FAST ATTACK

 

THOUSAND SONS SPACE MARINE DISC RIDERS

  Points WS BS S T W I A LD Sv
Thousand Sons Disc Rider 33 4 4 4 4 2 4 1 9 3+

Squad:  The squad consists of between three and ten Thousand Sons Space Marine disc riders.

Weapons:  Bolter

Options:  Up to two of the Thousand Sons Space Marine disc riders may have one of the following weapons:  meltagun at +10 pts, flamer at +3 pts or plasma gun at +6 pts.
SPECIAL RULES

Discs of Tzeentch: Thousand Sons Disc Riders are mounted on Discs of Tzeentch and move as if they were equipped with jump packs.

Fearless:  Thousand Sons never fall back and cannot be pinned.  They are assumed to automatically pass any Morale check.

All Is Dust:  Thousand Sons are, for all intents and purposes, animated suits of power armour that have to be blown to pieces or hacked apart in order to disable them.  Because of this only shooting attacks that have a strength of 5 or more will affect a Thousand Sons Space Marine.  Note that they can be attacked in close combat normally.

Slow and Purposeful:  Thousand Sons advance in a methodical manner, laying down a constant hail of fire with their bolters.  To represent this they may never charge into close combat (though they may defend normally), but always count as being stationary when they fire their bolters, even if they moved in the same turn.

Vendetta Against Space Wolves:  Thousand Sons 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.

Sacred Number of Tzeentch: If the Thousand Sons army attempts to bring a Greater Daemon into the battle through Daemonic Possession, at the start of the assault phase, before rolling to see if any characters are possessed, roll a D6 for each squad with this rule that has exactly nine models. If you roll a four or more then one of the Thousand Sons is possessed by the Greater Daemon. You can decide which model to replace.

 

DAEMONIC BEASTS OF TZEENTCH

  Points WS BS S T W I A LD Sv
Flamers 35 4 3 4 4 1 5 2 10 5+

Pack:  Daemon Beasts of Tzeentch Packs consist of between five and ten Flamers.
SPECIAL RULES

Summoned:   Daemonic Beasts are summoned onto the battlefield as described in the rules in Codex:  Chaos Space Marines.

Invulnerable:  Daemons are unnatural creatures formed from the very stuff of Chaos itself and are very difficult to destroy.  They are treated as being Invulnerable and 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.

Shoot Flames:  Flamers of Tzeentch can fire magical flames.  This is treated as each model has a shooting attack that has the following profile.  Note that no Psychic test is needed to use this ability.

        Range 12”        Strength 4      AP 6     Assault 2

Bound: Flamers move by bounding, and ignore intervening terrain when they move.

Flame Attacks:  Flamers also use their flames to engulf and destroy enemies in close combat.  Their close combat attacks ignore armour saves, exactly as if they were armed with power weapons.


Back to Codex: Thousand Sons

Home                 

Warhammer 40k Section             Codex        Links           

Hosted by www.Geocities.ws

1