Codex - Thousand Sons: Difference between revisions

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====5: Frenzy====
====5: Frenzy====
::Warp Charge 1
::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 12" towards closest enemy unit at shooting phase, otherwise it is forced to declare charge on the closest enemy unit in line of sight. Target unit also gain Fleet, Rage, Counter-Attack, Hatred and Furious Charge special rules.
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 tif used on enemy models and does not force any movement or charges on friendly ones.
::'''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====
====6: Battle Form====
::Warp Charge 2
::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.
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.
::'''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.

Revision as of 15:55, 5 July 2013

Page is under construction.

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.


Special Rules

  • Rubric Sorcerer:
    • Psyker (Mastery level 1 if otherwise stated)
    • 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 Pshychic 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 ammount of Warp Charges and one Sarifice 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 wit 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 manifsted with Sacrifice rule (Deny the Witch, Runic Weapon, Gloom Prism, etc.) suffer -2 penalty.
5) If the power is focused witchfire, you may allocate it's target regardless of psychic test result.
  • Rubric Golem:
    • Fearless
    • 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:
    • Minor Blessing of Architect: 5+ invulnerable save
    • 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)
  • Cauterize: Wounds, caused by weapon or psychic powers with this rule ignore Feel No Pain rule and lowers models maximum wound charcaterictic as well as current (so they cannot be regenerated). This rule also count as Soul Blaze for the purpose of other rules.
  • Indirect Effect: Witchfire power with this secial rule count as normal ranged weapon and cannot be negated by Deny the Witch or any other similar abilities.
  • 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 reroll Mission, Deployment or Terain Density dice.
  • 6. Disciple of Magnus: Your warlord may reroll 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:

Range S AP Type
24 D6+1 - Assault 1, Blast, Inferno


  • Inferno: For each model that is removed as causality a a result of Firestorm the remainder of the unit immediately takes a further D3 S3 AP- hits. These hits do not themseves generate additional hits.
Sacrifice: Witchfire profile changes to:
Range S AP Type
24 D6+2 - Assault 1, Big Blast, Inferno


1: Chaos Lightning

Warp Charge 1

Chaos Lightning is a witchfire with the following profile:

Range S AP Type
24 D6 D6 Assault D6+1


  • 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:

Range S AP Type
24 8 1 Assault 1, Detonate


  • Detonate: If Doombolt hits vehicle and causes Detonate result, roll 2d6 for explosion radius.
Sacrifice: Witchfire profile changes to:
Range S AP Type
24 10 1 Assault 1, Detonate, Power of Change


  • 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 temlates - first one within 6" of sorcerer and second within 18" of fist one. This wormhole gates last untill 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 move. This teleport could be performed during usual movement, tun, 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 change it's profile to following:

Range S AP Type
- User 2 Melee, Force, Smash!, Armourbane


Sacrifice: Dark Blade profile changes to:
Range S AP Type
- +2 2 Melee, Force, Smash!, Armourbane


5: Nether

Warp Charge 2

Nether is a witchfire with the following profile:

Range S AP Type
12 X - Assault 1, Blast, Twin-linked


  • 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 reroll failed initiative test. Vehicle models instead automatically suffer penetrating hit that deals Immobilized result.
Sacrifice: Witchfire profile changes to:
Range S AP Type
12 X - Assault 1, Big Blast, Twin-linked


6: Breath of Chaos

Warp Charge 2

Breath of Chaos is a witchfire with the following profile:

Range S AP Type
Template 1 2 Assault 1, Poisoned(4+), Corrosion


  • Corrosion: Do not roll for armor penetration against vehicles touched by trmplate. Instead they suffer glancing hit on D6 foll of 4+.
Sacrifice: Witchfire profile changes to:
Range S AP Type
Template 1 2 Assault 1, Torrent, Poisoned(3+), Corrosion


  • 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 is 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 bu 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 reroll 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 saves.

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 D6+1 dices. Only the dice rolls, reliant to sorcerer himself and his unit as whole could be re-rolled, but not onws 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 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:

Range S AP Type
24 4 5 Assault 1, Blast, Ignores Cover, Cauterize


Sacrifice: Witchfire profile changes to:
Range S AP Type
24 5 4 Assault 1, Big Blast, Ignores Cover, Cauterize


1: Hellfire

Warp Charge 1

Hellfire is a witchfire with the following profile:

Range S AP Type
Template 4 3 Assault 1, Cauterize


Sacrifice: Witchfire profile changes to:
Range S AP Type
Template 5 3 Assault 1, Torrent, Cauterize


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 it's 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. Place two fire wall markers within 18" of sorcerer and no further than 12" from each other. This 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 takes hit on their rear armor.

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:

Range S AP Type
12 8 1 Assault 1, Melta, Cauterize


Sacrifice: Witchfire profile changes to:
Range S AP Type
24 8 1 Assault 1, Armorbane*, Cauterize


  • *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. 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:

Range S AP Type
18 5 2 Assault 2, Indirect Effect, Haywire, Concussive, Blind


Sacrifice: Witchfire profile changes to:
Range S AP Type
18 5 2 Assault 4, Indirect Effect, Haywire, Concussive, Blind


1: Agony

Warp Charge 1

Agony is a witchfire with the following profile:

Range S AP Type
36 7 4 Assault 4, Driver wounded!


  • Driver wounded: If the vehicle get hit with Agony do not roll for armor penetration. Instead it automatically take 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:
Range S AP Type
36 8 3 Assault 4, Driver wounded!
36 7 4 Assault 8, Driver wounded!


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:

Range S AP Type
12 4 2 Assault 4, Ignores Cover


  • If Leech causes at least one unsaved wound, sorcerer imediatelly 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. Sorcerer cannot have moe than one "extra" wounds.
Sacrifice: Witchfire profile changes to:
Range S AP Type
12 4 2 Assault 6, Ignores Cover


  • Sorcerer regains one wound for every unsaved wound Leech deals to the target.

4: Enfeeble

Warp Charge 1

Enfeble 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.