HEAVY SUPPORT

 

THOUSAND SONS HAVOCS

  Points WS BS S T W I A LD Sv
Thousand Sons Space Marine 23 4 4 4 4 2 4 1 9 3+

Squad:  A Thousand Sons Havoc squad consists of between five and ten Thousand Sons Marines.

Weapons:  Bolter

Options:  Up to three Thousand Sons Space Marines may have one of the following weapons:  missile launcher at +20 pts, autocannon at +20 pts, heavy bolter at +15 pts or lascannon at + 35 pts.

Rhino:  The squad may be mounted in a Rhino armoured carrier at an additional cost of +50 pts.
SPECIAL RULES

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.

 

THOUSAND SONS DREADNOUGHT

 

Armour:

 
  Points WS BS S Front Side Rear I A
Dreadnought 75 4 4 6(10) 12 12 10 4 3
Type:  Walker Crew:  One Thousand Sons Space Marine.

Weapons:  The Thousand Sons Dreadnought is armed with a Dreadnought close combat weapon incorporating a twin-linked bolter in one arm and one weapon from the following in the other:  twin-linked autocannon at +35 pts, twin-linked lascannon at +50 pts, twin-linked heavy bolter at +30 pts, multi-melta at +40 pts or plasma cannon at +40 pts.

Options:  The twin-linked bolter may be upgraded to a heavy flamer at an extra cost of +12 pts.  The Dreadnought may replace its close combat weapon with a missile launcher at an extra cost of +10 pts but its attacks are reduced to 2 if it does.

The dreadnought may be equipped with any of the vehicle upgrades and Gifts allowed from the Thousand Sons Armoury.
SPECIAL RULES

Immune To Fire Frenzy:  The Thousand Sons Dreadnought is essentially a larger version of a Thousand Sons Space Marine.  The sarcophagus contains only the ashes of its former champion.  All that remains is the slow and purposeful spirit.  As such the Thousand Sons Dreadnought is not affected by the Fire Frenzy rule that other Chaos Dreadnoughts are affected by.

Slow and Purposeful: Thousand Sons Dreadnoughts may never charge into close combat(though they may defend normally).

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

 
CHAOS PREDATOR
See the Chaos Predator entry in Codex:  Chaos Space Marines.

 
CHAOS LAND RAIDER
See the Chaos Land Raider entry in Codex:  Chaos Space Marines.


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