Codex - Thousand Sons

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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. There is currently no fluff here, because I'm non good enough in English to make it look good. Fell free to comment and make suggestions on discussion page - I'm open to new ideas and critic.

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 in Sorcerer's unit 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, Large 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 or walker (friend or foe) which at least touch 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 may be used with the following profile:

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 to the minimum of (like 4+ becomes 3+) to the minimum of 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 AP4 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. For every two extra warp charges burned Crematorium's AP is decreased by one to the minimum of 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". Roll D6. If the result is more than twice higher than target's currant wounds remove it as casualty with no saves of any kind allowed and center small blast template over the target before removing it. All other models under this template suffer a Strength 4 AP- hit.

Sacrifice: Target is removed and explodes if the result is more than his current wounds rather than double current wounds.

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
Venegance Launcher 48 5 4 Heavy 2, Large Blast
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 are resolved at AP3.
  • Inferno Promethium: Shots from hand flamer, flamer and heavy flamer with inferno promethium are 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 re-roll all save results of 1.
    • Pyrae - immune to flamer weapons, Pyromancy and Pyrae psychic powers and 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 tokens. Also allow to re-roll 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 manifest one minor psychic power per turn without 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 2+.
  • 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 Sorcerers linked 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 put 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
Range S AP Type
Dreambreaker Pistol 12 4 5 Pistol, Dreambreaker

  • Dreambreaker: If enemy unit get hit by Dreambraker Pistol, it's Leadership get reduced by one till the end of the game. This effect is cummulative.
  • Doom Spear
Range S AP Type
Doom Spear


-

18

+1

S+1

2

2

Melee, Force

Assault 1, Force, Ignore Cover, Ghostthrow


  • Ghostthrow: Doom Spear deals Presision shots on 4+.
  • Insatiable
Range S AP Type
Insatiable


-

24

+2

6

4

4

Melee, Force

Assault 2, Blast, Blind


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:

Hequa staff Free
Force dagger 5 pts.
Force rod 10 pts.
Daemon weapon of any type 10 pts.


A model can replace it's bolt pistol with:

Force weapon 15 pts.
Hequa staff 15 pts.
Force dagger 20 pts.
Force rod 25 pts.
Daemon weapon of any type 25 pts.


Ranged weapon

A model can replace it's bolt pistol with:

Hand flamer
+inferno promethium
Free
5 pts.
Combi-bolter 3 pts.
Combi-flamer -plasma or -melta 10 pts.
Plasma pistol 13 pts.


A model can also buy:

Psychoactive bolts 2 pts.


Armour

A model can replace it's power armour, frag and krak grenades with terminator armour for 22 pts.
A model can replace it's power armour with charmed armour for 30 pts.

Robes

A model can take one of the following:

Robes of Adept 5 pts.
Robes of Ritualist 10 pts.
Robes of Savant 20 pts.
Robes of Magister 25 pts.


Books

A model can take one of the following:

Book of Knowledge 12 pts.
Book of Mysteries 5 pts.
Book of Dominion 10 pts.
Sacrificial Scroll 25 pts.


Words of Power

A model can take one of the following, though certain warger could allow to take more:

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.


Special issue wargear

A model can take any of the following:

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.


*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.

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.


Vehicle wargear

A model can take one of the following:

Combi-bolter 6 pts.
Combi-flamer -plasma or -melta 10 pts.
Havoc launcher 11 pts.
Reflecting Crystal 15 pts.


A model can take up to one of each of the following:

Dozer blade* 5 pts.
Searchlight 1 pts.
Extra armor 10 pts.
Daemonic possession** 15 pts.
Parasitic possession 15 pts.
Scrolls of detention 10 pts.


*Tank models only
**Only for models with Rubric Pilot rule

Golem wargear

Any model in a squad can take up yo one of each of the following:

Frag-grenades 1 pts.
Krak grenades 1 pts.
Psychoactive Bolts 2 pts.
Bolt pistol 2 pts.


Any model in a squad can replace his chainsword with:

Crystal weapon 4 pts.


One model in a squad can take:

Icon of Chaos 5 pts.


Units

HQ

Sorcerer Lord

175 pts.

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


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.


Sorcerer

You may take up to three Sorcerers in one HQ slot
95 pts.

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


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.


Technomancer

135 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Technomancer 4 5 4 4 2 4 2 10 3+/4++ Infantry (C) 1 Technomancer


Wargear:

  • Power armour
  • Force weapon
  • Bolt pistol
  • Inferno bolts
  • Frag and krak grenades

Special Rules:

  • Rubric Sorcerer(Pyrae, Mastery Level 2)
  • Independent Character
  • Machine Herd: Friendly vehicles in 24" of a Tecnomancer ignore Sorcerer Command special rule.

Psychic powers: Technomancer may roll one Pyrae cult psychic power and have the following psychic powers:

Machine Heal
Warp Charge 1

Machine heal is a blessing that targets single friendly vehicle within 18". Roll D6. On the result of "1" nothing happens, on result of 2-6 target vehicle may restore lost Hull Point or repair one Weapon Destroyed or Immobilized result.

Burning Wrath
Warp Charge 1

Burning Wrath is a blessing that targets single friendly vehicle within 12". Whilst the power is in effect, all vehicle's ranged weapons get +1 Strength bonus and Cauterize special rule.

Corona
Warp Charge 1

Corona is a blessing that targets single friendly vehicle within 12". Whilst the power is in effect, vehicle would deal Strength 4 AP 5 hit to every model in base-to base contact at the assault phase fight sub-phase initiative step of 10, and deal D6 Strength 4 AP 5 hits when tank shocking or ramming.

Possess Vehicle
Warp Charge 2

Possess Vehicle is a blessing power that targets single wrecked vehicle (friend or foe) within 24". Whilst the power is in effect, Tecnomancer cannot move, shoot or charge. Target vehicle get restored to full HP, repair all it's Weapon Destroyed and Immobilized results and become under control of Technomancer for the duration of power. Target vehicle also benefits from Burning Wrath and Corona effects, ignore all Crew Shaken and Crew Stunned effects, and uses Tecnomancer's Weapon Skill, Ballistic Skill and Initiative stats (in case it have ones). For every glancing hit Possessed vehicle takes, Tecnomancer takes Strength 2 AP2 hit with Ignore Cover special rule. If the vehicle under effect of Posses Vehicle get destroyed, it treat Wrecked result as Explodes and Tecnomancer who posses it immediately suffer Perils of The Warp (count as "6,6" result), If the Tecnomancer who posses vehicle get removed as casualty, it immediately suffer Explodes result. When Posses Vehicle effect cease, vehicle becomes wreck once again.

Options:

  • May take items from Melee Weapons, Ranged Weapons, Armour, Robes, Books, Words of Power, Special Issue Wargear and Reliquary sections of Arsenal.


Daemon Prince

235 pts.

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


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.
Range S AP Type
Kai-gun 24 6 3 Assault 3

  • 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.


Magnus the Red, Daemon Primarch

666 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Magnus the Red 8 6 6 6 6 8 6 10 2+/3++ Monstrous Creature (C), Unique 1 Magnus the Red


Wargear:

  • Force axe
  • Gaze of the Red Eye:
Range S AP Type
Gaze of the Red Eye Template 6 3 Assault 1, Torrent, Warp Beacon

  • Warp Beacon: Each Psyker, model from Brotherhood of Psykers or Brotherhood of Sorcerers unit or vehicle with Psychic Pilot rule hit immediately suffers a Perils of The Warp atack.
  • Mantle of the Crimson King:
Bestows a 2+ Armour save if Magnus the Red has at least 3 wounds left.

Special Rules:

  • Psyker (Mastery Level 6)
  • Daemon
  • Deep Strike
  • Primarch: Bestows the Fearless, Adamantium Will, Fleet, Eternal Warrior and It Will Not Die special rules.
  • Chosen of The Architect: Bestows a 3+ invulnerable save
  • Metamorph: Magnus the Red is not affected by Poison, Fleshbane, Concussive and Strikedown rules, is immune to all effects that would lower any of his characteristics, and treats all terrain except impassible like open ground for the purposes of moving or charging. When he is forced to be removed as causality by some special rule, he loses D3 wounds with no saves of any kind allowed instead.
  • Lord of Sorcery: Magnus the Red knows all psychic powers from all disciplines of Thousand Sons. He automatically passes psychic tests and all powers manifested by him count as being manifested with the Sacrifice rule. He can manifest any Psychic power multiple times per turn as long as he has enough Warp Charge, and can perform up to six shooting attack per turn at up to two enemy units.
  • Lord of the Thousand Sons: Magnus the Red is automatically your warlord if he is in your army, and cannot be taken in an allied detachment.

Psychic powers: Magnus the Red has the following psychic power in addition to those he get normally:

Spectral Wings
Warp Charge 1

Spectral Wings is a blessing that targets Magnus the Red himself. While the power is in effect, Magnus the Red changes his type to Flying Monstrous Creature.

Warlord Trait

  • Elusive Tactician


Ahzek Ahriman

275 pts.

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 Ahzek Ahriman


Wargear:

  • Armour of Ammon:
Confers 3+ armour save and Tome, Calm and Sword Words of Power.
  • The Black Staff:
Range S AP Type
The Black Staff - +2 4 Melee, Force, Concussive

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 re-roll or force your opponent to re-roll 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 Magnus the Red, though you cannot take more than one Rare unit per each FOC and all models in your army lose access to Reliquary section of Armoury.

Psychic powers: Ahriman have the following psychic power in addition to those he get normally:

Rubric
Warp Charge 3

Rubric is a mallediction that targets single enemy model with Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rule in 12". Target model immediately suffers D3 Perils of the Warp (count as "6,6" result).

Warlord Trait

  • Lord of Deception


Troops

Rubric Marine Squad

You must take at least one Rubric Marine squad in your army
156 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Rubric Marine 4 4 4 4 1 4 1 10 3+/4++ Infantry 4 Rubric Marines
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Infantry (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour
  • Bolter (Rubric Marines only)
  • Chainsword (Rubric Marines only)
  • Force weapon (Aspiring Sorcerer only)
  • Bolt pistol (Aspiring Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric golem (Rubric Marines only)
  • Rubric Sorcerer (Aspiring Sorcerer only)

Options:

  • May take up to 10 additional Rubric Marines for 22 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.
  • Rubric Marines may take items from Golem Wargear section of Arsenal
  • For every four Rubric Marines 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 or Dreadclaw as Dedicated Transport

Young Sons

90 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Young Son 3 3 4 4 1 4 1 8 4+ Infantry 6 Young Sons
Practicus 4 4 4 4 1 4 2 9 4+ Infantry (C)


Wargear:

  • Carapace armour
  • Bolter
  • Chainsword
  • Inferno bolts

Special Rules:

  • Brotherhood of Sorcerers
  • Psychic Choir: Young Sons squad always generate 3 psychic powers from any of the Thousand Sons cult disciplines. If there is more than 10 models in the squad their Mastery Level is 2 (Practicus count as two models for this purpose).

Options:

  • May take up to 7 additional Young Sons for 15 pts. each.
  • One Young Son may be upgraded to Practicus for 15 pts.
  • Practicus may take items from Melee Weapons and Ranged Weapons sections of Arsenal.
  • Young Sons may take items from Golem Wargear section of Arsenal

The unit may take Rhino as Dedicated Transport

Dedicated Transport

Rhino

45 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Rhino 4 11 11 10 3 Vehicle (Tank, Transport) 1 Rhino


Wargear:

  • Pintle-mounted combi-bolter.
  • Inferno bolts

Transport Capacity: 10 models, Cannot transport Bulky, Very Bulky and Extremely Bulky models
Access Points: Rear ramp and two side doors
Fire Points: Top hatch for two models

Special Rules:

  • Golem Driver
  • Repair: If a Rhino is immobilized for any reason, then in subsequent turns the crew can attempt to repair the vehicle instead of shooting the vehicle's weaponry. Roll a D6 - on a 6 the vehicle is no longer immobilized. This doesn't allow the Rhino to gain a HP back.

Options:

  • May take items from Vehicle Wargear section of Arsenal.


Dreadclaw

85 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Dreadclaw 4 12 12 12 3 Vehicle (Flyer, Hover, Transport) 1 Dreadclaw


Wargear:

Transport Capacity: 10 models or one Walker vehicle. Cannot transport Extremely Bulky models
Access Points: Count as open-topped for the purpose of embarkation and disembarkation

Special Rules:

  • Deep Strike
  • Assault Vehicle
  • Drop Pod Assault: Despite being a flyer, Dreadclaw can Deep Strike in Hover mode. If it does so and scatters on impassible terrain or on oter models, reduce scatter distance until it cold be placed normaly.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace twin-linked heavy bolter with:
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • May take two wing-mounted lascannons for 60 pts.
  • May take Power of Machine Spirit rule for 30 pts.


Elites

Rubric Terminators

111 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Rubric Terminator 4 4 4 4 1 4 2 10 2+/4++ Infantry 3 Rubric Terminators
Terminator Sorcerer 4 4 4 4 1 4 2 10 2+/4++ Infantry (C)


Wargear:

  • Terminator armour
  • Combi-bolter (Rubric Terminators only)
  • Power Weapon (Rubric Terminators only)
  • Force weapon (Terminator Sorcerer only)
  • Bolt pistol (Terminator Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric golem (Rubric Terminators only)
  • Rubric Sorcerer (Terminator Sorcerer only)

Options:

  • May take up to 7 additional Rubric Terminators for 37 pts. each.
  • One Rubric Terminator may be upgraded to Terminator Sorcerer for 42 pts.
  • Terminator Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • Terminator Sorcerer may take one Sacrifice token for 5 pts.
  • Any Rubric Terminator may replace his combi-bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••• 5 pts.
  • For every four Rubric Terminators in the squad one may replace his combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 7 pts.
  • Inferno promethium:••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Heavy bolter: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Reaper autocannon: ••••••••••••••••••••••••••••••••••••••••••••••• 23 pts.
  • Any Rubric Terminator may take psychoactive bolts for 3pts./model:

The unit may take Land Raider as Dedicated Transport

Sorcerer Squad

150 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Infantry (C) 3 Aspiring Sorcerer
Bodyguard Rubricator 4 4 4 4 1 4 1 10 3+/4++ Infantry


Wargear:

  • Power armour
  • Bolter (Bodyguard Rubricators only)
  • Chainsword (Bodyguard Rubricators only)
  • Force weapon (Aspiring Sorcerers only)
  • Bolt pistol (Aspiring Sorcerers only)
  • Inferno bolts

Special Rules:

  • Rubric golem (Bodyguard Rubricators only)
  • Body shield (Bodyguard Rubricators only): Aspiring Sorcerers can relocate wounds on Bodyguard Rubricators per Look out, Sir! rule on 2+, and even if Bodyguard Rubricator is not the closest model in the squad.
  • Rubric Sorcerer (Aspiring Sorcerers only)
  • Split Fire (Aspiring Sorcerers)

Options:

  • May take up to 5 Aspiring Sorcerers for 25 pts. each.
  • May take up to 9 Bodyguard Rubricators for 20 pts. each.
  • Any Aspiring Sorcerer may take items from Melee Weapons, Ranged Weapons, Robes, Books and Words of Power sections of Arsenal.
  • All models in the squad may take Disks of Tzeench for 10 pts/model
  • Any Aspiring Sorcerer may take one Sacrifice token for 5 pts.

The unit may take Land Raider, Rhino, Dreadclaw or Discflyer as Dedicated Transport

Rubric Dreadnought

130 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Rubric Dreadnought 4 4 6 12 12 10 4 2 3 Vehicle (Walker) 1 Rubric Dreadnought


Wargear:

  • Power fist with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Golem Driver

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace his power fist with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Flakk missiles:••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun: •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.

May take Dreadclaw as Dedicated Transport

Sorcerer Dreadnought

180 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Sorcerer Dreadnought 4 5 6 12 12 10 4 2 3 Vehicle (Walker) 1 Sorcerer Dreadnought


Wargear:

  • Power axe with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Rubric Sorcerer
  • Rare
  • Book of Metal: Sorcerer Dreadnought may take up to 3 Words of Power

Options:

  • May take one additional Mastery Level for 40 pts.
  • May take items from Words of Power and Vehicle Wargear sections of Arsenal.
  • May replace his power axe with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Flakk missiles:••••••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun: •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.

May take Dreadclaw as Dedicated Transport

Fast Attack

Discraiders

167 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Discraider 4 4 4 5 1 4 2 10 3+/4++ Jetbike 3 Discraiders
Aspiring Sorcerer 4 4 4 5 1 4 3 10 3+/4++ Jetbike (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour
  • Disc of Tzeench (all bonuses included in profile)
  • Bolter (Discraiders only)
  • Chainsword (Discraiders only)
  • Force weapon (Aspiring Sorcerer only)
  • Bolt pistol (Aspiring Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric golem (Rubricators only)
  • Summoned mounts: The moment their Aspiring Sorcerer is removed as casuality, all Discraiders lose their Disks of Tzeench till the end of the game - replace them with regular Rubricator models if possible.
  • Rubric Sorcerer (Aspiring Sorcerer only)
  • Rare

Options:

  • May take up to 5 additional Discraiders for 30 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.
  • Discraiders may take items from Golem Wargear section of Arsenal
  • For every four Discraiders in the squad one may replace his bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.
  • Heavy bolter: •••••••••••••••••••••••••••••••••••••••••••••••••••••••15 pts.


Sky Rubricators

176 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Sky Rubricators 4 4 4 4 1 4 1 10 3+/4++ Jump Infantry 4 Sky Rubricators
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Jump Infantry (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour
  • Jump pack
  • Bolter (Discraiders only)
  • Chainsword (Discraiders only)
  • Force weapon (Aspiring Sorcerer only)
  • Bolt pistol (Aspiring Sorcerer only)
  • Inferno bolts

Special Rules:

  • Rubric golem (Rubricators only)
  • No need to hurry: While under effect of Stupor, Sky Rubricators cannot use their jump packs and therefore count as Infantry.
  • Rubric Sorcerer (Aspiring Sorcerer only)
  • Low Thrust: Sky Rubricator squad Aspiring Sorcerer have special minor psychic power called Low Thurst. It is manifested at the start of his moving phase, and replace their Jump type for Jet Pack until the end of the turn.

Options:

  • May take up to 5 additional Sky Rubricators for 26 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.
  • Sky Rubricators may take items from Golem Wargear section of Arsenal
  • For every four Sky Rubricators in the squad one may replace his bolter with:
  • Combi-flamer, -melta or -plasma: ••••••••••••••••••••••••••••••••10 pts.


Discflyer

85 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Discflyer 2 11 11 10 2 Vehicle (Flyer, Hover, Transport, Open-topped) 1 Discflyer


Wargear:

  • Underslung turret-mounted win-linked heavy bolter.
  • Inferno bolts
  • Extra armor

Transport Capacity: 6 models, Cannot transport Bulky, Very Bulky and Extremely Bulky models

Special Rules:

  • Crystal Throne: At the end of each movement phase (before interceptor shots) one of the Discflyer's passengers with Rubric Sorcerer rule may be claimed as a pilot. As long as Discflyer have a pilot it uses pilot's BS and have invulnerable save 5+. Pilot model also get Split Fire rule and can choose to use all his witchwire powers against flying targets like they are ground targets (this would allow to hit them with beams, blasts and templates), though if he choose to do so, his witchfire attacks would not affect ground targets.
  • Stabilizers: Discflyer's passengers can shoot at their full BS even if it moves at Cruising speed. Discflyer cannot move Flat-out.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.


Storm Eagle

220 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Storm Eagle 4 12 12 12 4 Vehicle (Flyer, Hover, Transport) 1 Storm Eagle


Wargear:

  • Nose-mounted win-linked heavy bolter
  • Hull-mounted Venegance Launcher
  • Inferno bolts

Transport Capacity: 20 models, Cannot transport Extremely Bulky models

Special Rules:

  • Rubric Pilot
  • Deep Strike
  • Assault Vehicle
  • Armoured Ceramite: Weapon with Melta special rule never roll addition dice for penetration against vehicle with this rule.

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace twin-linked heavy bolter with:
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • May take two wing-mounted lascannons for 60 pts.
  • May take Power of Machine Spirit rule for 30 pts.


Heavy Support

Land Raider

250 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Land Raider 4 14 14 14 4 Vehicle (Tank, Transport) 1 Land Raider


Wargear:

  • Hull-mounted twin-linked heavy bolter.
  • Two sponson-monted twin-linked lascannons
  • Inferno bolts

Transport Capacity: 10 models, Cannot transport Extremely Bulky models
Access Points: Forward ramp and two side doors

Special Rules:

  • Golem Driver
  • Assault vehicle

Options:

  • May take items from Vehicle Wargear section of Arsenal.


Predator

85 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Predator 4 13 11 10 3 Vehicle (Tank) 1 Predator


Wargear:

  • Turret-mounted autocannon.
  • Inferno bolts

Special Rules:

  • Golem Driver

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace autocannon for twin-lonked lascannon for 25 pts.
  • May take a pair of side sponsons with:
  • Heavy bolters:••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Lascannons: •••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.


Vindicator

125 pts.

BS Front AV Side AV Back AV HP Unit Type Composition
Predator 4 13 11 10 3 Vehicle (Tank) 1 Predator


Wargear:

  • Hull-mounted Demolisher cannon with regular shells.
  • Inferno bolts

Special Rules:

  • Golem Driver

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May take siege shield for 10 pts.


Rubric Contemptor Dreadnought

165 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Rubric Contemptor Dreadnought 4 4 7 13 12 11 4 2 3 Vehicle (Walker) 1 Rubric Contemptor Dreadnought


Wargear:

  • Power fist with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Golem Driver
  • Rare

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace his power fist with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Butcher autoannon: ••••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • Heavy conversion beamer:•••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun:•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked plasma gun:•••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • May take hull-mounted twin-linkrd missile launcher with frag and krak missiles for 15 pts.
  • May take one of the following upgrades:
  • Gyroscopic stabilizers: ••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Crystal lantern augur: ••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
  • Sorcerer Contemptor: ••••••••••••••••••••••••••••••••••••••••••••• 50 pts.
  • Gyroscopic stabilizers: Confers Fleet and +1 to Weapon Skill, and if a Contemptor does not shoot at his Shooting phase he get +1 attack.
  • Crystal lantern augur: Confers +1 Ballistic Skill, and if a Contemptor does not move at his Movement phase he get Skyfire and Interceptor special rules.
  • Sorcerer Contemptor: Confers +1 to Ballistic Skill and Weapon Skill and Replace Golem Driver special rule with Rubric Sorcerer and Book of Metal. Sorcerer Contemptor get access to the Words of Power section of Arsenal, and can get one additional Mastery Level for 40 pts.

Rubric Contemptor Dreadnought

165 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Rubric Contemptor Dreadnought 4 4 7 13 12 11 4 2 3 Vehicle (Walker) 1 Rubric Contemptor Dreadnought


Wargear:

  • Power fist with in-built combi-bolter.
  • Twin-linked heavy bolter
  • Inferno bolts

Special Rules:

  • Golem Driver
  • Rare

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace his power fist with combi-bolter with twin-linked heavy bolter for free.
  • May replace any twin-linked heavy bolter with:
  • Twin-linked Heavy flamer with inferno promethium: ••••••••••••••• free
  • Multi-melta: ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: •••••••••••••••••••• 5 pts.
  • Plasma Cannon: •••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Butcher autoannon: ••••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Twin-linked lascannon:•••••••••••••••••••••••••••••••••••••••••••••25 pts.
  • Heavy conversion beamer:•••••••••••••••••••••••••••••••••••••••••25 pts.
  • May replace combi-bolter with:
  • Heavy flamer: ••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Inferno promethium: •••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Meltagun:•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked plasma gun:•••••••••••••••••••••••••••••••••••••••••• 10 pts.
  • May take hull-mounted twin-linkrd missile launcher with frag and krak missiles for 15 pts.
  • May take one of the following upgrades:
  • Gyroscopic stabilizers: ••••••••••••••••••••••••••••••••••••••••••• 20 pts.
  • Crystal lantern augur: ••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
  • Gyroscopic stabilizers: Confers Fleet and +1 to Weapon Skill, and if a Contemptor does not shoot at his Shooting phase he get +1 attack.
  • Crystal lantern augur: Confers +1 Ballistic Skill, and if a Contemptor does not move at his Movement phase he get Skyfire and Interceptor special rules.

May take Dreadclaw as Dedicated Transport

Deceiver

200 pts.

WS BS S Front AV Side AV Back AV I A HP Unit Type Composition
Deceiver 4 4 6 12 12 10 3 3 4 Vehicle (Walker) 1 Deceiver


Wargear:

  • Two power axes.
  • Two Reaper autocannons
  • Demolisher cannon with regular shells
  • Scrolls of Detention

Special Rules:

  • Daemonic Posession
  • It Will Not Die
  • Fleet
  • Warp shots: If Deceiver does not move at his previous Movement phase all his weapon get +12" to maximum range (daemon breath flamers get Torrent)

Options:

  • May take items from Vehicle Wargear section of Arsenal.
  • May replace any Reaper Autocannon with:
  • Twin-linked Heavy bolter with inferno bolts:••••••••••••••••••••••••• free
  • Daemon breath flamer: ••••••••••••••••••••••••••••••••••••••••••••••• free
  • Multi-melta:•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• free
  • Rocket launcher with frag and krak missiles: ••••••••••••••••••• 10 pts.
  • Plasma Cannon:••••••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked lascannon:••••••••••••••••••••••••••••••••••••••••••••• 25 pts.
  • May take warp shells for Demolisher Cannon for 30 pts.


Erasers

170 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Eraser 4 4 4 4 1 4 1 10 3+/4++ Infantry 3 Erasers
Disk platform - - - 5 2 - - - 3+ Areillery 3 Disk platforms
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+/4++ Infantry (C) 1 Aspiring Sorcerer


Wargear:

  • Power armour (Erasers and Aspiring Sorcerer)
  • Bolt pistol (Erasers and Aspiring Sorcerer)
  • Force weapon (Aspiring Sorcerer only)
  • Twin-linked heavy bolter (Disk platform only)
  • Inferno bolts

Special Rules:

  • Rubric golem (Erasers only)
  • Rubric Sorcerer (Aspiring Sorcerer only)
  • Guide aim: Eraser's squad Aspiring Sorcerer know special minor psychic power "Guide aim" which is manifested at the start of shooting phase, and skyfire special rule for all disk platforms untlil the end of phase.

Options:

  • May take up to 3 additional Erasers for 19 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.
  • Erasers may take items from Golem Wargear section of Arsenal
  • Any disk platform may replace it's twin-linked heavy bolter with:
  • Twin-linked autocannon:•••••••••••••••••••••••••••••••••••••••••••• 5 pts.
  • Twin-linked plasma cannon:••••••••••••••••••••••••••••••••••••••• 10 pts.
  • Twin-linked rocket launcher with frag and krak missiles:••••••• 15 pts.
  • Twin-linked lascannon: •••••••••••••••••••••••••••••••••••••••••••• 20 pts.


Spireguard Auxiliary

Spireguard auxilary are vast armies of mortal men who serve the Thousand Sons, and while bulk of them usually operates on their own with limited support from the Legion, some work closely with their msters. Spireguard auxilary can only be taken as allied detachment for Thousand Sons army. They count as Chaos Space Marine for the purpose of allies status.

Special Rules

Arsenal

Units

HQ

Auxilia Commander

Wizard

Troops

Cultist Rabble

Spireguard Squad

Spireguard Veterans

Dedicated Transport

Chimera

Elites

Stormborn Guard

Thrall Wizards

Tzaagor Pack

Fast Attack

Hellhound

Valkyrie

Vendetta

Vulture

Heavy Support

Leman Russ

Bassilisk

Hydra Flakk Tank