Codex - Thousand Sons: Difference between revisions

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[[File:Codex Thousand Sons v 1.75.pdf|thumb|300px|PDF version of the codex - Click to download.]]
This codex was made for my Russian fellow and big fan of the [[Thousand Sons]]. The main idea was to make a magic-heavy army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. Pdf on the right contain a relevant version of the codex. The codex has recently being updated to 7e.  


This codex was made for my Russian fellow and big fan of TS. The main idea was to make heavy-magic army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. Now put on your robe and wizard hat.
[[Meme|Now put on your robe and wizard hat]].


==Special Rules==
==FAQ==
*'''Rubric Sorcerer:'''
*Q: '''Why there is no codex on this page?'''
**'''Psyker''' or '''Psychic Pilot''' (Mastery level 1 if otherwise stated)
::A: I'm too lazy to mirror all edits here, and honestly see no reason for it. Read the PDF on the right.
**'''Fearless'''
**'''Blessing of the Architect:''' 4+ invulnerable save.
**'''Power of Rubric:''' Count as having +1 Mastery Level for the purpose of Deny the Witch and number of generated psychical powers.
**'''Disciplined Mind:''' Have -1 bonus to psychic test results. Double "1" and "6" still cause Perils of the Warp.
**'''Soul Shield''': Have special save against Perils of the Warp: 3+ on double "1" result, and 5+ on double "6"  or 12+
**'''Cults of Thousand Sons:''' Sorcerer must be aligned to one of the Thousand Sons' cults: Corvidae, Pyrae, Pavoni, Athanaeans or Raptora. He must roll at least half of his psychic powers (rounded down) from his cult discipline.
**'''Sacrifice''': Can manifest special empowered versions of psychic powers, using Sacrifice token:
:::1) Declare using Psychic power per Sacrifice rule.
:::2) Expend subsequent amount of Warp Charges and one Sacrifice token.
:::3) Roll psychic test on 3D6. This test is always rolled on 3D6 and natural Leadership, even if some rules would require to roll extra dices or to pass psychic test with penalty to leadership, though Disciplined Mind bonus does work. Natural result of 12+ count as Perils of the Warp, and on result of three "6" Sorcerer is removed as causality with no saves allowed.
:::4) All rolls for denying psychic powers manifested with Sacrifice rule (Deny the Witch, Runic Weapon, Gloom Prism, etc.) suffer -2 penalty.
:::5) If the power is a focused witchfire, you may allocate it's target regardless of psychic test result.


*'''Rubric Golem:'''
*Q: '''So what are those changes?'''
**'''Fearless'''
::A: Mostly general anti-power creep stuff to keep up with a recent SM buffs, but also major changes were made to Athaenean spells and the Indirect Effect special rule.
**'''Slow and Purposeful'''
**'''Blessing of the Architect:''' 4+ invulnerable save.
**'''Fleshless:''' Does not affected by Biomancy and Pavoni psychical powers except Smite and Lightning
**'''Sorcerer Command:''' If does not accompanied by character with Rubric Sorcerer rule squad of Rubric Golems would suffer from '''Stupor''' effects:
:::At movement phase can only move to the closest enemy unit in line of sight or not move at all;
:::At shooting phase can only shoot at closest enemy unit in line of sight or not shoot at all;
:::At assault phase can only declare charge on closest enemy unit in line of sught or not declare charge at all;
:::Suffer from -1 penalty on Deny the Witch tests;
:::Cannot hold or contest objectives.


*'''Golem Driver:'''
*Q: '''What happened to Spireguard?'''
**'''Minor Blessing of Architect:''' 5+ invulnerable save
::A: They were redundant, and got replaced with a slightly tweaked <s>Astra Militarum</s> Glorious Imperial Guard.
**'''Sorcerer Command:''' If there is no character with Rubric Sorcerer rule within 6" of vehicle with this rule it would suffer from '''Stupor''' effects:
:::At movement phase can only move to the closest enemy unit in line of sight or not move at all;
:::At shooting phase can only shoot at closest enemy unit in line of sight or not shoot at all;
:::At assault phase can only declare charge on closest enemy unit in line of sught or not declare charge at all;
:::Suffer from -1 penalty on Deny the Witch tests;
:::Cannot hold or contest objectives.


*'''Soul Hunter:''' Model with this rule cannot purchase Sacrifice tokens from Arsenal. Instead for every opponent model, removed as casualty due to Soul Hunter attacks of psychic power effects roll D6 - on 5+ he would get one Sacrifice token (to the maximum of three)
*Q: '''Where are codex-specific FOCs, formations and objectives?'''
::A: Just because GW is ruining the game with stupid unnecessary gimmicks that take away players' creativity, that doesn't mean I have to.


*'''Cauterize:''' Wounds, caused by weapon or psychic powers with this rule ignore Feel No Pain rule and lowers models maximum Wound characteristic as well as current (so they cannot be regenerated). This rule also counts as Soul Blaze for the purpose of other rules.
*Q: '''Why aren't Magnus and Ahrman Lords of War?'''
::A: See above about GW's stupidity. LoW slot is for giant warmachines and gargantuan monsters. Faction leaders are just that: leaders, and thus belong to HQ.


*'''Indirect Effect:''' Witchfire power with this special rule count as normal ranged weapon and cannot be negated by Deny the Witch or any other similar abilities.
[[Category:Warhammer 40,000]] [[Category:Chaos]] [[Category:Warhammer Homebrew]]
 
*'''Rare:''' Can only be taken 0-1 per FOC and cannot be taken in allied Thousand Sons detachment.
 
==Warlord Traits==
Instead of rolling on the General Warlord Table in the Warhammer 40k Rulebook, a Thousand Sons Warlord may roll on this table instead:
*'''1. Lord of Deception:''' D3 infantry units in your army have Infiltrate special rule.
*'''2. Relic Hunter:''' You get one victory point for every enemy model with unique or named wargear slain by your main army (but not by allied detachment)
*'''3. Seeker:''' Declare one objective marker on the opponent side of table. Any of your denial units can score this objective.
*'''4. Master of Escape:''' If your warlord is slain roll D6 - on 3+ opponent does not get any victory points for this.
*'''5. Elusive Tactician:''' You may re-roll Mission, Deployment or Terrain Density dice.
*'''6. Disciple of Magnus:''' Your warlord may re-roll one psychic test every turn (even successful one).
 
==Minor Psychic Powers==
All models with Rubric Sorcerer rule can manifest minor psychic powers simply by expending warp charge (no psychic test required). All Rubric Sorcerers know following Minor Psychic Powers:
*'''Obey:''' Manifested at the start of your movement phase. Declare one friendly unit within 18" of Sorcerer - this unit would not suffer from Stupor effects until the start of his next turn.
*'''Enliven:''' Manifested at the start of your movement phase. All models with Rubric Golem rule replace Slow and Purposeful for Relentless until the start of his next turn.
*'''Halo:''' Manifested at the start of your movement phase. Sorcerer would have Fear special rule until the start of his next turn.
*'''Illuminate:''' Manifested at the start of your shooting phase. Declare one opponent unit within 18" of Sorcerer - this unit gain no benefit from Night Fighting special rule.
*'''Fall Back:''' Manifested at the end of Fight subphase Assault phase. Sorcerer and his squad immediately retreat from close combat. If they are caught by Sweeping Advance, they are not destroyed but remain in close combat instead.
*'''Empower''': Could be manifested at any point of the game to activate special wargear.
 
==Psychic Powers==
 
==='''Cult of Change'''===
 
====Primaris: Firestorm====
::Warp Charge 1
Firestorm is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| D6+1
| -
| Assault 1, Blast, Inferno
|-
|}<br style="clear: both; height: 0px;" />
*Inferno: For each model that is removed as causality as a result of Firestorm the remainder of the unit immediately takes a further D3 S3 AP- hits. These hits do not themselves generate additional hits.
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| D6+2
| -
| Assault 1, Ladge Blast, Inferno
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====1: Chaos Lightning====
::Warp Charge 1
Chaos Lightning is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| D6
| D6
| Assault D6+1
|-
|}<br style="clear: both; height: 0px;" />
*Roll for Strength, AP and number of attacks separately.
::'''Sacrifice:''' Roll 3D6 for each Strength, AP and number of attacks and pick the best results.
 
====2: Doombolt====
::Warp Charge 1
Doombolt is a '''beam''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| 8
| 1
| Assault 1, Detonate
|-
|}<br style="clear: both; height: 0px;" />
*Detonate: If Doombolt hits vehicle and causes Detonate result, roll 2d6 for explosion radius.
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| 10
| 1
| Assault 1, Detonate, Power of Change
|-
|}<br style="clear: both; height: 0px;" />
*Power of Change: Doombolt beam only loose one Strengths per every two models it passes through instead of every one.
 
====3: Wormhole====
::Warp Charge 1
Wormhole is manifested at the start of the Sorcerer's movement phase. It creates two wormhole gates, represented by large blast templates - first one within 6" of Sorcerer and second within 18" of fist one. This wormhole gates last until the end of the following turn. Any non-vehicle model (friend or foe) which is at least touched by one wormhole gate may teleport to any point inside other wormhole gate and continue it's movement. This teleport could be performed during usual movement, run, flat-out and thrust move. Models cannot declare charges at the turn they used wormhole gate.
::'''Sacrifice:''' Second wormhole gate may be placed within 30" of first one. Opponent models cannot use wormhole.
 
====4: Dark Blade====
::Warp Charge 1
Dark Blade is a '''blessing''' that targets Sorcerer himself. Whilst the power is in effect all Sorcerer's close-combat weapon with Force special rule changes their profiles to the following:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| User
| 2
| Melee, Force, Smash!, Armourbane
|-
|}<br style="clear: both; height: 0px;" />
::'''Sacrifice:''' Dark Blade profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| -
| +2
| 2
| Melee, Force, Smash!, Armourbane
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====5: Nether====
::Warp Charge 2
Nether is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 12
| X
| -
| Assault 1, Blast, Twin-linked
|-
|}<br style="clear: both; height: 0px;" />
*Every non-vehicle model touched by template must pass Initiative test or be removed as causality with no saves allowed. Jump, Jetpack and Jetbike models as well as Flying Monstrous Creatures may re-roll failed Initiative test. Vehicle models instead automatically suffer Penetrating hit that deals Immobilized result.
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 12
| X
| -
| Assault 1, Ladge Blast, Twin-linked
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====6: Breath of Chaos====
::Warp Charge 2
Breath of Chaos is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| Template
| 1
| 2
| Assault 1, Poisoned(4+), Corrosion
|-
|}<br style="clear: both; height: 0px;" />
*Corrosion: Do not roll for armor penetration against vehicles touched by template. Instead they suffer Glancing hit on D6 foll of 4+.
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| Template
| 1
| 2
| Assault 1, Torrent, Poisoned(3+), Corrosion
|-
|}<br style="clear: both; height: 0px;" />
*Corrosion deals Glancing hits on 3+ instead of 4+
 
==='''Corvidae Cult'''===
 
====Primaris: Prescience====
::Warp Charge 1
Prescience is a '''blessing''' that targets single friendly unit within 12". Whilst the power is in effect, target can re-roll all failed to-hit rolls.
::'''Sacrifice:''' Power range is increased to 24", and can also re-roll all to-wound hits of "1"
 
====1: Foreboding====
::Warp Charge 1
Foreboding is a '''blessing''' that targets the Sorcerer. Whilst the power is in effect, the Sorcerer and his unit have Counter-Attack special rule and can overwatch at their full ballistic skill, rather than ballistic skill 1. Note that models with Rubric Marine rule cannot overwatch unless are under affect of Enliven minor psychic power.
::'''Sacrifice:''' Sorcerer and his squad count as having defensive grenades and can overwatch even if they still have Slow and Purposeful rule.
 
====2: Flickering====
::Warp Charge 1
Flickering is a '''blessing''' that targets single friendly unit within 12". Whilst the power is in effect, target can re-roll all failed invulnerable saves. Note that you can choose to use invulnerable save against inflicted wounds even if your armor or cover save is better.
::'''Sacrifice:''' Target's invulnerable save is also improved by one (like 4+ becomes 3+).
 
====3: Misfortune====
::Warp Charge 1
Misfortune is a '''Malediction''' that targets single enemy unit within 24". Whilst the power is in effect, target must re-roll all successful saves.
::'''Sacrifice:''' Misfortune targets two enemy units instead of one.
 
====4: Perfect Timing====
::Warp Charge 1
Perfect Timing is a '''blessing''' that targets the Sorcerer. Whilst the power is in effect, the Sorcerer's and his unit's ranged weapon have Ignore Cover rule.
::'''Sacrifice:''' Sorcerer's and his squad's ranged weapon also forces -1 penalty on their target's invulnerable save rolls.
 
====5: Golden Way====
::Warp Charge 1
Golden Way is a '''blessing''' that targets the Sorcerer. Whilst the power is in effect, the Sorcerer can re-roll any D6+1 dices. Only the dice rolls, reliant to Sorcerer himself and his unit as whole could be re-rolled, but not ones that are reliant to other individual models in his unit.
::'''Sacrifice:''' Roll 2D6+1 for the number of re-rolls.
 
====6: Eagle Eye====
::Warp Charge 1
Eagle Eye is a '''blessing''' that targets the Sorcerer. Whilst the power is in effect, the Sorcerer's and all his squad's ranged weapon (including witchfire powers) have +6" to maximum range.
::'''Sacrifice:''' Weapon's maximum range is increased by +12" instead of +6.
 
==='''Pyrae Cult'''===
 
====Primaris: Fireball====
::Warp Charge 1
Fireball is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| 4
| 5
| Assault 1, Blast, Ignores Cover, Cauterize
|-
|}<br style="clear: both; height: 0px;" />
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| 5
| 4
| Assault 1, Ladge Blast, Ignores Cover, Cauterize
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====1: Hellfire====
::Warp Charge 1
Hellfire is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| Template
| 4
| 3
| Assault 1, Cauterize
|-
|}<br style="clear: both; height: 0px;" />
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| Template
| 5
| 3
| Assault 1, Torrent, Cauterize
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====2: Cracking Blazes====
::Warp Charge 1
Cracking Blazes is a '''malediction''' that targets single enemy unit within 24". Whilst the power is in effect, target's armour save is reduced by one (like 3+ becomes 4+), or if target is vehicle its armor value is decreased by one all round.
::'''Sacrifice:''' Crackling blazes effect last till the end of the game.
 
====3: Spontaneous Combustion====
::Warp Charge 1
Spontaneous Combustion is a '''focused witchfire''' with a range of 18". The targeted model suffer single wound with no armour or cover saves allowed and Cauterize special rule. If the model is slain by this wound, target small blast template over the target before removing it. All other models under this template suffer a Strength 4 AP5 hit with Ignores Cover and Cauterize special rules.
::'''Sacrifice:''' Target suffer D3 wounds instead of 1. You may allocate this wound on one or separate models.
 
====4: Fire Wall====
::Warp Charge 1
Fire Wall is manifested at the start of movement phase. It creates two fire wall markers within 18" of Sorcerer and no further than 12" from each other. These markers last until the end of following turn. Each enemy model which crosses the line between the fire wall markers suffers Strength 5 AP3 hit with Ignores Cover and Cauterize special rules. Vehicles take hit on their rear armor. Line between firewall markers also count as 5+ cover.
::'''Sacrifice:''' Fire wall causes Strength 7 AP2 hits with Ignores Cover and Cauterize special rules.
 
====5: Molten Beam====
::Warp Charge 2
Molten Beam is a '''beam''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 12
| 8
| 1
| Assault 1, Melta, Cauterize
|-
|}<br style="clear: both; height: 0px;" />
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| 8
| 1
| Assault 1, Armorbane*, Cauterize
|-
|}<br style="clear: both; height: 0px;" />
*<nowiki>*</nowiki>Molten Beam's Armorbane rule is ignored by models which ignore Melta rule.
 
====6: Crematorium====
::Warp Charge 2
Crematorium is manifested at shooting phase and count as '''witchfire''', though it could be used even if Sorcerer is locked in close combat. If this power is successfully activated, it burns all unused warp-charges Sorcerer still have (including those in Force Rod but not in Obsidian Casket). All models within 4+D3" of Sorcerer (except Sorcerer himself) suffer Strength 6 AP 3 hit with Ignores Cover and Cauterize special rules (vehicles are hit on their side armor). Wounds from this hits could not be allocated on the Sorcerer. For every extra warp charge burned Crematorium's range is increased by 2" and Strengths is increased by one.
This power ''could not'' be used through reflecting crystal.
::'''Sacrifice:''' Counts as two extra burned warp charges.
 
==='''Pavoni Cult'''===
 
====Primaris: Lightning====
::Warp Charge 1
Lightning is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18
| 5
| 2
| Assault 2, Indirect Effect, Haywire, Concussive, Blind
|-
|}<br style="clear: both; height: 0px;" />
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18
| 5
| 2
| Assault 4, Indirect Effect, Haywire, Concussive, Blind
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====1: Agony====
::Warp Charge 1
Agony is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 36
| 7
| 4
| Assault 4, Driver wounded!
|-
|}<br style="clear: both; height: 0px;" />
*Driver wounded!: If the vehicle get hit with Agony do not roll for armor penetration. Instead it automatically takes Crew Stunned result with no hull point lost. This result could not be replaced with Crew Shaken per any rule.
::'''Sacrifice:''' Witchfire profile changes to one of the following:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 36
| 8
| 3
| Assault 4, Driver wounded!
|-
| 36
| 7
| 4
| Assault 8, Driver wounded!
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====2: Living Bomb====
::Warp Charge 1
Living Bomb is a '''malediction''' that targets single non-vehicle model within 12". The target must pass Toughness test or is remuved as cassuality with no saves of any kind allowed. If the model is slain by this power, target small blast template over the target before removing it. All other models under this template suffer a Strength 4 AP- hit.
::'''Sacrifice:''' Whilst the power is in effect target suffer -2 penalty to it's Toughness.
 
====3: Leech====
::Warp Charge 1
Leech is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 12
| 4
| 2
| Assault 4, Ignores Cover
|-
|}<br style="clear: both; height: 0px;" />
*If Leech causes at least one unsaved wound, Sorcerer immediately regains one wound. He even could get one wound over his maximum Wound characteristic, though this extra wound count as temporary and is automatically lost at the end of his next shooting phase or when he get new extra wound (so he cannot have more than one extra wound).
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 12
| 4
| 2
| Assault 6, Ignores Cover
|-
|}<br style="clear: both; height: 0px;" />
*Sorcerer regains one wound for ''every'' unsaved wound Leech deals to the target.
 
====4: Enfeeble====
::Warp Charge 1
Enfeeble is a '''malediction''' that targets single enemy unit within 24". Whilst the power is in effect, the target unit suffers -1 penalty to both Strength and Toughness and treats all terrain (even open ground) as difficult terrain.
::'''Sacrifice:''' Enfeeble effect last till the end of the game.
 
====5: Frenzy====
::Warp Charge 1
Frenzy is a '''blessing''' or '''malediction''' that targets single non-vehicle unit or walker (friend or foe) within 24". Whilst the power is in effect, the target unit cannot shoot, and is forced to move to the closest enemy unit in it's line of sight at movement phase. If there is no enemy units within 12" and line of sight of target it must run or turbo-boost towards closest enemy unit at shooting phase, otherwise it is forced to declare charge on the closest visible enemy unit. Target unit also gain Fleet, Rage, Counter-Attack, Hatred and Furious Charge special rules for the duration of power.
::'''Sacrifice:''' Frenzy does not grant any special rules if used on enemy models and does not force any movement or charges on friendly ones.
 
====6: Battle Form====
::Warp Charge 2
Battle Form is a '''blessing''' targets the Sorcerer. Whilst the power is in effect, the Sorcerer gains +2 Weapon Skill, Strength, Toughness, Initiative and Attack, as well as Fleet, Relentless, Eternal Warrior, Feel no Pain and It Will Not Die special rules.
::'''Sacrifice:''' Weapon Skill, Strength, Toughness, Initiative and Attack bonuses are +3 instead of +2, and all Sorcerer's attacks in close combat gain -1 bonus to AP.
 
==='''Athanaeans Cult'''===
 
''Note: Vehicles count as having Leadership 10 for the purpose of Athanaeans psychic powers''
 
====Primaris: Hell====
::Warp Charge 1
Enfeeble is a '''malediction''' that targets single enemy unit within 24". Whilst the power is in effect, the target receives no benefits from Fearless and And they Shall Know No Fear, takes -2 penalty to Leadership and treats all enemy units as having Fear special rule.
::'''Sacrifice:''' Penalty to Leadership is -4 instead of -2.
 
====1: Mindwipe====
::Warp Charge 1
Mindwipe is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18
| 8
| 2
| Assault D3+1, Ignores Cover, Brain Death
|-
|}<br style="clear: both; height: 0px;" />
*Brain Death: Against non-vehicle models hits from Mindwipe are resolved against Leadership rather than Toughness. For every wound caused by Mindwipe target must pass Leadership test or suffer Instant Death. Agains vehicles Mindwipe always resolved against AV12 regardless of vehicle's actual armor, and Penetrating hits caused by this power roll D3 for damage table rather than D6 with no bonuses for AP or open-topped.
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 18
| 9
| 2
| Assault D6+1, Ignores Cover, Brain Death
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====2: False Command====
::Warp Charge 1
False Command is a '''malediction''' that targets single enemy unit within 24". Targeted unit must pass Leadership test on 3D6 or in his next movement phase it is controlled by you rather than your opponent, though they cannot use any abilities that hurt their allies (like vector striking or psychic powers). If target unit include enemy Warlord, Leadership test is passed on 2D6.
::'''Sacrifice:''' Successful Leadership test must be rerolled, and if it was failed you can control target squad during his shooting phase. Like with movement phase they cannot shoot or use other abilities that hurt their allies.
 
====3: Puppet Master====
::Warp Charge 1
Puppet Master is a '''focused witchfire''' with a range of 24". The target immediately makes shooting attack as it is one of your own models (this cannot target his own unit).
::'''Sacrifice:''' Instead of shooting target can inflict D3 hits with it's close combat weapon of your choice (or regular close combat weapon if it have none) on itself. Wounds inflicted by these hits are resolved on the target only and cannot be allocated on other models of it's unit.
 
====4: Drowse====
::Warp Charge 1
Drowse is a '''malediction''' that targets single enemy unit within 24".  Whilst the power is in effect, the target unit suffers -1 penalty to Weapon Skill, Attacks and Initiative, and all models who charge this squad does not suffer Initiative penalty for charging through difficult terrain.
::'''Sacrifice:''' Weapon Skill, Attacks and Initiative are halved (round up) instead of suffering -1 penalty.
 
====5: Paralyze====
::Warp Charge 2
Paralyze is a '''malediction''' that targets single enemy unit within 24".  Whilst the power is in effect, the target cannot perform any actions except manifesting psychic powers, including moving, shooting, fighting in close combat or using special wargear. They also gain Fearless special rule and cannot be forced to move or fall back by any means. Zooming Flyers and Swooping Flying Monstrous Creatures can move in their movement phase, but only at minimal speed and straight forward. In close combat target models are hit automatically.
::'''Sacrifice:''' Warp Charge cost is reduced to 1. If the Sorcerer have Sacrifice tokens or Sould Hunter rule and his Mastery Level is 1, he can take Paralyze psychic power or re-roll it as usual.
 
====6: Bedlam====
::Warp Charge 2
Bedlam is a '''witchfire''' with 24" range that hits automatically. Target unit must pass Leadership test on 3D6 or every model in the unit immediately inflict one hit with it's close combat weapon of your choice (or regular close combat weapon if it have none) on his own unit. This power does not affect non-walker vehicles and units of one model.
::'''Sacrifice:''' Leadership test is passed on 4D6 rather than 3D6.
 
==='''Raptora Cult'''===
 
====Primaris: Kine Shield====
::Warp Charge 1
Kine Shield is a '''blessing''' that targets single non-vehicle friendly unit within 12". Whilst the power is in effect, the target count as being in AV10 round building with no fire points for the purpose of enemy shooting. Kine Shield is immune to the rules that grant extra dices for armor penetration or inflict glancing and penetrating hits on flat dice roll, but on the other hand does not benefit from any cover saves. Kine Shield cease to effect after the first penetrating hit it takes.
::'''Sacrifice:''' Kine Shield AV is increased to 12.
 
====1: Press====
::Warp Charge 1
Press is a '''malediction''' that targets single non-vehicle enemy unit within 24". Target unit must pass Strength test with -1 penalty to Strengths or is automatically Pinned even if it automatically pass pinning tests.
::'''Sacrifice:''' Successful Strength test must be re-rolled.
 
====2: Barrier====
::Warp Charge 1
Barrier is manifested at the start of movement phase. It creates two barrier markers within 12" of Sorcerer and no further than 12" from each other. These markers last until the end of following turn. No enemy models (even Flyers or Flying Monstrous Creatures) can cross the line between barrier markers. <!--- YOU SHALL NOT PASS! --->
::'''Sacrifice:''' Instead of two regular barrier markers it creates one primary barrier marker within 12" of Sorcerer and two secondary barrier markers within 12" of primary one. No enemy models (even Flyers or Flying Monstrous Creatures) can cross the line between primary barrier marker and any of the secondary barrier markers.
 
====3: Rockfall====
::Warp Charge 1
Rockfall <!--- everyone dies :) ---> is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 36
| 4
| -
| Assault 1, Indirect Effect, Barrage, Large Blast, Strikedown
|-
|}<br style="clear: both; height: 0px;" />
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 36
| 6
| 5
| Assault 1, Indirect Effect, Barrage, Large Blast, Strikedown
|-
|}<br style="clear: both; height: 0px;" /><br>
 
====4: Crush====
::Warp Charge 1
Crush is a '''focused withchfire''' with a range of 18". The target model suffer hit sit Strengths 2D6 and AP D6. 11 and 12 results on Strengths rolls wounds automatically or in case of vehicles automatically inflict penetrating hit.
::'''Sacrifice:''' Roll two times for Strengths and AP and pick the best results of each.
 
====5: Long Hands====
::Warp Charge 1
Press is a '''malediction''' that targets single non-vehicle enemy unit within 24". Target unit suffers from one of the effects of your choice from the list below. Long-term effects from the list works for duration of power.
*''Jam the guns:'' Unit must re-roll to-hit and to-wound rolls of 6 at shooting;
*''Block the fuel/Cut the wings:'' Unit loses Jet-pack and Jump rules;
*''Jam the armour:'' All models in the unit with 3+ or 2+ armour save treat all terrain (even open ground) as difficult terrain.
*''Short circuit:'' Each vehicle model in the unit suffers single hit with Strength 1, and Haywire and Ignore Cover rule.
*''Hold the doors:'' Transport vehicles in the unit count as having no access point ant top hatches (emergency disembarkation allowed, open-topped transports are not affected)
*''Pull the check:'' If there is at least one model with grenades of any type in the squad (except defensive and haywire grenades), unit takes D6 hits with Strength 4 AP- and does not benefit from any grenades it have.
::'''Sacrifice:''' Target unit suffers from two of the effects of your choice from the list above.
 
====6: Throw====
::Warp Charge 2
Throw is a '''witchfire''' with the following profile:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| -
| -
| Assault 1, Blast, Twin-linked, Throw
|-
|}<br style="clear: both; height: 0px;" />
*Throw: All models touched by template are moved 2D6" at any direction of your choice ignoring all terrain. This movement can be used even if it breaks unit cohesion. Infantry models must take impact tests like they fall the distance they were thrown. If their movement ends closer than 1" to other unit, on impassible terrain or out of table, reduce movement distance until they can be placed normally (this does not reduce fall distance for impact tests). Vehicle models take single glancing hit for every full 3" they were thrown. If their movement ends on impassible terrain or out of table, reduce movement distance until they can be placed normally (this does not reduce the number of lancing hits). If their movement ends over other unit, count it as tank shock or ram and additionally deal D3 wounds with AP1 or D3 glancing hits to any unit or squadron it lands on.
::'''Sacrifice:''' Witchfire profile changes to:
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Range
! S
! AP
! Type
|-
| 24
| -
| -
| Assault 1, Large Blast, Twin-linked, Throw
|-
|}<br style="clear: both; height: 0px;" /><br>
==Equipment==
===Weapon===
{| border="1" cellspacing="0" cellpadding="5" align="right"
! Name
! S
! AP
! Type
|-
! Force Weapon:
|-
| Force Sword
| U
| 3
| Melee, Force
|-
| Force Axe
| +1
| 2
| Melee, Force, Unwieldy
|-
| Force Staff
| +2
| 4
| Melee, Force, Concussive
|-
| Hequa Staff
| +1
| 3
| Melee, Force, Two-handed
|-
| Force Rod
| U
| 3
| Melee, Force, Arcane Vessel
|-
| Force Dagger
| -1
| 2
| Melee, Force, Short Reach
|-
! Daemon Weapon:
|-
| Daemon Sword
| +1
| 3
| Melee, Daemon Weapon
|-
| Daemon Axe
| +2
| 2
| Melee, Daemon Weapon, Unwieldy
|-
| Daemon Maul
| +3
| 4
| Melee, Daemon Weapon, Concussive
|-
| Daemon Dagger
| U
| 2
| Melee, Daemon Weapon, Short Reach
|-
! Crystal Weapon:
|-
| Crystal Sword
| U
| 5
| Melee, Crystal Weapon
|-
| Crystal Axe
| +1
| 4
| Melee, Crystal Weapon, Unwieldy
|-
| Crystal Maul
| +2
| 6
| Melee, Crystal Weapon, Concussive
|-
|}
{| border="1" cellspacing="0" cellpadding="5" align="left"
! Name
! Range
! S
! AP
! Type
|-
| Combi-bolter
| 24
| 4
| 5
| Rapid Fire, Twin-linked
|-
| Reaper Autocannon
| 36
| 7
| 4
| Heavy 2, Twin-linked
|-
| Butcher Autocannon
| 36
| 8
| 4
| Heavy 4, Pinning
|-
| Havoc Launcher
| 48
| 5
| 5
| Heavy 1, Blast, Twin-linked
|-
| Daemon Breath Flamer
| Template
| 5
| 3
| Heavy 1, Cauterize
|-
| Demolisher Cannon:
::Regular shells
::Warp shells
| <br>
24<br>
30
| <br>
10<br>
10
| <br>
2<br>
1
| <br>
Ordnance 1, Large Blast<br>
Heavy 1, Ignore Cover, Instant Death
|-
| Heavy conversion beamer
:
:
|0-24<br>
24-48<br>
48-72
|4<br>
6<br>
10
| -<br>
4<br>
2
|Ordnance 1, Large Blast, Firing Calibration<br>
Ordnance 1, Large Blast, Firing Calibration<br>
Ordnance 1, Large Blast, Firing Calibration
|-
|}<br style="clear: left; height: 0px;" /><br>
*'''Firing Calibrations:''' Model that moved in previous movement phase cannot fire this weapon.
*'''Arcane Vessel:''' At the start of his movement phase Sorcerer can store one of his warp charges in force rod. Warp charges stored in force rod can be used as regular ones but does not lost at the end of the turn.
*'''Short Reach:''' This weapon cause -1 WS penalty for the purpose of it's weilder to-hit rolls.
*'''Daemon Weapon:''' At the start of the fight subphase roll D6 for each daemon weapon, who's wielder is locked in combat. At 2-6 results wielder  gets that many additional Attacks until the end of the phase, but on 1 it immediatelly suffers wound with no armour or cover saves allowed, and it's Weapon Skill is reduced to 1 until the end of the phase. Additionally, model equipped with daemon weapon lose Disciplined Mind special rule.
*'''Crystal Weapon:''' At the start of fight subphase Sorcerer can use Empower minor psychic power to activate all crystal weapon in his unit untill the end of phase. Activated Crystal weapon bestow one of the following bonuses:
**+1S
**-2AP
**+1A
===Special Issue Wargear===
*'''Inferno Bolts:''' Shots from bolt pistol, bolter, combi-bolter and heavy bolter with inferno bolts is resolved at AP3.
*'''Inferno Promethium:''' Shots from hand flamer, flamer and heavy flamer with inferno promethium is resolved at AP3.
*'''Psychoactive Bolts:''' Before shooting (either normally in Shooting phase or by Overwatch or Interceptor rules) Sorcerer can use Empower minor psychic power to activate all psychoactive bolts in his unit untill the end of phase. Activated psychoactive bolts bestow one of the following bonuses to bolt pistols, bolters, combi-bolters and heavy bolters:
**+1S
**+1BS
**+6" to range
**Ignore Cover, but AP5
**One extra shot, but AP5
*'''Chaos Icon:''' At the start of movement phase Sorcerer can use Empower minor psychic power to activate chaos icon in his unit untill the end of the phase. Activated icon prevent scattering of all friendly models in terminator armour or with Daemon special rule deepstriking within 6" of model with icon.
*'''Disc of Tzeench:''' Model on disc receive +1 Attacks and change it's type to Jetbike.
*'''Jump pack:''' Model with jump pack have Jump unit type.
*'''Sigil of mastery:''' Confer special bonuses according to Sorcerer's cult:
**''Corvidae'' - may reroll all save results of 1.
**''Pyrae'' - immune to flamer weapons, Pyromancy and Pyrae psychic powers and shooting attacks with Melta or Soulblaze rules.
**''Pavoni'' - +1 Wound and immune to weapon with Poisoned rule.
**''Athanaeans'' - Have Preferred Enemy (Evereything!) special rule.
**''Raptora'' - +1 Strengths and immune to Pinning, Concussion and Strikedown rules.
===Armour===
*'''Carapace Armour:''' Confers 4+ armour save
*'''Power Armour:''' Confers 3+ armour save
*'''Terminator Armour:''' Confers 2+ armour save and 5+ invulnerable save as well as Deep Strike, Relentless and Bulky special rules. Models in terminator armour cannot make Sweeping Advances.
*'''Charmed Armour:''' Confers 2+ armour save and allow to purchase one more Word of Power from Arsenal.
===Robes===
*'''Robes of Adept:''' Allow to purchase one more Word of Power from Arsenal.
*'''Robes of Ritualist:''' Allow to purchase one more Word of Power from Arsenal and up to two additional Sacrifice tikens. Also allow to reroll one of the three psychic test dices when manifesting psychic power per Sacrifice rule.
*'''Robes of Savant:''' Allow to purchase one more Word of Power from Arsenal and up to manifest one minor psychic power per turn wihout warp charge spent.
*'''Robes of Magister:''' Allow to purchase up to two more Words of Power from Arsenal and confers 3+ invulnerable save.
===Books===
*'''Book of Knowledge:''' Sorcerer with this book can generate additional psychic power from any of the Thousand Sons discipline.
*'''Book of Mysteries:''' Sorcerer with this book can generate additional psychic power from any of the standard discipline from core rulebook.
*'''Book of Dominion:''' Sorcerer with this book can negate Stupor effect on vehicles with Rubric Pilot at 12" instead of 6" and can manifest Obey minor psychic power once per turn without warp charge spent.
*'''Sacrificial Scroll:''' Secretly write single Thousand Son psychic power for every model with sacrificial scroll at army deployment stage. Once per game Sorcerer with sacrificial scroll can manifest this psychic power per Sarifice rule without Sacrifice token spent, automatically passing psychic test.
===Words of Power===
*'''Scroll:''' Sorcerer may re-roll generated psychic powers.
*'''Book:''' Sorcerer may choose psychic powers before game instead of generating them. Chosen powers must be written in army roster.
*'''Tome:''' Sorcerer may choose psychic powers during deployment phase instead of generating them.
*'''Calm:''' Sorcerer become immune to all effects that force additional dice rolls or leadership penalies on psychic tests except Sacrifice.
*'''Storm:''' All enemy psykers within 12" of Sorcerer roll one extra D6 on Psychic tests choosing two highest results.
*'''Shield:''' Sorcerer gain Adamantium Will special rule.
*'''Sword:''' Enemy units gain -1 penalty on all rolls for disabling Sorcerer's psychic powers (Deny the Witch, Runic Weapon, etc.). Effect is cummulative for multuple Sword words taken.
*'''Destroyer:''' Sorcerer can manifest one additional witchfire attack per turn. Effect is cummulative for multuple Destroyer words taken.
*'''Onslaught:''' Sorcerer can manifest one of his psychic powers twice per turn.
*'''Phoenix:''' Sorcerer can spend his wounds as warp charges or sacrifice tokens.
*'''Hydra:''' Sorcerer gain Split Fire special rule.
*'''Hawk:''' When Sorcerer manifest Focused Witchfire psychic power he can allocate it's target regardless of psychic test result.
 
===Vehicle Wargear===
*'''Daemonic  Possession:''' The Vehicle's Ballistic Skill, Weapon Skill and Initiative is reduced by one, it lose Rubric Pilot rule, gain Daemon and It Will Not Die special rules and ignore Crew Shaken and Crew Stunned results on D6 rolls of 5+.
*'''Parasitic Possession:''' At the and of any phase in which this vehicle inflict at least one unsaved wound or remove one hull point from enemy vehicle roll D6 - on 5+ vehicle could regaim one hull point or repair Immobilized or Weapon Destroyed result.
*'''Scrolls of Detention:''' Vehicle does not suffer from Ballistic Skill, Weapon Skill and Initiative penalties from daemonic possession and get benefits from parasitic possession on 3+ rather than 5+.
*'''Reflecting Crystal:''' At the start of movement phase any friendly Rubric Sorcerer could link to vehicle with reflecting crystall. This link last until the ent of the following turn and while it active, vehicle does not suffer from Stupor rule and Sorcerer can manifest any of his powers except those that target himself from reflecting crystal. However, while Sorcerer is linked to crystal, if he happen to take unsaved Perils of the Warp wound crystal would be destroyed and inflict single glancing hit on the vehicle. Crystal itself count as weapon and could be destroyed by Weapon Destroyed result or when vehicle suffers Expode result. When Crystal get destroyed, all Sircerers linged to it would suffer S3 AP2 hit with Ignore Cover special rule.
 
===Relics of the Sorcerers Planet===
*'''The Book of Magnus'''
:Model with the Book of Magnus could ''choose'' one psychic power from each Thousand Son discipline, after rolling powers normally, and can also reroll failed psychic tests.
 
*'''The Book of Lorgar'''
:During deployment phase declare one unit with Daemon rule in reserves - this unit can Deep Strike without scattering withn 18" of  model with the Book of Lorgar and can declare charge at the same move it Deep Strikes.
 
*'''Obsidian Casket'''
:At the start of his movement phase Sorcerer can any of of his warp charges in Obsidian Casket. Warp charges stored in Obsidian Casket does not lost at the end of the turn. Sorcerer can use warp charges stored in Obsidian Cascet to mainfest his psychical powers, though they count as being manifested by separate model: you can manifest from Casket the same power you manifested from the Sorcerer in the same turn.
 
*'''Soul Mirror'''
:Once per game at the start of movement phase you can use Soul Mirror on enemy character within 18". After this bearer of the Soul Mirror gains following benefits:
:*Bearer and his squad gain cover save 2+ and Caunter-attack and Preferd Enemy special rules against mirror's target and his squad.
:*Bearer gains Initiative 10 and Weapin Skill 10 in challenge with mirror's target.
:*If mirror's target is a psyker, bearer immediately learns all psychic powers mirror's target knows.
:*If mirror's target is a warlord, your opponent must immediately reveal all his hidden notes, and ''all'' your army get Interceptor rule.
 
*'''Dreambreaker pistol'''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Dreambreaker Pistol
| 12
| 4
| 5
| Pistol, Dreambreaker
|-
|}<br style="clear: both; height: 0px;" />
:*Dreambreaker: If enemy unit get hit by Dreambraker Pistol, it's Leadership get reduced bu one till the end of the game.
 
*'''Doom Spear'''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Doom Spear<br>
<br> 
| -<br>
18
| +1<br>
S+1
| 2<br>
2
| Melee, Force<br>
Assault 1, Force, Ignore Cover, Ghostthrow
|-
|}<br style="clear: both; height: 0px;" />
:*Ghostthrow: Doom Spear deals Presision shots on 4+.
 
*'''Insatiable'''
:{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Insatiable<br>
<br> 
| -<br>
24
| +2<br>
6
| 4<br>
4
| Melee, Force<br>
Assault 2, Blast, Blind
|-
|}<br style="clear: both; height: 0px;" />
:When model equipped with Insatiable slays enemy character roll D6 - on 5+ he immediately get +1 to his mastery level and roll one extra psychic power from any of the Thousand Sons discipline. If slain character was an independent character you get +1 bonus to this roll and another bonus equal to his mastery level if slain character was a psyker.
 
==Arsenal==
===Melee weapon===
A model can replace it's force weapon:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Hequa staff
| Free
|-
| Force dagger
| 5 pts.
|-
| Force rod
| 10 pts.
|-
| Daemon weapon of any type
| 10 pts.
|-
|}<br style="clear: both; height: 0px;" />
A model can replace it's bolt pistol with:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Force weapon
| 15 pts.
|-
| Hequa staff
| 15 pts.
|-
| Force dagger
| 20 pts.
|-
| Force rod
| 25 pts.
|-
| Daemon weapon of any type 
| 25 pts.
|-
|}<br style="clear: both; height: 0px;" />
===Ranged weapon===
A model can replace it's bolt pistol with:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Hand flamer<br>+inferno promethium
| Free<br> 5 pts.
|-
| Combi-bolter
| 3 pts.
|-
| Combi-flamer -plasma or -melta
| 10 pts.
|-
| Plasma pistol
| 13 pts.
|-
|}<br style="clear: both; height: 0px;" />
A model can also buy:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Psychoactive bolts
| 2 pts.
|-
|}<br style="clear: both; height: 0px;" />
===Armour===
A model can replace it's power armour, frag and krak grenades with terminator armour for 22 pts.<br>
A model can replace it's power armour with charmed armour for 30 pts.<br>
===Robes===
A model can take one of the following:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Robes of Adept
| 5 pts.
|-
| Robes of Ritualist
| 10 pts.
|-
| Robes of Savant
| 20 pts.
|-
| Robes of Magister
| 25 pts.
|-
|}<br style="clear: both; height: 0px;" />
===Books===
A model can take one of the following:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Book of Knowledge
| 12 pts.
|-
| Book of Mysteries
| 5 pts.
|-
| Book of Dominion
| 10 pts.
|-
| Sacrificial Scroll
| 25 pts.
|-
|}<br style="clear: both; height: 0px;" />
===Words of Power===
A model can take one of the following, though certain warger could allow to take more:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Scroll
| 5 pts.
|-
| Book
| 10 pts.
|-
| Tome
| 15 pts.
|-
| Calm
| 5 pts.
|-
| Storm
| 10 pts.
|-
| Shield
| 5 pts.
|-
| Sword
| 5 pts.
|-
| Desrtoyer
| 10 pts.
|-
| Onslaught
| 12 pts.
|-
| Phoenix
| free
|-
| Hydra
| 5 pts.
|-
| Hawk
| 3 pts.
|-
|}<br style="clear: both; height: 0px;" />
 
===Special issue wargear===
A model can take any of the following:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Melta-bombs
| 5 pts.
|-
| Up to 2 Sacrifice tokens
| 5 pts. each
|-
| Sigil of mastery
| 20  pts.
|-
| Jump pack*
| 15 pts.
|-
| Disk of Tzeench*
| 30 pts.
|-
|}<br style="clear: both; height: 0px;" />
<nowiki>*</nowiki>Could not be taken if a model is equipped with terminator armour
 
===Reliquary===
A model can take up to two items from this list. Only one of each Relics of the Sorcerers Planet may be taken per army.
{| border="0" cellspacing="5" cellpadding="0" align="left"
| The Book of Magnus
| 40 pts.
|-
| The Book of Lorgar
| 25 pts.
|-
| Obsidian Casket
| 40 pts.
|-
| Soul Mirror
| 25 pts.
|-
| Dreambreaker pistol
| 30 pts.
|-
| Doom Spear
| 60 pts.
|-
| Insatiable
| 35 pts.
|-
|}<br style="clear: both; height: 0px;" />
 
===Vehicle wargear===
A model can take one of the following:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Combi-bolter
| 6 pts.
|-
| Combi-flamer -plasma or -melta
| 10 pts.
|-
| Havoc launcher
| 11 pts.
|-
| Reflecting Crystal
| 15 pts.
|-
|}<br style="clear: both; height: 0px;" />
A model can take up to one of each of the following:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Dozer blade*
| 5 pts.
|-
| Searchlight
| 1 pts.
|-
| Extra armor
| 10 pts.
|-
| Daemonic possession**
| 15 pts.
|-
| Parasitic possession
| 15 pts.
|-
| Scrolls of detention
| 10 pts.
|-
|}<br style="clear: both; height: 0px;" />
<nowiki>*</nowiki>Tank models only<br>
<nowiki>**</nowiki>Only for models with Rubric Pilot rule
 
===Golem wargear===
Any model in a squad can take up yo one of each of the following:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Frag-grenades
| 1 pts.
|-
| Krak grenades
| 1 pts.
|-
| Psychoactive Bolts
| 2 pts.
|-
| Bolt pistol
| 2 pts.
|-
|}<br style="clear: both; height: 0px;" />
Any model in a squad can replace his chainsword with:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Crystal weapon
| 4 pts.
|}<br style="clear: both; height: 0px;" />
One model in a squad can take:
{| border="0" cellspacing="5" cellpadding="0" align="left"
| Icon of Chaos
| 5 pts.
|}<br style="clear: both; height: 0px;" />
 
==Units==
===HQ===
====Sorcerer Lord====
175 pts.
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Sorcerer Lord
| 6
| 5
| 4
| 4
| 3
| 5
| 3
| 10
| 3+/4++
| Infantry (C)
| 1 Sorcerer Lord
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*Power armour
*Force weapon
*Bolt pistol
*Inferno bolts
*Frag and krak grenades
 
'''Special Rules:'''
*Rubric Sorcerer (Mastery Level 2)
*Independent Character.
 
'''Options:'''
*May take up to two additional Mastery Levels for 25 pts. each.
*May take items from '''Melee Weapons''', '''Ranged Weapons''', '''Armour''', '''Robes''', '''Books''', '''Words of Power''', '''Special Issue Wargear''' and '''Reliquary''' sections of Arsenal.
*May take Soul Hunter special rule for 15 pts.
*One Sorcerer Lord per army may be upgraded to the Master of the Cult for 35 pts.
**Master of the Cult automatically learn all powers from his cult discipline, and may generate number of powers from other cult disciplines, equal to half of his mastery level (round up). Master of the cult can reroll psychic tests (even successful ones) when manifesting psychic powers from his cult discipline.
<br>
====Sorcerer====
You may take up to three Sorcerers in one HQ slot<br>
95 pts.
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Sorcerer
| 5
| 4
| 4
| 4
| 2
| 4
| 2
| 10
| 3+/4++
| Infantry (C)
| 1 Sorcerer
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*Power armour
*Force weapon
*Bolt pistol
*Inferno bolts
*Frag and krak grenades
 
'''Special Rules:'''
*Rubric Sorcerer
*Independent Character.
 
'''Options:'''
*May take up to two additional Mastery Levels for 25 pts. each.
*May take items from '''Melee Weapons''', '''Ranged Weapons''', '''Armour''', '''Robes''', '''Books''', '''Words of Power''', '''Special Issue Wargear''' and '''Reliquary''' sections of Arsenal.
*May take Soul Hunter special rule for 15 pts.
<br>
====Daemon Prince====
235 pts.
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Daemon Prince
| 9
| 5
| 6
| 5
| 4
| 8
| 5
| 10
| 3+/4++
| Monstrous Creature (C)
| 1 Daemon Prince
|-
|}<br style="clear: both; height: 0px;" />
'''Wargear:'''
*Power armour
*Force sword
 
'''Special Rules:'''
*Rubric Sorcerer (Mastery Level 2)
*Daemon
*Deep Strike
*Soul Hunter
 
'''Options:'''
*May take up to two additional Mastery Levels for 25 pts. each.
*May take items from '''Melee Weapons''', '''Ranged Weapons''', '''Robes''', '''Books''', '''Words of Power''', and '''Reliquary''' sections of Arsenal.
*May take wings for 40 pts.
**Daemon Princwe with wings changes his type for Flying Monstrous Creature.
*May take Kai-gun for 25 pts.
:{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Kai-gun
| 24
| 6
| 3
| Assault 3
|-
|}<br style="clear: both; height: 0px;" />
*May take Screamer Cloud special rule for 25 pts.
**Screamer Cloud: Daemon Prince with this rule count as accompanied with three models of Spectral Screamers (you may represent them as models, but they would work only as markers or counters) with Toughness 5, one wound and no amour save for the purpose of enemy shooting, and could relocate suffered wounds on these models per Look Out, Sir! rule. At the start of his movement phase all previously lost Spectal Screamers are regained.
<br>
 
====Incarnation of the Magnus====
666 pts.
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Incarnation of the Magnus
| 8
| 6
| 6
| 6
| 6
| 8
| 6
| 10
| 2+/3++
| Flying Monstrous Creature (C), Unique
| 1 Incarnation of the Magnus
|-
|}<br style="clear: both; height: 0px;" />
'''Wargear:'''
*Force axe
*Wings
*Gaze of the Red Eye:
:{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| Gaze of the Red Eye
| Template
| 6
| 3
| Assault 1, Torrent, Warp Beacon
|-
|}<br style="clear: both; height: 0px;" />
:*Warp Beacon: Each Psyker, model from Brotherhood of Psykers or Brotherhood of Sorcerers unit or vehicle with Psychic Pilot rule touched by template immediately suffer Perils of The Warp.
*Mantle of the Crimson King:
:Bestow 2+ Armour save if Incarnation of the Magnus have at least 3 wounds left.
 
'''Special Rules:'''
*Psyker (Mastery Level 6)
*Daemon
*Deep Strike
*Primarch: Bestow Fearless, Adamantium Will, Fleet, Eternal Warrior and It Will Not Die special rules.
*Chosen of The Architect: Bestow 3+ invulnerable save
*Metamorph: Incarnation of the Magnus does not affected by Poison, Flashbane, Concussive and Strikedown rules, immune to all effects that lowers his characteristics, and treat all terrain except impassible like open ground for the purpose of moving and charging. When he is forced to be removed as causality by some special rule, he loose D3 wounds with no saves of any kind allowed instead.
*Lord of Sorcery: Incarnation of the Magnus knows ''all'' psychic powers from all disciplines of Thousand Sons. He automatically pass psychic tests and all powers manifested by him count as being manifested per Sacrifice rule. He can manifest any Psychic power multiple times per turn as long as he have enough Warp Charges, and can perform up to six shooting attack per turn at up to two enemy units.
*Sir of the Thousand Sons: Incarnation of the Magnus is automatically your warlord and cannot be taken in allied detachment.
 
'''Warlord Trait'''
*Elusive Tactician
<br>
====Ahzek Ahriman====
275 pts.
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Ahzek Ahriman
| 5
| 5
| 4
| 4
| 3
| 5
| 3
| 10
| 3+/4++
| Infantry (C), Unique
| 1 Incarnation of the Magnus
|-
|}<br style="clear: both; height: 0px;" />
'''Wargear:'''
*Armour of Ammon:
:Confers 3+ armour save and Tome, Calm and Sword Words of Power.
*The Black Staff:
:{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! Range
! S
! AP
! Type
|-
| The Black Staff
| -
| +2
| 4
| Melee, Force, Concussive
|-
|}<br style="clear: both; height: 0px;" />
:The Black Staff allows Ahriman to perform up to three shooting attacks per turn.
*The Book of Kallimakus:
:Ahriman can choose one psychic power from each Thousand Son discipline, after rolling powers normally
*Bolt pistol
*Inferno Bolts
*Frag and krak grenades
 
'''Special Rules:'''
*Rubric Sorcerer (Corvidae, Mastery Level 4)
*Independent Character
*Preferred Enemy (Eldar, Dark Eldar)
*Lord Prophet: While Ahriman is on the board, you may reroll or force tour opponent to reroll any one dice per each player's turn.
*Exile: Ahriman is automatically your warlord if taken in main army, and cannot be taken in one army with Incarnation of the Magnus, though you cannot take Rare units and all models in your army lose access to Reliquary section of Armoury.
 
'''Warlord Trait'''
*Lord of Deception
<br>
 
===Troops===
====Rubricator Squad====
You must take at least one Rubricator squad in your army<br>
160 pts.
 
{| border="1" cellspacing="0" cellpadding="5" align="left"
!
! WS
! BS
! S
! T
! W
! I
! A
! Ld
! Sv
! Unit Type
! Composition
|-
| Rubricator
| 4
| 4
| 4
| 4
| 1
| 4
| 1
| 10
| 3+/4++
| Infantry
| 4 Rubricators
|-
| Aspiring Sorcerer
| 5
| 4
| 4
| 4
| 2
| 4
| 2
| 10
| 3+/4++
| Infantry (C)
| 1 Aspiring Sorcerer
|-
|}
<br style="clear: both; height: 0px;" />
'''Wargear:'''
*Power armour
*Bolter (Rubricators only)
*Chainsword (Rubricators only)
*Force weapon (Aspiring Sorcerer only)
*Bolt pistol (Aspiring Sorcerer only)
*Inferno bolts
 
'''Special Rules:'''
*Rubric golem (Rubricators only)
*Rubric Sorcerer (Aspiring Sorcerer only)
 
'''Options:'''
*May take up to 10 additional Rubricators for 23 pts. each.
*Aspiring Sorcerer may take items from '''Melee Weapons''', '''Ranged Weapons''', '''Robes''', '''Books''' and '''Words of Power''' sections of Arsenal.
*Aspiring Sorcerer may take one Sacrifice token for 5 pts.
*Rubricators may take items from '''Golem Wargear''' section of arsenal
*For every four Rubricators in the squad one may replace his bolter with:
:*Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.
:*Heavy bolter: •••••••••••••••••••••••••••••••••••••••••••••••••••••••15 pts.
The unit may take Rhino as Dedicated Transport
<br>

Latest revision as of 11:03, 24 June 2023

PDF version of the codex - Click to download.

This codex was made for my Russian fellow and big fan of the Thousand Sons. The main idea was to make a magic-heavy army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. Pdf on the right contain a relevant version of the codex. The codex has recently being updated to 7e.

Now put on your robe and wizard hat.

FAQ[edit]

  • Q: Why there is no codex on this page?
A: I'm too lazy to mirror all edits here, and honestly see no reason for it. Read the PDF on the right.
  • Q: So what are those changes?
A: Mostly general anti-power creep stuff to keep up with a recent SM buffs, but also major changes were made to Athaenean spells and the Indirect Effect special rule.
  • Q: What happened to Spireguard?
A: They were redundant, and got replaced with a slightly tweaked Astra Militarum Glorious Imperial Guard.
  • Q: Where are codex-specific FOCs, formations and objectives?
A: Just because GW is ruining the game with stupid unnecessary gimmicks that take away players' creativity, that doesn't mean I have to.
  • Q: Why aren't Magnus and Ahrman Lords of War?
A: See above about GW's stupidity. LoW slot is for giant warmachines and gargantuan monsters. Faction leaders are just that: leaders, and thus belong to HQ.