Codex Thousand Sons

By BobK

This codex is based on the Thousand Sons codex in the 4th ed. Codex Chaos Space Marines, with updates to take into account the changes to the codex layout and the new units, so that players of the old Thousand Sons army, as well as other fans of Sorcerers and Rubric marines, can play with a proper army of them in 5th ed.

 

Allies: Treat as Chaos Space Marines when determining which allies may be taken.

Special Rule: Favoured by Tzeentch: All units taken from codex chaos daemons ignore the daemonic assault rule and need to be summoned in the way described in codex chaos space marines.

 

HQ

HQ: Abaddon the Despoiler

HQ: Fabius Bile

HQ: Ahriman

HQ: Daemon Prince of Tzeentch

Same as codex chaos daemons (p87) except that:

Must be given the Mark of Tzeentch.

Is deployed normally, though may choose to deep strike if given daemonic flight.


HQ: Sorcerer Lord

Same as Chaos Sorcerer from codex chaos space marines (p93) except that:

Costs 2 points more.

Must purchase the Mark of Tzeentch (increasing his invulnerable save by 1) and has Inferno Bolts and therefore cannot take any other marks.


HQ: 0-1 Lord of Change

 

ELITES

Elites: Chosen Sorcerers

Same as Chosen Chaos Space Marines from codex chaos space marines (p94) except that:

They cost 30 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Inferno Bolts and Fearless.

Their weapons are replaced with force weapons and bolt pistols.

The squad may purchase a psychic power from the Thousand Sons unit entry for the same points cost. When casting this power nominate which model is using the power. The psychic power is only lost if the squad is wiped out.

May not take icons, although one model may be given a personal icon for 5 points.

The squad may not upgrade their weapons in any other way.

If no transport is purchased, all squad members may ride Discs of Tzeentch for +15pts/model.


Elites: Rubric Terminators

Same as Chaos Terminators from codex chaos space marines (p94) except that:

They cost 38 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Slow & Purposeful, Inferno Bolts, The Sorcerer Commands and Fearless.

Instead of having the option of being led by a Terminator Champion, the squad must be led by a Sorcerer Terminator, costing 40 points.

The Sorcerer Terminator is armed with a force weapon and twin-linked bolter, and may upgrade the twin-linked bolter but not the force weapon.

The Sorcerer Terminator may be given a psychic power from the Thousand Sons unit entry for the same points cost.

May not take icons, although one model may be given a personal icon for 5 points.

Note that only twin-linked bolters and the bolter component of combi-weapons benefit from the Inferno Bolts.

Elites: Possessed Sorcerers

Same as Possessed Chaos Space Marines from codex chaos space marines (p95) except that:

They cost 31 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1).

May not take icons, although one model may be given a personal icon for 5 points.

The squad may purchase a psychic power from the Thousand Sons unit entry for the same points cost. When casting this power nominate which model is using the power. The psychic power is only lost if the squad is wiped out.


Elites: Chaos Dreadnought

Elites: Flamers of Tzeentch

 

TROOPS

Troops: Thousand Sons

Troops: Pink Horrors of Tzeentch

 

FAST ATTACK

Fast Attack: Rubric Bikers

Same as Chaos Bikers from codex chaos space marines (p99) except that:

They cost 41 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Slow & Purposeful, Inferno Bolts, The Sorcerer Commands and Fearless.

Instead of having the option of being led by a Biker Champion, the squad must be led by a Sorcerer Biker, costing 45 points.

The Sorcerer Biker is armed with a force weapon and bolt pistol, and may upgrade the bolt pistol but not the force weapon.

The Sorcerer Biker may be given a psychic power from the Thousand Sons unit entry for the same points cost.

May not take icons, although one model may be given a personal icon for 5 points.

The rest of the squad may not upgrade their weapons.

Note that only the twin-linked bolters and bolt pistols benefit from the Inferno Bolts.

When determining movement, roll for Slow and Purposeful as for infantry, and then double it if moving normally or triple it if turbo-boosting. Dangerous terrain tests due to moving as if in difficult terrain and being bikers only apply if the squad is actually in difficult terrain.


Fast Attack: Rubric Raptors

Same as Chaos Raptors from codex chaos space marines (p99) except that:

They cost 28 points each. 

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Slow & Purposeful, Inferno Bolts, The Sorcerer Commands and Fearless.

Instead of having the option of being led by an Aspiring Champion, the squad must be led by an Aspiring Sorcerer, costing 35 points.

The Aspiring Sorcerer is armed with a force weapon and bolt pistol, and may upgrade the bolt pistol but not the force weapon.

The Aspiring Sorcerer may be given a psychic power from the Thousand Sons unit entry for the same points cost.

May not take icons, although one model may be given a personal icon for 5 points.

The rest of the squad may not upgrade their weapons.

Note that only the bolt pistols benefit from the Inferno Bolts.

When determining movement, roll for Slow and Purposeful as for infantry, and then double it. Dangerous terrain tests due to moving as if in difficult terrain and being jump infantry only apply if the squad is actually in difficult terrain.


Fast Attack: Chaos Spawn
 

Fast Attack: Screamers of Tzeentch

 

HEAVY SUPPORT

Heavy Support: Obliterator Cult

Heavy Support: Chaos Predator

Heavy Support: Chaos Vindicator

Heavy Support: Chaos Defiler

Heavy Support: Chaos Land Raider

 

TRANSPORT

Dedicated Transport Vehicle: Chaos Rhino

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3 comments

  1. Anthony Shannon

    Thousand sons player here.
    The mark of Tzeentch has two functions ingame, to upgrade the inv save and to grant access to another psychic power.
    The only part of this that should be paid for (under the current system) is the save upgrade- you have to pay points for the separate power, you shouldn’t be paying for the ABILITY to take it.

    Inferno bolts should be free for Sorceror Lords not 5 pts. Most of the psy powers are psychic guns, if things go well that bolt pistol will never fire.

    Rubric raptors and bikers dont make sense, remove them.
    From a fluff point of view, there were no “raptors” that were rubric-ed and there were no bikers mentioned anywhere in the legions modus operandi. It is doubtful whether the rubric could operate this equipment.

    From a game sense, Slow and purposeful + bikes/jumppacks means dangerous terrain tests every time they move.

    As for alterations to the actual unit costs, 60 points makes no sense for a 1 wound squadleader with (effectively)a power weapon and bolt pistol and no powers. He is supposed to be the squad’s heavy weapons trooper and sergeant rolled in to one. Give them a choice of a power for free and reduce the price of sorcerers in line with powerfist aspiring champions with a plasma pistol- which are much more efficient in every situation.

    A suggestion for a new unit would be a unit of sorcerers on discsof tzeentch with either deathscreamers or bolt of change. Cost them as raptors with missile launchers.

    • BobK

      >> 5pts for inferno bolts and additional power:

      I see your point. I’m not charging independent characters for the ability to have 2 powers though, I’m just charging 5pts more for what is a very nice pistol. But you’re right, chances are it will only be used for bashing people round the head, so 5pts is too much. I can’t make it free though, as it is an AP3 weapon and if someone puts up some fearsome anti-psychic defense then there’s a fair chance that players may avoid psychic powers (such as if the game could go either way and your leader’s only got 1 wound left) even if they are pretty powerful in favour of a pistol shot, plus if I were playing against this army I would be slightly annoyed if my Tzeentchian sorcerer had a bolt pistol and the opponent’s Tzeentchian sorcerer had a pistol that could punch clean through my armour and they cost the same. Would +2pts be a reasonable cost?

      >> Rubric raptors and bikers:

      I may be wrong about this as I haven’t read the Thousand Sons’ horus heresy novels, but weren’t there assault troops wearing jump packs back when the legion was loyal? Even if there weren’t, there isn’t anything physically preventing rubric marines from wearing them, and they seem to have enough self-awareness and combat ability to aim, shoot, walk, board transports and fight in assault with the same skill as a standard marine even without a Sorcerer to lead them, so it should be possible for them to be able to jump too, I have put this entry in for those players who want to use them and would like to convert some. If you don’t feel that they are appropriate then you can choose not to include them. Similarly, I don’t think that rubric marines would be unable to ride bikes given that they just seem to be slower than standard marines but otherwise to be just as skilled as before the rubric.

      Part of the reason why I’ve added these units is because the codexes are currently including quite a wide range of units, especially compared to the earlier dexes, so I’m trying to give more options to Tzeentchian players, so that when faced with a high-firepower army that can outshoot them there is some flexibility in how to deal with that opponent. I can see your point, but I’d like to consult with more Tzeentchian players before I remove them, as I think that Rubric Raptors would look pretty cool. I’ll post up on Warseer to see what other players think.

      >> From a game sense, Slow and purposeful + bikes/jumppacks means dangerous terrain tests every time they move.:

      That’s why I added the brief note about how it affects their movement. I’ll tweak it to clarify that although they are slowed as if in difficult terrain, they only take dangerous terrain tests if actually in terrain.

      >> As for alterations to the actual unit costs, 60 points makes no sense for a 1 wound squadleader:

      You’re absolutely right. Unfortunately that is how they are costed in the CSM dex until they fix what frankly looks like a typo. 50pts is far too much, 60pts is mental. On top of that he must buy a psychic power, so he’s actually at least 70pts and that’s if you don’t give him one of ths cool powers that the unit needs. Ordinarily I would stick to precedent and say that it would be unfair for CSM to have expensive aspiring sorcerers while 1k sons have cheap ones etc, but in this case you’re completely right and this is a good chance to fix it. Would 30pts be reasonable do you reckon?

      >> A suggestion for a new unit would be a unit of sorcerers on discsof tzeentch with either deathscreamers or bolt of change.

      Daemon weapons are too rare for there to be a squad with several of them, but we were planning on adding a cavalry unit but unfortunately I forgot when transferring the info from the old site to this site, so thanks for reminding me. I converted the lizardmen book into 40k a few weeks ago, and it’s currently being examined in detail by Keats, and we were discussing converting other WHFB armies into 40k too, at which point Keats suggested the idea of adding cavalry units of heroic mounts in a similar way to thunderwolf cavalry to armies, so thank you for reminding me to do that. I should be able to update the dex in a day or so.

      Thanks for your input. If you like we would like to add your name/alias to the credits as thanks for your input, and if you have a photo of your army we would like to add photos of each army to the top of every codex to help inspire players and make the site a little more colourful.

    • BobK

      Right I’ve updated the dex based on the points you’ve raised. Inferno bolts cost +2pts, I’ve added Tzeentchian Chosen using the grey knights as a guide on how to have a squad of psykers that don’t cost too much, and they can access discs of Tzeentch to become quite a powerful assault unit though of course it’s not cheap. I’ve clarified how Slow and Purposeful works with Jump Infantry and Bikers and I’ve given the sorcerers all a 30pt discount.

      I’ve left the bikers and raptors in because the warseer community seemed to be of the opinion that it is possible for rubric marines to operate in that way (http://www.warseer.com/forums/showthread.php?334450-What-types-of-rubric-marine-units-could-there-be).

      I’ve also added Tzeentchian possessed for those who want them, though I’m not sure if sorcerors would actually want to go through possession.

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