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0-1 THOUSAND SONS SORCERER LORD

  Points WS BS S T W I A LD Sv
Exalted Champion 70 5 5 4 4 3 5 3 10 3+
Mighty Champion 55 5 5 4 4 2 5 3 10 3+

Options:  The Thousand Sons Sorcerer Lord may have any equipment allowed from the Thousand Sons Armoury.

Mark of Tzeentch:  The Thousand Sons Sorcerer Lord has the Mark of Tzeentch.
SPECIAL RULES

Independent Character:  Unless accompanied by his Retinue, the Thousand Sons Sorcerer Lord is an independent character and follows all the Independent Character special rules as given in the Warhammer 40,000 rulebook.

Psychic Powers: Thousand Sons Sorcerer Lords can use psychic powers. They may take the psychic power – Flames of Tzeentch.

Retinue:  The Thousand Sons Chaos Lord may be accompanied by a Retinue of Thousand Sons Space Marines (see the Retinue entry below).  Note that a Thousand Sons Sorcerer Lord and his Retinue count as a single HQ choice.

Vendetta Against Space Wolves:  Thousand Sons Sorcerer Lord hate Space Wolves for what they did on Prospero.  They become even more determined when fighting against Space Wolves.  Thousand Sons always hit SW in close combat on a 3+, regardless of weapon skill.

 

THOUSAND SONS SORCERER LORD’S RETINUE

See Squad listing in ELITES (Terminators) or TROOPS (Thousand Sons Squad) for details on profiles and points cost.

Squad:  The squad consists of between five and nine Thousand Sons Space Marines.
If the Thousand Sons Sorcerer Lord is equipped with Terminator armour then he may take a Thousand Sons Space Marine Terminator Squad as his Retinue.
The cost of the Retinue is taken from the relevant squad choice.

Weapons:  See the relevant squad choice.

Options:  The standard options available to the chosen squad type are available to the Retinue.
SPECIAL RULES

Standard Bearer: A Thousand Sons Space Marine or Terminator in a Sorcerer Lord's retinue may be designated as the retinue's standard bearer, and can be given the Blasted Standard. Note that a Thousand Sons standard bearer is not an Aspiring Champion and retains his normal characteristics.

 

0-1 DAEMON PRINCE OF TZEENTCH

  Points WS BS S T W I A LD Sv
Daemon Prince 90 6 3 5 4 3 5 3 10 5+

Weapons:  All Daemon Princes of Tzeentch are armed with a variety of weapons with which to lay their mortal enemies.  Some carry more than one weapon and this has already been included on their profiles. This means that Daemon Princes do not receive an extra attack for having an additional close combat weapon.

Mark of Tzeentch:  The Daemon Prince of Tzeentch has the Mark of Tzeentch.

Options:  A Daemon Prince of Tzeentch may have wings at an additional cost of +10 pts.
SPECIAL RULES

Independent Character:  A Daemon Prince of Tzeentch is an independent character and follows all of the Independent Character special rules as given in the Warhammer 40,000 rulebook.

Psychic Powers:  Daemon Princes of Tzeentch can use psychic powers. They may take the psychic power – Flames of Tzeentch.

Fearless:  Daemon Princes of Tzeentch never fall back and cannot be pinned.  They are assumed to automatically pass any Morale check.

Monstrous Creature:  The Daemon Prince of Tzeentch is a huge and terribly strong opponent.  It is treated as a Monstrous Creature and therefor rolls 2D6 for armour penetration and ignores its opponent’s armour saves in close combat.

Invulnerable:  A Daemon Prince of Tzeentch is an unnatural creature made from the very stuff of Chaos itself and is therefore very difficult to destroy.  It is treated as being Invulnerable and may make an armour save against any and all wounds it takes, even those that would normally pierce its armour or that allow no save to be made.

Wings:  A Daemon Prince of Tzeentch may have wings.   This allows it to make a 12” assault move, ignoring any intervening terrain between it and the target.

 

THOUSAND SONS SORCERER

  Points WS BS S T W I A LD Sv
Thousand Sons Sorcerer 35 5 5 4 4 1 5 2 9 3+

Options:  The Thousand Sons Sorcerer may be given any equipment allowed from the Thousand Sons Armoury.

Mark of Tzeentch:  The Thousand Sons Sorcerer has a Mark of Tzeentch.
SPECIAL RULES

Independent Character:  A Thousand Sons Sorcerer is an independent character and follows all of the Independent Character special rules in the Warhammer 40,000 rulebook.

Psychic Power:  Thousand Sons Sorcerers can use psychic powers.  They may take the psychic power – Flames of Tzeentch.

Vendetta Against Space Wolves:  Thousand Sons Sorcerers hate Space Wolves for what they did on Prospero.  They become even more determined when fighting against Space Wolves.  Thousand Sons always hit SW in close combat on a 3+, regardless of weapon skill.

 

GREATER DAEMON OF TZEENTCH

  Points WS BS S T W I A LD Sv
Lord of Change 115 8 4 6 6 4 6 3 10 5+

Weapons:  All Greater Daemons of Tzeentch are armed with a variety of weapons with which to slay their mortal enemies.  Some carry more than one weapon, but this has been included on their profiles, so they do not receive an extra attack for having an additional close combat weapon.
SPECIAL RULES

Possession:   All Greater Daemons of Tzeentch  must possess another model in order to enter the battlefield(see the special rules in Codex:  Chaos Space Marines).

Independent Character:  Greater Daemons of Tzeentch are independent characters and follow all of the Independent Character special rules as given in the Warhammer 40,000 rulebook.

Psychic Powers:  All Greater Daemons of Tzeentch have psychic powers.  They have the psychic power – Flames of Tzeentch.  The Lord of Change may use his psychic powers without having to take a Psychic test.

Fearsome:  If the Greater Daemon of Tzeentch wins an assault their opponents automatically have to fall back without a Morale check being taken.  Opponents that never fall back or ignore Morale checks ignore this effect and will not fall back.

Fearless:  Greater Daemons of Tzeentch never fall back and cannot be pinned.  They are assumed to automatically pass any Morale test.

Monstrous Creature:  Greater Daemons of Tzeentch are huge and terribly strong opponents.  They are treated as Monstrous Creatures and therefore roll 2D6 for armour penetration and ignore their opponents’ armour saves in close combat.

Invulnerable:  Greater Daemons of Tzeentch are unnatural creatures made from the very stuff of Chaos and are therefore very difficult to destroy.   They are treated as being Invulnerable and therefore may make an armour save against any and all wounds they take, even those that would normally pierce their armour or that allow no save to be made.

Wings:  The Lord of Change has wings.  This allows him to make a 12” assault move, ignoring any intervening terrain between them and the target.

 

CULT OF TZEENTCH MAGUS

  Points WS BS S T W I A LD Sv
Cult of Tzeentch Magus 25 3 3 3 3 1 4 2 7 -

Options: The Cult of Tzeentch Magus may be given any equipment allowed from the Thousand Sons Armoury. Also note that the Magus may take an Autopistol as a Single Handed Weapon at +1 pt and/or an Autogun as a Two-handed Weapon at +1 pt.

Mark of Tzeentch: The Cult of Tzeentch Magus has a Mark of Tzeentch.
SPECIAL RULES

Independent Character: A Cult of Tzeentch Magus is an independent character and follows all of the Independent Character special rules in the Warhammer 40,000 rulebook.

Psychic Powers: A Cult of Tzeentch Magus can use psychic powers. He may take the psychic power - Flames of Tzeentch.

Poorly Equipped: A Cult of Tzeentch Magus does not have access to the equipment available to most soldiers. Because of this he may only have up to 50 pts or Wargear and Gifts instead of the usual 100 pts.


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