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HQ
Ahriman - 250
WS
BS
LD
5
5
4
4
Unit composition: Ahriman (unique)
10
Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
The Black Staff of Ahriman
Range
-
SV
2+/4++
Type
In(ch)
AP
Type
.+1
- Force
- Melee
-Ahriman may manifest up to 3
Witchfire poers per turn
provided that he has enough
warp charge
Ohrmuzd's pendant:
Ahriman may Re-roll failed psychic tests
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 4
Fearless
Veterans of the Long War
Independant Character
Eternal Warrior
Adamantium Will
Magister Templi of the Corvidae:
Ahriman must generate two additional spells on the discipline of divination
Warlord Trait
2. Master of Deception
Note: all of the god specific chaos special characters should really get EW back not just abby.
Especially lucius the eternal that shit's just common sense. Not to mention if Moloc gets it so should
Kharn.
Hathor-Maat - 230
WS
BS
7
5
4
4
Unit composition: Hathor-Maat (unique)
Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Staff of Hastar:
Range
-
Blade of Imhoden:
Range
-
LD
10
SV
2+/4++
Type
In(ch)
AP
Type
User
AP
Type
.+1
-Dualists Edge
-Specialist Weapon
-Force
-Melee
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 3
Fearless
Veterans of the Long War
Independant Character
Magister Templi of the Pavoni
Hathor-Maat must generate two additional spells on the discipline of Biomancy
Dualists Vanity
Hathor-Maat must issue and accept chalenges
Warlord Trait
4. The Diabolist
For those that don't know: Hathor Maath was one of the 9 captains of the Thousand Sons during the
Great Crusade and Horus Heresy, he was also the Magister Templi of cult Pavoni which for those
not in the know means he's the big boss of all biomancers and one of the people who helped create
biomancy as it is today. He is one of the only captains other than Ahriman who might still be alive.
Sorcerer - 100
WS
BS
5
5
4
Unit composition 1 Sorcerer
LD
10
SV
3+/4++
Type
In(ch)
Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Options:
May Take up to two additional mastery levels 25pts/level
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark
Glory with Terminator Armour and a Combi-Bolter. - 20
A sorcerer in terminator armour may take items from the Terminator weapons, Chaos
Rewards, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
May take a Psychic Specialization.
LD
2*
1*
10
SV
3+/4++
Type
In(ch)
Wargear:
Power Armour
Frag Grenades
Krak Grenades
Master-crafted Force Weapon (any CCW that replaces this one is also Master-crafted)
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Fearless
Veterans of the Long War
Independant Character
Adamnatium Will
Battle Spirit
As the Battle rages on more of the Dust Lords fomer self is re-awekaned, sometimes even
gaining power greater than what he had as a mortal. For every game turn the Dust lord is in
Play he gains +1 Weapon Skill, +1 Ballistic skill, +1 Attack and +1 Initiative (to a max of 7)
Lifless Automaton
May not be your warlord and may not be taken as an HQ in allied detachments
Options:
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark
Glory with Terminator Armour and a Combi-Bolter. - 30
A Dust Lord in terminator armour may take items from the Terminator weapons, Chaos
Rewards, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
Notes: Basic idea behind this unit is to have a melee specialized Rubric marine support HQ, fluff
wise they would be marines so tenacious that even after the rubric something of their former self
still shines through, though it is only really shownn in battle otherwise being in a near compleatly
catatonic state even under a sorcerers direct command.
LD
4
5
4
4
2
Unit composition 1 Thousan Sons Warpsmith
10
SV
2+/4++
Type
In(ch)
Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Force Axe
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Master of Mechanisms
Shatter Defences
Options:
May Take one additional mastery level 20pts
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Bolt Pistol and Aura of Dark Glory with Terminator Armour and
a Combi-Bolter. - Free
A sorcerer in terminator armour may take items from the Terminator weapons, Chaos
Rewards, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
May take a Psychic Specialization.
Daemon Prince of Tzeentch - 160
WS
BS
S
T
9
5
6
5
4
Unit composition 1 Daemon Prince of Tzeentch
LD
SV
10
5++
Type
In(ch)
Wargear:
Power Armour
Force sword
Special Rules:
Daemon of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Options:
May take wings 40pts
Ppower Armour 30pts
May take up to two additional mastery levels 25pts/ level
May take Items from the Meele weapons and/or Thousand Sons Artefacts sections of the Wargear
list.
LD
5
5
4
4
2
Unit composition 1 Hiddenn One Vigilator
10
SV
3+/4++
Type
In(ch)
Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Boltgun
Aura of Dark Glory
Inferno/Kraken/Tempest/Scorpius Bolts
Cameleoline
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Generates his powers on Telepathy and Divination.
Fearless
Veterans of the Long War
Independant Character
Sabotage!
Options:
May Take an additional mastery level 25 pts
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour with Scout Armour, this grants him the Infiltrate and Move
Thorough Cover Special Rules - Free
May take a Psychic Specialization.
For those that don't know: The hidden ones are an extremely secretive organistaion of infiltartors
and spies that exist(ed?) within the Thousand Sons and were originally commanded by Amon
captain of the 9th fellowship, though since his death at the hands of Ahriman one would assume that
they have since fallen under the controll of other individualls, with at least some sifding with
ahrimann seeing as he took most of Amons Warband as his own. Nothing oficcial is known about
them other than that they can have deep cover agent so good and soo deep under cover they don't
even realize they're spies themselves.
Troops
Thousand Sons - 150 (140)
WS
BS
LD
SV
Type
Rubric
Marines
10
3+/4++ In
Aspiring
Sorcerer
10
3+/4++ In(ch)
Cultists 60
WS
BS
LD
SV
Type
In
Cultist
6+/6++
Cultist
Champion
6+/6++ In(ch)
Tzaangor
Tribesman
6+/6++
6+/6++ In(ch)
Tzangor
Boss
Thrall
Wizard
6++
In
In
LD
SV
Type
In
Thousand Sons
Neophyte
4+/5++
Prodigal
Neophyte
4+/4++ In(ch)
Aspiring
Sorcerer
10
4+/4++ In(ch)
Despite not having the Brotherhood of Sorcerers rule the squad may use the aspiring sorcerers leadership, any spells he
may have and additionnal mastery levels.
Mark of Tzeentch
Options:
May add up to 5 additional Thousand Sons Neophytes 16 pts/model
You may buy an Aspirinng sorcerer instead of adding another member to the squad - 50pts
The Prodigal Neophyte may take weapons from the Ranged Weapons sections of the Wargear list
Any model may replace his boltgun with:
A shotgun or combat blade free
Any model may replace his bolt pistol with
A Hand flamer 5 pts
The whole squad may take Inferno Bolts 3 pts/model
LD
SV
Type
In
Corupted
Marine
3+/5++
Corupted
Marine
Champion
3+/5++ In(ch)
Elites
Chosen Sorcerers- 150
WS
BS
S
4
4
4
4
Unit composition 3 Chosen Sorccerers
LD
SV
Type
10
3+/4++
In(ch)
Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Narthecium (Pavoni Apothacary only)
Servo Arm (Pyrea Techmarine only)
Cognis Signum and Nuncio Vox (Athanaean Master of Signals only)
Special Rules:
Relentless
Mark of Tzeentch
Brotherhood of Psykers (mastery level x)
Psychic Death
- Any witchfore may be cast once per squad member as long as they all cast the same spell and they have enough wapchagrge.
Fearless
Veterans of the Long War
Battlesmith (Pyrea Techmarine only)
Scrier's Sight (Corvidae Diviner only)
fortify
All enemies that the The divinner and his squad are firing at have their cover saves reduced by 2, additionnaly models may
not infiltrate within 24 of the Diviner annd his unit.
(Raptoran master of defences only)
Any unit that has a model within 3 of the unit gains +1 to their cover saves and weapons firing at any units within the
same distance count as not having the Ignores Cover speial rule, this includes template weapons.
Options:1
Each may buy:
Items from the Meele weapons Ranged Weapons and/or Special Issue Wargear sections of the Wargear
list.
May buy an additional Mastery level 20 pts pts/model
Arteficer Armour 10 pts/model
Terminator armour 13 pts/model
Melta bombs 5 pts/model
Spell Familiar 5 pts/mastery level
May take a Psychic Specialization.
One sorcerer may be uppgraded to a:
(Only one such uppgrade may b takenn per unit, also by doing so you must generate at least one power on the uppgrades respective
discipline.)
The Squad may buy an Aether Ray, Land Raider or Storm Eagle deadicated transport (see unit entries)
1
For visual distinction diviners should be given birdlike helmets and masters of defence should be sculpted to be levitating objects
in their hand or infron of them
LD
SV
Type
In
Rubric
Terminators
10
2+/4++
Terminator
Sorcerer
10
2+/4++ In(ch)
HP
Type
Cost
Rubric
Dreadnought
12
12
10
2(3)
130
Sorcerer
Dreadnought
12
12
10
2(3)
W(ch)
200
Unit composition 1 Thousand Sons Dreadnought (Max 1 Sorcerer Dreadnought per detachment)
Wargear:
Power Fist
Multi-melta (Rubric Dreadnought)
Force Weapon (Sorcerer Dreadnought only)
Special Rules:
Psyker Mastery Level 2(Sorcerer Dreadnought only)
Psychic Pilot (Sorcerer Dreadnought only)
Deadicated to tzeentch
A rubric Dreadnought may exchange its Multi-melta and a Sorcerer Dreadnought may exchange
their Power Fist with one of the following options:
Dreadnought Close Combat Weapon (+1 Attack) Free
Twin-linked Heavy Bolter -5 pts
Twin-linked Autocannon - 15 pts
Plasma Cannon 10 pts
Twin-linked Lascannon 20 pts
Both Dreadnoughts may uppgrade up to two Close Combat Weapppons to incorperate a single:
Combi-bolter 5 pts
Heavy Flamer 15 pts
A Rubric Dreadnought may exchange any Power Fist with one of the folowinng:
Thunder/Force Hammer 5 pts
Power scourge/Nekhakha (Force Scourge) 10/15 pts
Twin-linked Heavy Bolter 5
Twin-linked Autocannon - 15 points
A sorcerer Dreadnought may replace either of his Close Combat Weappons with one of the
following:
Nekhakha (Force Scourge) 15pts
Heqa - 10
Lighting Khopesh - Free
The Sorcerer Dreadnought May take a Psychic Specialization and Items from the Chaso Rewards
sections of the Wargear
A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them
Same ppoints cost as usual apply
Any Dreadnought may buy a Dreadclaw deadicated transports 65 pts/model
HP
Type
Cost
Rubric
Contemptor
Dreadnought
13
12
10
2(3)
220
Sorcerer
Conntemptor
Dreadnough
13
12
10
2(3)
W(ch)
290
Unit composition 1 Thousand Sons Contemptor Dreadnought (Max 1 Sorcerer Dreadnought per
detachment)
Wargear:
Twin-linked Heavy Bolter (Rubric Dreadnought only)
Dreadnought Close Combat weapon with inbuilt Storm Bolter
Force weapon with inbuilt Storm Bolter (Sorcerer Conntemptor Dreadnough only)
Smoke Launchers
Special Rules:
Deadicated to tzeentch
Psyker Mastery Level 2: (Sorcerer Conntemptor Dreadnough only)
Psychic Pilot (Sorcerer Conntemptor Dreadnough only)
Fleet
Helfire Reactor
Options:
The Contemptor Dreadnoughts may exchange their Twin-linked Heavy Bolter or Dreadnought
Close Combat Weapon with one of the following options:
Multi-melta Free
Twin-linked Heavy Flamer Free
Twin-linked Autocannon - 5 points
Plasma Cannon - 10 points
Twin-linked Lascannon - 25 points
Butcher Cannon - 25
Heavy Conversion Beamer - 35 points
Dreadnought Close Combat Weapon with inbuilt Combi-Bolter (+1 Attack) - 10 points
Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points
The Contemptor Dreadnoughts may exchange their Dreadnought Close Combat Weapon
with inbuilt Combi-Bolter with one of the following options:
Twin-linked Autocannon - 5 points
Twin-linked Heavy Bolter 5
Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points
The Contemptor may exchange the inbuilt storm bolters with one of
the following options:
Heavy Flamer - 10 pts each
Plsma Blaster 15 pts each (One only)
Soul Burner 20 pts each (One only)
The Contemptors may also have
an Extra Armour - 15 points
a Searchlight - 1 point
a carapace-mounted Havoc Launcher - 15 points
The Sorcerer Contemptor Dreadnought May take a Psychic Specialization and Items from the
Chaso Rewards sections of the Wargear
Any dreadnought may buy Dreadclaw deadicated transports 65 pts/model
A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them
LD
SV
Type
Hidden
One Field
Agent
10
3+/4++
In
Elite Field
Agent
10
3+/4++
In(ch)
Fast Attack
Disc Riders - 240
WS
BS
4
4
4
Unit composition 3 Disc riders
LD
10
SV
3+/4++
Wargear:
Disc of Tzeentch
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Brotherhood of Psykers (mastery level x)
Fearless
Veterans of the Long War
Options:
Each may buy:
Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.
May buy an additional Mastery level 20 pts/model
Melta bombs 5 pts/model
Spell Familiar 5 pts/mastery level
May also add up to 6 additional Disc Riders 80 pts/model
Type
Jb(ch)
LD
SV
Type
Rubric
Marines
10
3+/4++ In
Aspiring
Sorcerer
10
3+/4++ In(ch)
3
11
Unit composition 1 Aether Ray
Capacity 3 models
HP
Type
11
10
Fl(hover), T, O
Wargear:
Daemonic Breath
Range
AP
Template
Type
Assault 1
Corrosion (4+)
Poison (4+)
Torrent
Special Rules:
Daemonforg
It Will Not Die
Daemon
Mark of Tzeentch
Vector Dancer
Options:
May be uppgraded to a group sized Aether Ray 40 pts
Doing so increases the transport capacity to 9 models
For those that don't know: Aether Rays are Basically giant Screamer Shaped Daemon engines that
breath daemonic fire and transpost important individuals, and they're bloody fast to boot.
Chaos Spawn - 30
WS
BS
LD
SV
Type
3
0
5
5
Unit composition 1 Chaos Spawn
D6
10
Be
Special Rules:
Fear
Fearless
Mutated Beyond Reason
Rage
Rando Attacks
Very Bulky
Options:
May add up to 4 Chaos Spawn 30 pts/model
Each Spawn may be given the Mark of Tzeentch 2 pts/model
4
12
12
Unit composition 1 Storm Eagle Assault Gunship
Capacity 20 models
HP
Type
12
Fl(hover), T
Access Points:
The Storm Eagle has four access points: one on both sides and ramps at the front and rear.
Wargear:
One hull-mounted twin-linked heavy bolter
One hull-mounted Vengeance launcher
Ceramite plating
Special Rules
Deep Strike
Assault Vehicle
Deadicated to tzeentch
Options
A Storm Eagle may exchange its twin-linked heavy bolter for:
a twin-linked multi-melta - 15 pts/model
Twin-linked Reaper Auto cannon 15 pts/model
A Storm Eagle may take one of the following upgrades:
four wing-mounted Hellstrike missiles - 40 pts/model
two wing-mounted twin-linked lascannon 60 pts/model
A Storm Eagle may take any of the following upgrades:
Searchlight 1 pt/model
Extra armour 15 pts/model
LD
SV
Type
Rubric
Biker
10
3+/4++ In
Biker
Sorcerer
10
3+/4++ In(ch)
Heavy Support
Mirrorfiend WS
BS
HP
Type
3
4
8
12
10
10
4
2
3
Fl, W
Unit composition 1 Mirrorfiend (It's a flying scarab shapped daemon engine full of lords of change)
Wargear:
Daemon Pincers
Range
-
AP
Type
user
-Melee
-Crush:
May substitute all of it's attacks
for a single attack with the
Armourbane, Instant Death and
Unweildy rules
Special Rules :
Mirror of Souls
Any time an action is made by an enemy unit that targets the Mirrorfiend, the unit that performed the action must take a
leadership test at -2 leadership with an aditional -1 if they are from Codex Sisters of Battle, Codex Grey Knights or are a
Psyker from a codex that is affiliated with the imperium. If they fail, the action is forfeit and if they pass they contunue as
normal except at -1 intiative if they are attacking in the assault phase.
Mastery Level 2 (maybe i could remove this to make it less of an apocalypse unit?)
Psyker
Daemon
It Will Not Die
Daemon of Tzeentch
Daemonforge
Vector Dancer
Psychic Pilot
Meteoric descent
HP
Type
3
3
8
13
12
11
Unit composition 1 Chaos Decimator Daemon Engine
Wargear
Two Decimator siege claws
with in-built heavy flamers (additionalAttack included in profile)
Special Rules
Daemon
UnholyVigour
Daemonic Possession
Deadicated to Tzeentch
Options
The Decimatormayreplace either of its Decimatorsiege claws and
in-built heavy flamerswith one of the followingweapons. For each
clawthat isreplaced itsAttacks are reduced by-1.
Butchercannon - 20 pts
Stormlaser - 15 pts
Soul burner petard - 10 pts
Heavyconversion beamer - 35 pts
The Decimator may also take any of the following upgrades:
Searchlight 1 pt
Smoke launchers - 3 pts
LD
SV
Type
Rubric
Marines
10
3+/4++ In
Aspiring
Sorcerer
10
3+/4++ In(ch)
Forgefiend - 200
WS
BS
3
3
6
Unit composition 1 Forgefiend
HP
Type
12
12
10
Wargear:
Two Hades Autocannons
Daemonic possession
Special Rules:
Daemon
Daemonforge
Fleet
It Will Not Die
Deadicated to Tzeentch
Options:
May replace both Hades Autocannons with Ectoplasma cannons Free
May replace both Hades Autocannons with Baleflamers 25 pts
May take one of the following:
an additional ectoplasma cannon 25 pts
an additional Hades Autocannon 25 pts
Maulerfiend - 135
WS
BS
HP
Type
3
3
6
12
Unit composition 1 Maulerfiend
12
10
Wargear:
Two Power fists
Two Magma Cutters
Daemonic possession
Special Rules:
Daemon
Daemonforge
Fleet
It Will Not Die
Move Through cover
Siege Crawler
Deadicated to Tzeentch
Options:
May replace both magma Cutter with Two sets of lasher tendrils 10pts
4
13
Unit composition 1 Chaos Predator
HP
Type
11
10
Tn
Wargear:
Predatorcannon
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch
Options:
May take two side sponsons which are both armed with one of the following:
Heavy Bolters 20 pts
Heavy Flamer 20 pts
Lascannon 30 pts
May replace its Predatorcannon with:
A Twin-linked lascannons 15 pts
Flamestorm cannon 15 pts
Chaos predators may take items from the Chaos Vehicle Equipment list.
HP
Type
11
10
Tn
Wargear:
Demolisher cannon
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch
Options:
May take a siege shield 10 pts/model
Chaos Vindicator may take items from the Chaos Vehicle Equipment list.
HP
Type
4
14
14
Unit composition 1 Chaos Land Raider
14
Tn, T
Wargear:
Hull mounted twin-linked Heavy Bolter
Searchlight
Smoke launchers
Two sponson mounted Lascannons
Special Rules:
Deadicated to Tzeentch
Assault Vehicle
Options:
May excgange it's two sponson mounted Lascannons for two sponson mounted Quead Heavy bolters. - 20
Chaos Land Raider may take items from the Chaos Vehicle Equipment list.
Deadicated Transports
Chaos Rhino - 37
BS
4
11
Unit composition 1 Chaos Rhino
HP
Type
11
10
Tn, T
Wargear:
Combi-bolter
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch
Transport capacity:
Ten models
Options:
Chaos Rhinos may take items from the Chaos Vehicle Equipment list.
Dreadclaw - 65
BS
12
Unit composition 1 Dreadclaw
HP
Type
12
12
Fl(hover), T
Transport capacity:
Ten models or a (Contemptor) Dreadnought.
Access Points:
There is an access hatch on the bottom of the Dreadclaws hull, in practice a unit may deploy
withing 2 of the hull.
Special Rules:
Deep Strike
Assault Vehicle
Discipline of Tzeentch
0. Tzeentches Fire Storm
Warp Charge 1, Witchfire.
Range
AP
Type
24
1+D6
-Assault 1
-Blast
-Infernno
-Ignores Cover
1. Empathic Barter
Warp Charge 1, Blessing.
Range self or a model within 6", cast in the Movement phase. May subtract D3 from any
single characteristic of the target model in order to add D3 (rolled separately) to a different
characteristic of the target model. You may also use this to add Strength to a Ranged
weapon. The effect lasts until the beginning of your next turn.
2. Doom Bolt
Warp Charge 1, Beam.
Range
AP
Type
-Assault 1
-Detonate
AP
Type
Template
-Assault 1
-Corrosion
-Poisoned (4+)
18
3. Breath of Chaos
4. Warptime
Warp Charge 1, Blessing.
Range self. This power may be used at the start of any players turn. If used the player
controlling the caster may choose to re-roll any to hit and/or to wound rolls for the rest of
the turn.
5. Gift of Mutation
Warp Charge 1, Focused Witchfire.
Choose a target within 12 of the caster. The target model must take a thougnes test, the test
is always failed on a roll of 6. If they fail they are instantly removed from play with no
saving throws of any kind allowed. They are then replaced with a chaos spawn that is
controlled by the casting player. If the Target was a Monstrous creature then replace it with a
Gian Chaos Spawn if available. This power does not affect other members of the Thousand
Sons, Daemons or Grey Knights.
6. Prescient Gaze
Warp Charge 2, Blessing.
Cast at the beginning of your Movement phase. May give a single unit within 18"
Interceptor and Skyfire. The effect lasts until the beginning of your next turn.
Counts as a Psychic Hood and Sigil of Coruption. Grants a +2 bonus to Deny the witch rolls.
All enemy Psykers have -1 Ld for the purpose of psychic tests. If the opposing player also
carries a Talisman of Tzeentch the two talismans cancel eachother out.
Instead of shooting the bearer may chose to target one enemy psyker within line of sight.
The bearer must then take a Leadership test at -3 Ld. If he passes the the target psyker loses
one of their psychic powers chosen at random. May only be succesfully used once per
enemy psyker. After having used the Vortex pendant the bearer may not do anything for the
remainder of his turn.
Any time the bearer fails an Invulnrabe save during the fight sub phase or in a challenge, roll
4d6 and subtract with the leadership of the model that caused the wound. The model that
caused the wound now takes that many wounds with no armour or cover saves allowed.
Range
AP
Type
+Special
-Daemon Weapon
-Howling
-Living Magic
-Melee
-Two-handed
AP
Type
.+2
-Daemon Weapon
-Blind
-Concussive
-Melee
-Soul Blaze
-Two-handed
Range
AP
Type
User
-Melee
-Force
Perfect Focus: The weilder of the Warp Staff Allways succeds at casting psychic powers no
matter the roll, Any time the weilder suffers Perills of the warp instead ignore it and add a
Streangth bonus equal to the weilders Mastery Level to the next spell the weilder casts. If
the Next power the Wielder uses is not a Witchfire Power with a strenght value then nothing
happens.
Soulbound: The Warp Staff may be the only Melee weapon wielded by the carier of the
Warp Staff.
Range
AP
Type
User
-Melee
-Daemon Weapon
Any psyker that takes a Psychic test within 12 of the weilder must roll a D6. On a 4+
nothing happenns but otherwise the power fails and the psyker suffers from perills of the
warp.
In Close Combat Death Screamer Is simply a Two-handed Power Weapon with the Daemon
Weapon Special Rule
Death Screamer may also be used in the Shooting phase but does not count as having fired a
Shooting Weapon. It has the Following profile
Range
AP
Type
24
D3+Mastery level
-Assault D6
-Force
Rolling For The number of shots is considered the same as Rolling for the amount of attack
granted by a Daemon Weapon.
AP
Type
User
-Melee
-Daemon Weapon
-Fleshbane
-Cursed
At the Begining of each of his turns the bearer of the Scrolls of Magnus may choose to
generate another spell from any available disipline or one from your enemy's Codex (if
applicable), every time the bearer does so he takes a Strenght 3 AP1 hit with no cover saves
allowed.
Too lazy to write this shit down so i'll just say same as the main codex except it specifies
that it can be used with any allies that are battle brothers.
list, Sorcerer Warcovens and Disc Rider squads may buy this artefact.
All enemy psykers take Perils of the Warp attacks on any doubles roll to cast a power. Any
psychic powers cast by this Chosen unit or an Independent Character attached to it/carrying
the standard increase their range by 12".
Chaso Rewards
Spell Familiar 5pts/Mastery Level
Disc of Tzeentch 30pts
Personal Grimoire 25pts
The Bearer May Generate An additional power in any diciplines available to him.
Spell Tomes:
The Blessing of Magnus - 30pts
Warp Charge 1, Blessing
If the Sorcerer has been slain but still has at least 1 Warp Charge remaining he may choose
to cast the blessing of Mangus. Doing so makes him live for the remainnder of the turn as if
he had 1 wound left, in this state he may automatically pass psychic tests, leadership tests
and all his attacks in both the shooting and Assault phase hit on 2+. If the sorcerer manages
to slay any enemy characters while in this state he continnues to live with 1 wound
remaining. The Blessing of Magnnus may only be used once per game.
Sorcerers Brand - 30pts
Warp Charge 1, Blessing.
The sorcerer chooses one of their shooting attacks in the shooting phase, that attack now has
the Blast special rule. Any unit that suffers an unsaved wound from the weapon will become
marked and all psychic targeted at that unit by the sorcerer that marked them cannot be
denied, count as precision shots and all Focused Witchfire powers always hit their intended
target. If the target unit is or contains any psykers then all failed psychic tests made by that
unit result in Perils of the Warp. This spell can not be used on Plasma, Flame, Las or Melta
weapons.
The Dimensional Gate - 35
Warp Charge 1, Conjuration.
cast at the beginning of your Movement phase on the psyker and/or his unit. Remove the
unit and redeploy immediately by Deep Strike. If you suffer a Perils of the Warp attack but
the power succeeds, remove the unit and roll on the Mishaps table.
Dance on the Threads of Fate - 25
Warp Charge 1, Blessing.
range self or own unit. Warp Charge 1, cast at the beginning of your turn. The target unit
gains Jink, Fleet, and Shred. However, should the unit lose models to Dangerous Terrain
while this power is active, it will suffer D3 Perils of the Warp attacks. Lasts until the
beginning of your next turn.
Psychich Specializations
Pyrae:
The character is allowed to generated one additional power on the Pyromancy table. A
descendant of Pyrae must generate at least two powers from this discipline. 15pts/model
Athaean:
The character is allowed to generated one additional power on the Telepathy table. An
Athaean descendant must generate at least two Telepathy powers. 20pts/model
Pavoni:
The character is allowed to generated one additional power on the Biomancy table. The
Pavonian descendant must generate at least two Biomancy powers. 20pts/model
Corvidae:
The character is allowed to generated one additional power on the Divination table. They
must generate at least two Divination powers. 20pts/model
Raptora:
The character is allowed to generated one additional power on the discipline of Telekinesis,
and must always generate at least two powers from the discipline. 15pts/model
Melee Weapons
A model can replace one weapon with:
Lightining Khopesh 7pts/19 pts
Range
AP
Type
User
-Melee
-Force
-Dualists Edge
-Rending
-Specialist Weapon
AP
Type
.+1
-Melee
-Force
-Two-Handed
-Specialist Weapon
AP
Type
-Melee
-Force
-Flail
-Unweildy
-Specialist Weapon
AP
Type
user
-Melee
-Force
-Specialist Weapon
AP
Type
+1/-
.3/4
-Melee
-Force
AP
Type
+1.
-Melee
-Force
-Two-handed
Any weapons purchased from this wargear section may be Master-crafted for 5pts/weapon
the second points cost is for when replacing a Combi bolter on a terminator.
Ranged Weapons
A model can replace one weapon with:
AP
Type
Template
Assault 1
Range
AP
Type
24
-Rapidfire
Combi-bolter - 3pts
same as a Bolter but may once per game be fired as a flamer, meltagun or plasmagun
AP
Type
12
-Pistol
-Gets hot!
Range
AP
Type
12
-Pistol
- Master-crafted
Range
AP
Type
12
-Pistol
-Deflagerate
Warlord Traits
1.Architect of Fate
All friendly Psykers within 12 of the Warlord may reroll psychic tests.
2. Master of Deception
3. The Thaumaturge
If the Warlord rolls doubles for a psychic power and it succeeds, he may take a Psychic test
to use it again immediately without expending Warp Charge. If it is a power that affects
himself or a friendly unit, he may cast it upon any friendly unit on which the power has not
been cast within 12" of the power's maximum range.
4. The Diabolist
If your opponent attempts to counter, with Deny the Witch, psychic hoods, or other similar
abilities, the warlord's Psychic powers in any way, you may subtract or add D3 from or to
any one roll he or you have to make.
5. Labyrinthine Mind
Before Infiltrators are deployed and Scouts make their moves, but after all other units have
deployed, you may choose two units and swap their location. This may bring a unit out of
Reserve or put it in (can not be a flyer). Furthermore, you may reroll the dice to Seize the
Initiative.
6. Fate Loom
The warlord may choose to re-roll up to 3 D6s per turn but for every D6 you choose to reroll your oponent may do the same at any point in the game.
Inferno Bolts
inferno bolts grant AP3 to all Auto and Bolt wepons as described in the WH40K rulebook as
well as Space marine shotguns.
Infernal Promethium
Grants the same benefits as Inferno Bolts but to Flame and template weapons
Any model with such a weapon may buy this for 5 pts/model
Deadicated to tzeentch
Any vehicles with this rule count as having Inferno Bolts and may re-roll ones to hit or in
the case of blast weapons you may re-roll gets hot results.
AP
Type
36
-Heavy 4
-Twin linked
Range
AP
Type
48
-Heavy 4
Predator cannon
Generating powers
Unless otherwise specified all psyker may generate their powers on the diciplines of
Tzeentch, Change, Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.