fist: This power is used in your Assault phase. After a successful Psychic test, the psyker is considered to be armed with a powerfist for this phase.5 Psychic Lash: The psyker focuses his power to burst his enemy’s internal organs. Make a Psychic test at the start of your Assault phase. If successful the power remains in play until the next Renegade Assault phase. Psychic lash is used in close combat instead of the psyker’s normal at-tacks. The psyker gets D3 attacks (with no bonus for charg-ing or additional close combat weapons) at Strength 3, with any wounds being resolved at AP 3.6 Battle Fury: This power is used in the Renegade player’s Assault phase. It requires a Psychic test. If successful, one friendly squad (not walker or other vehicle) within 12” gains +1 WS for that phase. If unsuccessful the squad suffer -1 WS instead.

DISCIPLINE OF TZEENTCH

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Thousand Sons Wargear ListMelee WeaponsA model can replace their Force Weapon and/or Bolt pistol with one of the following:Lightning Khopesh..............................................................5 ptsHeavy Khopesh..................................................................5 ptsNekhakha.........................................................................20 ptsHeqa...................................................................................5 ptsForce Lance........................................................................Free

Ranged WeaponsA model can replace any weapon with one of the following:Hand Flamer.....................................................................10 ptsBolter....................................................................................1 ptCombi-bolter.......................................................................3 ptsCombi -flamer/-melta/-plasma............................................5 ptsPlasma Pistol....................................................................15 ptsArcheotech Pistol..............................................................15 ptsVolkite Serpenta.................................................................5 ptsVolkite Charger.................................................................10 pts

Any of the afformentioned weapons may be mastercrafted for........................................................................................5 pts

Specail Issue WargearA model can take up to one of each of the followingMelta Bombs.......................................................................5 ptsJump pack1.......................................................................15 ptsChaos Bike1......................................................................20 ptsSigil of Corruption.............................................................15 pts

Chaso RewardsA model may take one of the following:Disc of Tzeentch1.............................................................30 ptsSpell Familiar...............................................5 pts/Mastery LevelCombat Familiar................................................................15ptsPersonal Grimoire.............................................................30 pts

Cult descendantAny caharacter may take one specialization:Pyrae3...............................................................................20 ptsAthanean..........................................................................20 ptsPavoni...............................................................................25 ptsCorvidae...........................................................................25 ptsRaptora.............................................................................20 pts

Specialized MunitionsInferno Bolts..........................................................3/6 pts/modelPsycoactive Bolts..................................................2/4 pts/modelPsycoactive Promethium......................................5/6 pts/model

Relics of ProsperoOne model may replace one weapon with one of the following. Only one artefact per detachment

Scrolls of Magnus2...........................................................30 ptsCrown of Prospero2..........................................................35 ptsTalisman of Tzentch2.........................................................20 ptsBedlam Staff.....................................................................30 ptsWarp Blade.......................................................................25 ptsDeath Screamer.…...........................................................20 ptsBlasted Standard..............................................................40 pts

Special WeaponsA model can replace any weapon with one of the following:Flamer.................................................................................5 ptsVolkite Caliver...................................................................10 ptsMeltagun...........................................................................10 ptsPlasmagun........................................................................15 pts

Heavy WeaponsA model can replace any weapon with one of the following:Heavy bolter......................................................................10 ptsAutocannon......................................................................10 ptsHeavy Flamer...................................................................15 ptsVolkite Culverin.................................................................15 ptsMissile launcher................................................................15 ptsLascannon........................................................................20 pts

Vehicle EquipmentDozer Blade4......................................................................5 ptsDestroyer Blades4............................................................15 ptsDaemonic possesion4......................................................15 ptsCombi-Bolter.......................................................................5 ptsDirge caster........................................................................5 ptsWarpflame Gargoyle...........................................................5 ptsCombi-flamer, -melta, or plasma......................................10 ptsExtra Armour.....................................................................10 ptsHavoc Laucher..................................................................12 ptsInferno Bolts.....................................................................10 ptsInfernal Promethium.........................................................10 ptsSearchlight...........................................................................1 pt

Second indicated cost is for HQ units1May not be taken by units in terminator armour and are also mutually exclusive.2Does not replace any weapons3Warpsmiths may not choose other cult alignments than this one4Tanks only

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HQAHZEK AHRIMAN..............................................................��0 POINTS

WS BS S T W I A LD SVAhriman 5 5 4 4 3 5 2 10 3+

Unit Composition:• 1 (unique)

Unit Type:•Infantry (Character)

Wargear:• Power Armour• Frag Grenades• Krak Grenades• Bolt Pistol• Aura of Dark Glory• Inferno Bolts

Special Rules:• Rubric Sorcerer• Psyker – Mastery Level 4• Independent Character• Hatred (Inquisitors, Harlequins.)• Master of Divination

Warlord Trait:6. Cloud of Deception

Psychic Powers:Ahriman generates his powers on the disciplines of Tzeentch, Divination, Biomancy, Telekeni-sis, Telepathy and Pyromancy

The Black Staff of Ahriman:This infamous staff is a potent focus of psychic en-ergy and symbol of Ahriman’s power.The Black Staff has the profile below. It also allows Ahriman to manifest up to three witchfire powers in the same Shooting phase, provided he has enough Warp Charge points.Range Str AP Type- +2 4 Melee, Force,

Ohrmuzd’s pendant:A memento of Ahriman’s long dead brother who fell to the flesh change, it is his last remaining reminder of his humanity.Ahriman may expend a Warp Charge to re-roll any psychic test.

Master of Divination:Ahriman always has the Prescience power in addition to any other powers generated.

HATHOR-MAAT.................................................................�00 POINTSWS BS S T W I A LD SV

Hathor-maat 5 5 4 4 3 4 3 10 3+

Unit Composition:• 1 (unique)

Unit Type:•Infantry (Character)

Wargear:• Power Armour• Frag Grenades• Krak Grenades• Aura of Dark Glory• Bolt pistol

Special Rules:• Rubric Sorcerer• Psyker – Mastery Level 3• Independent Character• Master of Biomancy• Duellist’s Vanity

Warlord Trait:3. Tzeentch’s Intuition

Psychic Powers:Hathor-maat generates his powers on the disciplines of Tzeentch, Biomancy, Telekenisis and Telepathy.

Staff of Hastar:The Staff of Hastar increases the range of all the bearers psychic powers by 6” and has the following profile.Range Str AP Type- +2 4 Melee, Force,

Blade of Imhoden:Range Str AP Type- user 2 Melee, Force,

Duelist’s EdgeSpecialist Weapon

Master of Biomancy:Hathor-Maat always has the Smite power in addition to any other powers generated.

Duellists Vanity:Hathor-Maat must issue and accept chalanges.

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HQMALAGOR AURAMAGMA.................................................��0 POINTS

WS BS S T W I A LD SVAhriman 5 4 4 4 3 4 3 10 3+

Unit Composition:• 1 (unique)

Unit Type:•Infantry (Character)

Wargear:• Power Armour• Frag Grenades (Sorcerer only)• Krak Grenades (Sorcerer only)• Force Sword

Special Rules:• Rubric Sorcerer• Psyker – Mastery Level 3• Independent Character• Uncertain Demise• Gifted Pyrokine• Cult Descendant (Pyrae)

Warlord Trait:2. Fires of Tzeentch

Psychic Powers:Malagor generates his powers on the disciplines of Tzeentch, Divi-nation, Telepathy and Pyromancy

Yet To Be Named Flamer ThingRange Str AP TypeTemplate user - Inferno, Pistol

Gifted Pyrokine:All Powers on the Discipline of Pyromancy cast by Malagor count as having +1S.

Uncertain Demise:When Malagor is slain on a D6 roll of 4+ the enemy does not count as having sucessfully slain the War-lord, if Malagor was chosen as your Warlord.

SORCERER LORD............................................................�00 POINTSWS BS S T W I A LD SV

Sorcerer Lord

5 5 4 4 3 4 3 10 3+

Unit Composition:• 1 Sorcerer Lord

Unit Type:•Infantry (Character)

Wargear:• Power Armour• Frag Grenades• Krak Grenades• Bolt Pistol• Aura of Dark Glory•Force Weapon

Special Rules:• Rubric Sorcerer• Psyker – Mastery Level 1• Independent Character

Psychic Powers:A Sorcerer Lord generates his powers on the disciplines of Tzeentch and one of the follow-ing: Divination, Biomancy, Tele-kenisis, Telepathy or Pyromancy. (specified in advance)

Options:• May Take:Up to two additional mastery levels................25 pts/levelItems from the Melee weapons Ranged Weapons, Chaos Rewards, Special Issue Wargear, Special-ized Munitions, Cult Descendant and/or Thousand Sons Artefacts sections of the Wargear list.• May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark Glory with Terminator Armour and a Combi-Bolter..................20 pts

PYRAE WARPSMITH........................................................��� POINTSWS BS S T W I A LD SV

Pyrae Warpsmith

4 5 4 4 2 4 3 10 2+

Unit Composition:• 1 Pyrae Warpsmith

Unit Type:•Infantry (Character)

Wargear:• Artificer Armour• Frag Grenades• Krak Grenades• Bolt Pistol• Aura of Dark Glory• Force Axe•Mechatendrils

Special Rules:• Rubric Sorcerer• Psyker – Mastery Level 1• Independent Character• Master of Mechanisms• Shatter Defences

Psychic Powers:A Pyrae Warpsmith generates his powers on the disciplines of Pyromancy and one of the fol-lowing: Telekenisis or Tzeentch. (specified in advance)

Options:• May Take:One additional Mastery Level.................................25 ptsItems from the Melee weapons, Ranged Weapons, Chaos Rewards, Special Issue Wargear, Specialized Munitions, Cult Descendant and/or Thousand Sons Artefacts sections of the Wargear list.• May exchange his Artificer Armour, Bolt Pistol and Aura of Dark Glory with Terminator Armour and a Combi-Bolter.............................................................Free

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�0

DAEMON PRINCE OF TZEENTCH...................................��� POINTSWS BS S T W I A LD SV

Daemon Prince

9 5 6 5 4 8 5 9 -

Unit Composition:• 1 Daemon Prince

Unit Type:•Monstrous Creature (Character)

Wargear:• Close Combat Weapon

Special Rules:• Psyker – Mastery Level 1• Independent Character• Daemon• Fearless• Veterans of the Long War• Daemon of Tzeentch

Psychic Powers:A Daemon Prince generates his powers on the disciplines of Tzeentch, Biomancy, Telepathy and Telekenisis.

Options:• May Take:Up to two additional mastery levels................25 pts/level Wings......................................................................40 ptsPower Armour ........................................................20 ptsItems from the Melee weapons, Chaos Rewards and/or Thousand Sons Artefacts sections of the Wargear list.

HIDDEN ONE VIGILATOR.................................................��0 POINTSWS BS S T W I A LD SV

Hidden One Vigilator

5 5 4 4 2 5 3 10 3+

Unit Composition:• 1 Sorcerer Lord

Unit Type:•Infantry (Character)

Wargear:• Power Armour• Frag Grenades• Krak Grenades• Bolt Pistol• Aura of Dark Glory• Force Weapon• Cameleoline

Special Rules:• Rubric Sorcerer• Psyker – Mastery Level 1• Independent Character• Sabotage!• Sniper

Psychic Powers:A Hidden One Vigilator generates his powers on the disciplines of Tzeentch, Divination and Telepathy.

Options:• May Take:Up to two additional mastery levels................25 pts/levelA Stalker Pattern Boltgun........................................15 ptsItems from the Melee weapons Ranged Weapons, Chaos Rewards, Special Issue Wargear, Special-ized Munitions, Cult Descendant and/or Thousand Sons Artefacts sections of the Wargear list.• May exchange his Power Armour for Recon Armour...........................................................Free

Sabotage!:After both sides have deployed, but before the first game turn, select a single enemy unit or fortification (not an independent character). Roll a D6, on 2+ that unit suffers D6 Str 5 AP 6 hits. Targets are struck against their weakest AV. Casualties are allocated by the opposing player and do not cause Morale tests.

Recon Armour:Grants the Wearer a 4+ armour save as well as the Infiltrate and Move Through Cover special rules.

HQ

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TROOPSRUBRIC MARINE SQUAD.................................................��� POINTS

WS BS S T W I A LD SVRubric Marine

4 4 4 4 1 4 1 10 3+

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+

Unit Composition:• 1 Aspiring Sorcerer• 4 Rubric Marines

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Frag Grenades (Sorcerer only)• Krak Grenades (Sorcerer only)• Bolt Pistol (Sorcerer only)• Aura of Dark Glory• Force Weapon (Sorcerer only)• Boltgun

Special Rules:• Psyker – Mastery Level 1(Sorcerer only)• Rubric Sorcerer (Sorcerer only)• Rubric Golem (Rubric marines only)

Dedicated Transport:• The unit may select a Rhino or Dreadclaw dedicated transport(See page 22)

Psychic Powers:An Aspiring Sorcerer generates his powers on the discipline of Tzeentch.

Options:• May add up to 15 Rubric Marines..............................................19pts/model• One Rubric Marine may replace his boltgun with an item from the Special Weapons section of the Wargear list.• For every 9 models in the unit another Rubric Marine may replace his boltgun with a weapon from the Special Weapons or Heavy Weapons section of the Wargear list• The whole unit may buy items from the Specialized Munitions section of the Wargear list• The Aspiring Sorcerer may take:An additional mastery level.....................................25 ptsMelta bombs..................................................5 pts/modelItems from the Melee weapons, Cult Descendant and/or Ranged Weapons sections of the Wargear list.•Any model may take in the unit may take an Icon of Flame............................................................5 pts

CULTIST RABBLE................................................................�0 POINTSWS BS S T W I A LD SV

Cultist 3 3 3 3 1 3 1 7 6+Cultist Champion

3 3 3 3 1 3 2 8 6+

Tzangoor Tribesman

3 2 4 3 1 3 2 7 6+

Tzangoor Boss

3 2 4 3 1 3 2 8 6+

Thrall Wizard

2 2 3 3 1 3 1 8 6+

Unit Composition:• 1 Cultist Champion• 9 Cultists

Unit Type:• Infantry (Character)• Infantry

Wargear:• Improvised Armour• Auto Pistol• Close Combat Weapon

Special Rules:• Champion of Chaos(Champion an boss only)• Mark of Tzeentch• Psyker - Mastery Level 0(Thrall Wizard only)

Psychic Powers:• The Thrall Wizard generates his powers on the table on page 6.

Options:• May add up to 30 Cultists...........................................................5 pts/model• Any models in the unit may exchange their Autopistol for an Autogun...........................................................Free • For every 10 models in the unit, one Model may Replace their autopistol with one of the following:Heavy stubber................................................5 pts/model Flamer............................................................5 pts/model• The Cultists May be upgraded to: Tzaangor tribesmen.................................................Free • The Cultist Champion or Tzangoor Boss may take a Bolt Pistol..................................................................2 ptsShotgun....................................................................2 ptsIcon of Flame..........................................................10 ptsIcon of Vengance....................................................35 pts• The unit may incorporate a Thrall wizard.............16 pts

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THOUSAND SONS NEOPHYTES.......................................�0 POINTSWS BS S T W I A LD SV

Neophyte 3 3 4 4 1 4 1 8 3+Prodigal Neophyte

4 3 4 4 1 4 1 9 3+

Unit Composition:• 1 Prodigal Neophyte• 4 Neophyte

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Frag Grenades • Krak Grenades • Bolt Pistol• Boltgun• Dark Aura

Special Rules:• Brotherhood of Sorcerers (Mastery level 1)• Unskilled Sorcerers• Mark of Tzeentch

Dedicated Transport:• The unit may select a Rhino dedicated transport (see page 22)

Psychic Powers:The unit generates it’s powers on Tzeentch and Telepathy

Options:• May add up to 15 Thousand Sons Neophytes...........................15pts/model• Any model in the unit may replace their Boltgun or Bolt Pistol with a: Space Marine shotgun or combat blade...................Free• One Neophyte may replace his boltgun with an item from the Special Weapons section of the Wargear list.• For every 10 models in the unit another Neophyte may replace his boltgun with a weapon from the Special Weapons section of the Wargear list• The Prodigal Neophyte may take:A Power Weapon....................................................15 ptsMelta bombs..................................................5 pts/modelItems from the Ranged Weapons sections of the Wargear list.• Any model may take in the unit may take an Icon of Flame............................................................5 pts

CORRUPTED MARINES...................................................�00 POINTSWS BS S T W I A LD SV

Corrupted Marine

4 4 5 4 1 4 2 10 3+

Corrupted Marine Champion

4 4 5 4 1 4 2 10 3+

Unit Composition:• 1 Corrupted Marine Champion• 4 Corrupted Marine

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Close Combat Weapons

Special Rules:• Champion of Chaos (Champion only)• Daemon• Fearless• Fleet

Dedicated Transport:• The unit may select a Rhino or Dreadclaw dedicated transport(see page 22)

Options:• May add up to 15 Corrupted Marine.........................................18 pts/model• The whole unit may take the Mark of Tzeentch............................................5pts/modelThe whole unit may take one of the following mutations:Strength of the Damned: grants Shred.........2pts/modelVorpal Claws: all melee attacks are AP3........5pts/modelSupernatural Speed: +1 Attack +1 Initiative....5pts/modelChaotic Fury: grants Furious charge..............3pts/modelPredators Bloodlust: Grants Scout..................2pts/modelRazor Claws: grants Rending.........................4pts/modelDaemonic Vigour: grants Feel no Pain...........6pts/model•Any model may take in the unit may take an Icon of Flame............................................................5 pts

TROOPS

Unskilled Sorcerers:The unit may only take primaris powers when generating psychic powers

This is what happens to Neophytes that don’t pass their tests but don’t mutate enough to become spawns.Also sohuld i keeo these guys in the codex [Y/N?].

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ELITESSORCERER WARCOVEN.................................................��0 POINTS

WS BS S T W I A LD SVChosen Sorcerer

4 4 4 4 2 4 2 10 3+

Unit Composition:• 3 Chosen Sorcerers

Unit Type:• Infantry (Character)

Wargear:• Power Armour• Frag Grenades• Krak Grenades• Bolt Pistol• Aura of Dark Glory• Force Weapon

Special Rules:• Brotherhood of Sorcerers (Mastery level 1)• Rubric Sorcerer

Dedicated Transport:• The unit may select a Rhino Dreadclaw, Ether Ray, Storm Eagle or Land Raider Dedicated transport (See respective unit entries)

Psychic Powers:The unit generates their powers on the disciplines of Tzeentch one of the following: Divination, Biomancy, Telekenisis, Telepathy or Pyromancy. (specified in advance)

Options:• May add up to 6 Chosen Sorcerers.........................................40pts/model• The whole unit may take: Items from the Melee weapons Ranged, Weapons, Chaos Rewards, Special Issue Wargear, Specialized Munitions and/or Cult Descendant section of the Wargear listTerminator Armour........................................15 pts/modelMelta bombs..................................................5 pts/modelSpell Familiar......................................5 pts/mastery levelUp to three models may take a weapon from the Spe-cial Weapons section of the Wargear list.The units mastery level may be upgraded up to Mastery Level 3..............................................25 pts/level •Any model may take in the unit may take an Icon of Flame............................................................5 ptsOne model in the unit may bare The Blasted Standard.........................................40 pts

RUBRIC TERMINATOR SQUAD.........................................�� POINTSWS BS S T W I A LD SV

Rubric Terminator

4 4 4 4 1 4 2 10 2+

Terminator Sorcerer

4 4 4 4 1 4 3 10 2+

Unit Composition:• 2 Rubric Terminators

Unit Type:• Infantry

Wargear:• Terminator Armour• Force Weapon (Sorcerer only)• Combi-bolter• Power Weapon (Rubric Terminators only)

Special Rules:• Psyker – Mastery Level 1(Sorcerer only)• Rubric Sorcerer (Sorcerer only)• Rubric Golem (Rubric marines only)

Dedicated Transport:• The unit may select a Land Raider or Storm Eagle dedicated transport (See respective unit entries)

Psychic Powers:A Terminator Sorcerer generates his powers on the discipline of Tzeentch.

Options:• Unless the unit starts attached to a psyker in Terminator Armour you must buy a Terminator Sorcerer................................................65 pts• May add up to 7 Rubric Terminators.......................................37 pts/model• The whole unit may buy items from the Specialized Munitions section of the Wargear list• Any Rubric Terminator may choose one of the Following options:• Replace his Power weapon with one of the following:Lightning Claw.............................................3 pts/modelPower Fist....................................................7 pts/modelChainfist.....................................................12 pts/model• Replace his Combi-bolter and Power Weapon with a pair of Lightning claws......................................7 pts/model• Any Rubric Terminator may choose to replace his Combi-bolter with aCombi-flamer, -melta, -plasma.......................5 pts/modelVolkite Charger...............................................7 pts/model• For every 5 models in the unit, one Rubric Terminator may replace his Combi-bolter with one of the followingReaper Autocannon.....................................15 pts/modelHeavy flamer................................................10 pts/model• The Terminator Sorcerer may take:An additional mastery level.....................................25 ptsMelta bombs..................................................5 pts/modelItems from the Melee weapons, Cult Descendant and/or Ranged Weapons sections of the Wargear list.•Any model may take in the unit may take an Icon of Flame............................................................5 pts

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SORCERER DREADNOUGHT..........................................��� POINTS

WS BS Str F S R I A HPRubric Dreadnaught

4 4 6 12 12 10 4 3 3

Sorcerer Dreadnought

5 4 6 12 12 10 4 3 3

Unit Composition:• 1 Thousand Sons Dreadnought

Unit Type:• Walker (Sorcerer is a Character)

Wargear:• Power fist (Rubric Dreadnought only)• Multi-melta• Force Weapon(Sorcerer Dreadnought only)

Special Rules:• Psyker - Mastery level 1 (Sorcerer Dreadnought only) • Dedicated to tzeentch• Body of Metal (Sorcerer Dreadnought only)• Rare (Sorcerer Dreadnought only)

Dedicated Transport:• The unit may select Dreadclaw dedicated transports (see page 22)

Psychic Powers:The Sorcerer Dreadnought may generate its powers on the disciplines of Tzeentch one of the following: Divination, Biomancy, Telekenisis, Telepathy or Pyromancy. (specified in advance)

Options:• A Rubric or Sorcerer Dreadnought may exchange its Multi-melta with one of the following options:Dreadnought Close Combat Weapon (+1 Attack).....FreeTwin-linked Heavy Bolter...........................................FreeTwin-linked Autocannon............................................5 ptsPlasma Cannon......................................................10 ptsTwin-linked Lascannon...........................................25 pts• Both Dreadnoughts may upgrade up to two Close Combat Weapons to incorporate a single:Combi-bolter.............................................................5 ptsHeavy Flamer..........................................................15 pts• A Rubric Dreadnought may exchange any Power Fist with one of the following:Thunder Hammer .....................................................5 ptsPower scourge........................................................10 ptsTwin-linked Heavy Bolter..........................................5 ptsTwin-linked Autocannon..........................................15 pts• A sorcerer Dreadnought may replace a Close Combat Weapon with one of the following:Nekhakha (Force Scourge)....................................15 ptsHeqa.......................................................................10 ptsLighting Khopesh......................................................Free• Either Dreadnought may also take items from the Chaos Vehicle Equipment list.• The Sorcerer Dreadnought May take: Up to two additional mastery levels.................25pts/levelItems from the Chaos Rewards and/or Cult Descendant sections of the Wargear

• A sorcerer Dreadnought may be joined by up to two Rubric Dreadnoughts and deploy as a single unit, though they still act as separate units. Same points costs as usual apply.

RUBRIC DREADNOUGHT.................................................��� POINTS

Body of Metal:The sorcerer dreadnought may never gain benefits from biomancy blessings but is also unaffected bybiomancy maledictions, results of Iron Arm and Warp Speed are always re-rolled when generating psychic powers.

Rare:Only one such unit may be take per detachment, in the case of sorcerer dreadnaughts you may only have one of the two varieties per detachment not one of both.

ELITES

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SORCERER CONTEMPTOR DREADNOUGHT................��� POINTS

WS BS Str F S R I A HPRubric Dreadnaught

5 4 7 13 12 10 4 3 3

Sorcerer Dreadnought

5 4 7 13 12 10 4 3 3

Unit Composition:• 1 Thousand Sons Dreadnought

Unit Type:• Walker (Sorcerer is a Character)

Wargear:• Power fist (Rubric Dreadnought only)• Multi-melta• Force Weapon(Sorcerer Dreadnought only)

Special Rules:• Psyker - Mastery level 1 (Sorcerer Dreadnought only) • Dedicated to tzeentch• Body of Metal (Sorcerer Dreadnought only)• Rare (Sorcerer Dreadnought only)

Dedicated Transport:• The unit may select Dreadclaw dedicated transports (See page 22)

Psychic Powers:The Sorcerer Dreadnought may generate its powers on the disciplines of Tzeentch one of the following: Divination, Biomancy, Telekenisis, Telepathy or Pyromancy. (specified in advance)

• A Contemptor Dreadnoughts may exchange their Dreadnought Close Combat Weapon or Force WeaponWith inbuilt Combi-Bolter with one of the following Options:Twin-linked Autocannon............................................5 ptsTwin-linked Heavy Bolter..........................................5 ptsButcher Cannon......................................................25 ptsPlasma Cannon......................................................10 ptsTwin-linked lascannon............................................25 ptsChainfist with inbuilt Combi-Bolter (+1 Attack)........15 pts• The Contemptor may exchange the inbuilt Combi-bolters with the following options:Heavy Flamer.................................................10 pts eachPlasma Blaster...............................................15 pts each Soul Burner....................................................20 pts each • The Contemptors may also take items from the Chaos Vehicle Equipment list.• The Sorcerer Dreadnought May take: Up to two additional mastery levels.................25pts/levelItems from the Chaso Rewards and/or Cult Descendant sections of the Wargear• A sorcerer Dreadnought may be joined by up to two Rubric Dreadnoughts and deploy as a single unit, though they still act as separate units. Same points costs as usual apply.

RUBRIC CONTEMPTOR DREADNOUGHT......................��� POINTS

Options:• A Contemptor Dreadnoughts may exchange their Twin-linked Heavy Bolter with one of the following options:Multi-melta.................................................................FreeTwin-linked Heavy Flamer.........................................FreeTwin-linked Autocannon............................................5 ptsPlasma Cannon......................................................10 ptsTwin-linked Lascannon...........................................25 ptsButcher Cannon......................................................25 ptsHeavy Conversion Beamer.....................................35 ptsDreadnought Close Combat Weapon with inbuilt Combi-Bolter (+1 Attack).........................................10 pts

ELITES

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HIDDEN ONE RECONNAISSANCE TEAM.......................��� POINTSWS BS S T W I A LD SV

Field Agent

4 5 4 4 1 4 1 10 3+

Elite Field Agent

4 5 4 4 1 4 2 10 3+

Unit Composition:• 1 Elite Field Agent• 4 Field Agent

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Frag Grenades • Krak Grenades • Shroud Bombs• Bolt Pistol• Boltgun• Aura of Dark Glory• Force Weapon (Elite Field Agent only)

Special Rules:• Brotherhood of Sorcerers (Mastery level 1)• Rubric Sorcerer• Scout• Acute Senses• Outflank

Dedicated Transport:• The unit may select a Rhino dedicated transport (See page 22)

Psychic Powers:The unit may only generate powers on the Disciplines of Tzeentch, Telepathy and Divination.

Options:• May add up to 5 Hidden One Field Agents..............................30pts/model• Any Hidden One Field Agent may exchange their Boltgun for one of the following:Sniper Rifle................................................................FreeSpace Marine Shotgun..............................................FreeClose Combat Weapon.............................................Free• The Unit may take Cameleoline..................5 pts/model• The whole unit may buy items from the Specialized Munitions section of the wargear list• The Entire Unit may take Melta-bombs.......5 pts/model• The Entire Unit may exchange their Power Armour for Recon Armour...........................................................Free• The Unit may upgrade it’s Mastery Level to Mastery Level 2....................................................................25 pts• The Elite Field Agent may: take items from the Cult Descendant and/or Ranged Weapons sections of the Wargear listLightning Khopesh....................................................5 pts

ELITES

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FAST ATTACKRUBRIC “RAPTORS“.........................................................��� POINTS

WS BS S T W I A LD SVRubric “Raptors“

4 4 4 4 1 4 1 10 3+

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+

Unit Composition:• 1 Aspiring Sorcerer• 4 Rubric “Raptors“

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Frag Grenades (Sorcerer only)• Krak Grenades (Sorcerer only)• Bolt Pistol (Sorcerer only)• Aura of Dark Glory• Force Weapon (Sorcerer only)• Boltgun• Jump Pack

Special Rules:• Psyker – Mastery Level 1(Sorcerer only)• Rubric Sorcerer (Sorcerer only)• Rubric Golem (Rubric marines only)

Dedicated Transport:• The unit may select a Rhino or Dreadclaw dedicated transport(see page 22)

Psychic Powers:An Aspiring Sorcerer generates his powers on the discipline of Tzeentch.

Options:• May add up to 5 Rubric Raptors.............................................23 pts/model• Any Rubric Raptors may exchange their Boltgun for: 2 Bolt pistols...................................................2 pts/modelA Bolt Pistol and a close comabt weapon.................Free• Up to two Rubric Raptors may take a weapon from the Special Weapons section of the wargear list• or replace a Bolt pistol with a:Hand Flamer..................................................5 pts/modelPlasma Pistol...............................................10 pts/model• The whole unit may buy items from the Specialized Munitions section of the wargear list• The Aspiring Sorcerer may take:An additional mastery level.....................................25 ptsMelta bombs.............................................................5 ptsItems from the Melee weapons, Cult Descendant and/or Ranged Weapons sections of the Wargear list.• The unit may choose to remove their Jump Packs in exchange for a Rhino.........................................................................FreeDreadclaw...............................................................20 pts•Any model may take in the unit may take an Icon of Flame............................................................5 pts

CHAOS SPAWN...................................................................�0 POINTSWS BS S T W I A LD SV

Chaos Spawn

3 0 5 5 3 3 D6 10 -

Unit Composition:• 1 Chaos Spawn

Unit Type:• Beast

Special Rules:• Fear• Fearless• Mutated beyond reason• Rage• Random attacks• Very bulky

Options:• May add up to 5 Chaos Spawns.........................................40pts/model• The whole unit may take The Mark of Tzeentch......1 pt

BS F S R HPHeldrake 4 12 12 10 3

Unit Composition:• 1 Heldrake

Unit Type:• Flyer, Hover

Wargear:• Hades Autocannon• Daemonic possession• Dedicated to tzeentch

Special Rules:• Daemon• Daemonforge• It Will Not Die• Meteoric Descent

Options:• The Heldrake may replace it’s Hades Autocannon with a Baleflamer.......................Free

HELDRAKE........................................................................��0 POINTS

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BS F S R HPHeldrake 4 12 12 12 4

Unit Composition:• 1 Storm Eagle

Unit Type:• Flyer, Hover, Transport,

Wargear:• One hull-mounted twin-linked heavy bolter• One hull-mounted Vengeance launcher• Ceramite plating

Special Rules:• Deep Strike• Assault Vehicle• Dedicated to tzeentch• Assault Vehicle

Transport Capacity:• 20 models

Options:• A Storm Eagle may exchange its twin-linked heavy bolter for:a twin-linked multi-melta.........................................15 ptsTwin-linked Reaper Auto cannon............................15 pts• A Storm Eagle may take one of the following upgrades:four wing-mounted Hellstrike missiles....................40 ptstwo wing-mounted twin-linked lascannon...............60 pts• A Storm Eagle may take items from the Chaos Vehicle Equipment list.

STORM EAGLE ASSAULT GUNSHIP................................��0 POINTS

BS F S R HPHeldrake 4 11 11 10 3

Unit Composition:• 1 Storm Eagle

Unit Type:• Flyer, Hover, Transport, Open-topped

Wargear:• Daemonic Breath

Special Rules:• Daemon• Daemonforge• It Will Not Die• Vector Dancer

Transport Capacity:• 3 models

Options:• The Aether Ray may upgrade it’s transport capacity to 9 models..............................................................30pts

AETHER RAY DAEMON ENGINE.....................................��0 POINTS

Daemonic Breath:Range Str AP TypeTemplate 1 2 Assault 1, Poisoned,

Corrosion, Torrent

RUBRIC BIKERS................................................................��0 POINTS

WS BS S T W I A LD SVRubric Bikers

4 4 4 5 1 4 1 10 3+

Aspiring Sorcerer

4 4 4 5 1 4 2 10 3+

Unit Composition:• 1 Aspiring Sorcerer• 4 Rubric Marines

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Frag Grenades (Sorcerer only)• Krak Grenades (Sorcerer only)• Bolt Pistol• Aura of Dark Glory• Force Weapon (Sorcerer only)• Close Combat Weapon• Chaos Bike

Special Rules:• Psyker – Mastery Level 1(Sorcerer only)• Rubric Sorcerer (Sorcerer only)• Rubric Golem (Rubric marines only)

Psychic Powers:An Aspiring Sorcerer generates his powers on the discipline of Tzeentch.

Options:• May add up to 7 Rubric Bikers.................................................26pts/model• Up to 2 Rubric Bikers May replace their Bikes Twin-linnked Bolter with one of the following:Twin-linked Flamer.......................................15 pts/modelTwin-linked Meltagun...................................20 pts/modelTwin-linked Plasmagun................................25 pts/model• Or up to 2 Rubric Bikers May replace their Close Combat Weapons with an item from the Special Weapons section of the Wargear list.• The whole unit may buy items from the Specialized Munitions section of the Wargear list• The Aspiring Sorcerer may take:An additional mastery level.....................................25 ptsMelta bombs..................................................5 pts/modelitems from the Melee weapons, Cult Descendant and/or Ranged Weapons sections of the Wargear list.•Any model may take in the unit may take an Icon of Flame............................................................5 pts

FAST ATTACK

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RUBRIC HAVOCS..............................................................��� POINTSWS BS S T W I A LD SV

Rubric Havoc

4 4 4 4 1 4 1 10 3+

Aspiring Sorcerer

4 4 4 4 1 4 2 10 3+

Unit Composition:• 1 Aspiring Sorcerer• 4 Rubric Marines

Unit Type:• Infantry (Character)• Infantry

Wargear:• Power Armour• Frag Grenades (Sorcerer only)• Krak Grenades (Sorcerer only)• Bolt Pistol (Sorcerer only)• Aura of Dark Glory• Force Weapon (Sorcerer only)• Boltgun

Special Rules:• Psyker – Mastery Level 1(Sorcerer only)• Rubric Sorcerer (Sorcerer only)• Rubric Golem (Rubric marines only)• Slow and Purposeful

Dedicated Transport:• The unit may select a Rhino or Dreadclaw dedicated transport(see page 22)

Psychic Powers:An Aspiring Sorcerer generates his powers on the discipline of Tzeentch.

Options:• May add up to 5 Rubric Marines..............................................19pts/model• Up to four Rubric Havocs may take items from the Special Weapons or Heavy Weapons section of the Wargear list• The whole unit may buy items from the Specialized Munitions section of the Wargear list*• The Aspiring Sorcerer may take:An additional mastery level.....................................25 ptsMelta bombs..................................................5 pts/modelitems from the Melee weapons, Cult Descendant and/or Ranged Weapons sections of the Wargear list.•Any model may take in the unit may take an Icon of Flame............................................................5 pts

*The unit pays for Specialised Munitions as if they were HQ models

WS BS Str F S R I A HPDecimator Daemon Engine

3 3 8 13 12 11 3 4 3

Unit Composition:• 1 Decimator Daemon Engine

Unit Type:• Walker (Sorcerer is a Character)

Wargear:• Two Decimator siege claws with in-built heavy flamers (bonus Attacks included in profile)• Daemonic Possession

Special Rules:• Daemon• Unholy Vigour• Dedicated to Tzeentch• It Will Not Die

Options:• The Decimatormayreplace either of its Decimator siege claws and in-built heavy flamers with one of the following weapons. For each claw that is replaced its Attacks are reduced by -1.Butchercannon........................................................20 ptsStormlaser...............................................................15 ptsSoul burner petard..................................................10 ptsHeavy conversion beamer......................................35 pts• The Decimator may also take any of the following upgrades:Searchlight..................................................................1 ptSmoke launchers......................................................3 pts

DECIMATOR DAEMON ENGINE......................................�00 POINTS

Unholy Vigour:Whenever the Decimator suffers a Weapon Destroyed or Immobilised result, it can be ignored on a D6 roll of 5+.

In addition, if the Decimator is Wrecked (but does not suffer an explodes result when destroyed), place it on it’s back or side or leave a marker on the tabler to represent it’s position. At the start of the controlling player’s subsequent turns, before models are moved, roll a D6. On the result of a 6, the decimator returns to play with just as if it had succesfullt arrived by deep strike with it’s weapons, mobility and D3 hull points. On a result of 1 the Decimator is permanently wrecked. On a 2-5 nothing happens and the control-ling player may attempt to roll again next turn.

HEAVY SUPPORT

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HEAVY SUPPORTFIRESTORM OBLITERATORS............................................�0 POINTS

WS BS S T W I A LD SVFirestormobliterator

4 4 4 4 2 4 1 10 2+

Unit Composition:• 1 Firestorm Obliterator

Unit Type:• Infantry (Character)

Wargear:• Fleshmetal• Force Weapon

Psychic Powers:Arcane Instrument.Any other powers this unit gener-ates must be on the Disciplines of Pyromancy or Tzeentch

Special Rules:• Psyker – Mastery Level 1• Rare• Rubric Sorcerer• Deep Strike • Soul Blaze• Daemon• Bulky

Dedicated Transport:• The unit may select a Land Raider dedicated transport(see respective unit entries)

Options:• May add up to 2 Firestorm Obliterators...................................80pts/model• Each Firestorm Obliterator may take an additional mastery level................................................25 pts/model

• The whole unit may buy items from the Specialized Munitions section of the Wargear list

Arcane Instrument......................Warp Charge 1Arcane Instrument is a Blessing that targets the caster. While the power is in effect the caster counts as having one of the following weapons:• Assault cannon• Heavy flamer• Lascannon• Multi-melta• Plasma cannon• Twin-linked flamer• Twin-linked meltagun• Twin-linked plasmagun• Volkite Culvarin• Twin-linked volkite caliver

CATAPHRACT BATTLE-AUTOMATA...................................�� POINTSWS BS S T W I A LD SV

CataphractBattle-automata

3 4 5 5 3 3 2 7 3+

Unit Composition:• 1 Cataphract Battle automata

Unit Type:• Infantry (Character)

Wargear:• Twin-linked Boltgun • Heavy Bolter• Powerfist

Special Rules:• Reactor Blast• Fusilade Attack• Slow and Purposeful• Cybernetica Cortex• Bulky

Dedicated Transport:• The unit may select a Land Raider dedicated transport(see respective unit entries)

Options:• May add up to 4 Firestorm Obliterators...................................65pts/model• You may replace the Combi-bolter of any Battle-automata with a:Twin-linked Flamer.......................................10 pts/modelTwin-linked Meltagun...................................15 pts/modelTwin linked Plasma gun...............................20 pts/model• You may replace the Powerfist of any Battle-automata with a:Flamer.......................................................................5 pts Meltagun.................................................................10 pts Plasma gun.............................................................15 ptsBreaching Drill........................................................10 pts • You may replace the Heavy Bolter with:An Autocannon..........................................................Free Heavy Flamer..........................................................10 ptsPlasma Cannon......................................................10 ptsMulti Melta..............................................................10 ptsLascannon..............................................................15 pts• The whole unit may buy items from the Specialized Munitions section of the Wargear list*

*The unit pays for Specialised Munitions as if they were HQ models

Fusilade Attack:A models with this rule may fire up to two weapons in during the shooting phase as long as they are both against the same target.

Reactor Blast:When the model with this rule loses it’s last wound, roll a D6. On a result of 6 the unit explods inflicting Str 4 AP - wounds to all units within D6”.

Cybernetica Cortex:See Horus Heresy Book 2: Massacre p.266 but replace any mention of “Cortex Controller“ with “Psyker”

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BS F S R HPRelic Predator

4 13 11 10 3

Unit Composition:• 1 Relic Predator

Unit Type:• Tank

Special Rules:• Dedicated to tzeentch

Wargear:• Predator cannon• Searchlight• Smoke launchers

Options:• May take two side sponsons which are both armed with one of the following:Heavy Bolters.........................................................20 ptsHeavy Flamer.........................................................20 ptsLascannon..............................................................40 pts• May replace its Predatorcannon with: A Twin-linked lascannon.........................................25 ptsFlamestorm cannon................................................15 ptsMagna Melta...........................................................40 ptsPlasmsa Destroyer.................................................35 ptsHeavy Conversion Beamer.....................................60 pts• Chaos predators may take items from the Chaos Vehicle Equipment list.

THOUSAND SONS RELIC PREDATOR..............................�0 POINTS

BS F S R HPVindicator 4 13 11 10 3

Unit Composition:• 1 Vindicator

Unit Type:• Tank

Special Rules:• Dedicated to tzeentch

Wargear:• Demolisher cannon• Searchlight• Smoke launchers

Options:• May take a siege shield........................................10 pts• May exchange its Demolisher cannon for a Laser Destroyer Array.......................................................10 pts • May take one of the following additional pintle mounted weapons:Combi-bolter.............................................................5 ptsCombi-weapon.........................................................7 ptsHeavy flamer...........................................................10 ptsHeavy bolter............................................................15 ptsHavoc launcher.......................................................15 pts• Chaos predators may take items from the Chaos Vehicle Equipment list.

THOUSAND SONS VINDICATOR.....................................��� POINTS

BS F S R HPLand Raider

4 14 14 14 4

Unit Composition:• 1 Land Raider

Unit Type:• Tank, Transport

Transport Capacity:• 10 models

Special Rules:• Dedicated to tzeentch• Assault Vehicle

Wargear:• Two Twin-linked Lascannons• Twin-linked Heavy bolter• Searchlight• Smoke launchers

Options:• May exchange both its Twin-linked Lascannons for Two Quad Heavy bolters........................................20 pts • May take one of the following additional pintle mounted weapons:Combi-bolter.............................................................5 ptsCombi-weapon.........................................................7 ptsHeavy flamer...........................................................10 ptsHeavy bolter............................................................15 ptsHavoc launcher.......................................................15 pts• Land Raider may take items from the Chaos Vehicle Equipment list.

THOUSAND SONS LAND RAIDER..............................��� POINTS

HEAVY SUPPORT

Page 22: Codex Thousand Sons Prime Draft

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WS BS Str F S R I A HPForgefiend 3 3 6 12 12 10 3 2 3

Unit Composition:• 1 Forgefiend

Unit Type:• Walker (Sorcerer is a Character)

Wargear:• Two Hades autocannons• Daemonic Possession

Special Rules:• Daemon• Fleet• Dedicated to Tzeentch• Daemonforge• It Will Not Die

Options:• May replace both Hades autocannons with Ectoplasma cannons..................................................free• May take an additional Ectoplasma cannon.........25 pts• May take an additional Hades autocannon..........25 pts

FORGEFIEND....................................................................��� POINTS

WS BS Str F S R I A HPForgefiend 3 3 6 12 12 10 3 2 3

Unit Composition:• 1 Forgefiend

Unit Type:• Walker (Sorcerer is a Character)

Wargear:• Two Power fists• Daemonic Possession• Two Magma cutters

Special Rules:• Daemon• Fleet• Dedicated to Tzeentch• Daemonforge• It Will Not Die• Move Through Cover• Siege Crawler

Options:• May replace both Magma Cutters with two sets of Lasher Tendrills.......................................................10 pts

MAULERFIEND..................................................................��� POINTS

HEAVY SUPPORT

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DEADICATED TRANSPORTBS F S R HP

Rhino 4 11 11 10 3

Unit Composition:• 1 Vindicator

Unit Type:• Tank, Transport

Transport Capacity:• 10 models

Special Rules:• Dedicated to tzeentch

Wargear:• Combi-bolter• Searchlight• Smoke launchers

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

RHINO ARMOURED-CARRIER...........................................�� POINTS

BS F S R HPDreadclaw 4 12 12 12 3

Unit Composition:• 1 Dreadclaw

Unit Type:• Flyer, Hover, Transport

Special Rules:• Deep Strike

Transport Capacity:• 10 models

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

DREADCLAW ASSAULT POD.............................................�� POINTS