Codex - Thousand Sons: Difference between revisions

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*'''Phoenix:''' Sorcerer can spend his wounds as warp charges or sacrifice tokens.
*'''Phoenix:''' Sorcerer can spend his wounds as warp charges or sacrifice tokens.
*'''Hydra:''' Sorcerer gain Split Fire special rule.
*'''Hydra:''' Sorcerer gain Split Fire special rule.
*'''Hawk:''' When Sorcerer manifest Fcosen Witchfire pshychic power he can allocat it's target regardless of psychic test result.

Revision as of 13:41, 6 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. Now put on your robe and wizard hat.

Special Rules

  • Rubric Sorcerer:
    • Psyker or Psychic Pilot (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 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:
    • 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 characteristic as well as current (so they cannot be regenerated). This rule also counts as Soul Blaze for the purpose of other rules.
  • 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.
  • 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:

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


  • 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:
Range S AP Type
24 D6+2 - Assault 1, Ladge 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 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:

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 re-roll 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, Ladge 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 template. 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 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:

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, Ladge 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 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:

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 (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:

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 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:
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 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:
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

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:

Range S AP Type
18 8 2 Assault D3+1, Ignores Cover, Brain Death


  • 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:
Range S AP Type
18 9 2 Assault D6+1, Ignores Cover, Brain Death



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.

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 is a witchfire with the following profile:

Range S AP Type
36 4 - Assault 1, Indirect Effect, Barrage, Large Blast, Strikedown


Sacrifice: Witchfire profile changes to:
Range S AP Type
36 6 5 Assault 1, Indirect Effect, Barrage, Large Blast, Strikedown



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:

Range S AP Type
24 - - Assault 1, Blast, Twin-linked, Throw


  • 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:
Range S AP Type
24 - - Assault 1, Large Blast, Twin-linked, Throw



Equipment

Weapon

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
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

24
30


10
10


2
1


Ordnance 1, Large Blast
Heavy 1, Ignore Cover, Instant Death

Heavy conversion beamer
0-24

24-48
48-72

4

6
10

-

4
2

Ordnance 1, Large Blast, Firing Calibration

Ordnance 1, Large Blast, Firing Calibration
Ordnance 1, Large Blast, Firing Calibration



  • 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 wargear list.

Robes

  • Robes of Adept: Allow to purchase one more Word of Power from wargear list.
  • Robes of Ritualist: Allow to purchase one more Word of Power from wargear list 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 wargear list 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 wargear list 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 Fcosen Witchfire pshychic power he can allocat it's target regardless of psychic test result.