Sons Sorcs and Daemons (Warhammer 40,000 8th Edition) [113 PL, 1997pts]

Battalion Detachment +5CP (Chaos - Daemons) [37 PL, 613pts]

  • HQ [21 PL, 413pts]

    • Changecaster [4 PL, 83pts]

      Selections: Boon of Change, Flickering Flames, Staff of Change [5pts]

      Categories: HQ, Character, Faction: Daemon, Infantry, Faction: Tzeentch, Psyker, Chaos, Herald of Tzeentch, Horror

      Rules: Daemonic Ritual

      Abilities: Daemonic, Ephemeral Form, Locus of Tzeentch, Staff of Change, Boon of Change - D3 Roll: 1 - Extra Limb, 2 - Mystic Strength, 3 - Iron Skin, Psychic Power: Boon of Change, Flickering Flames, Smite, Psyker: Psyker, Unit: Changecaster, Weapon: Ritual dagger


      Abilities Description Ref
      Daemonic Units with this ability have a 5+ invulnerable save.
      Ephemeral Form Add 1 to any invulnerable saving throws made for this unit.
      Locus of Tzeentch Add 1 to the Strength characteristic of TZEENTCH DAEMON units within 6" of one or more friendly models with this ability.
      Staff of Change Increase the range of this model's Smite power from 18" to 24".
      Boon of Change - D3 Roll Effect Ref
      1 - Extra Limb +1 Attack
      2 - Mystic Strength +1 Strength
      3 - Iron Skin +1 Toughness
      Psychic Power Warp ChargeRangeDetails Ref
      Boon of Change 718"If manifested, select a visble friendly TZEENTCH DAEMON unit within 18" of the psyker and roll a D3. Consult the table to discover what characteristic bonus all models in that unit receive until the start of your next Psychic phase.
      Flickering Flames 518"If manifested, pick a friendly TZEENTCH DAEMON unit within 18" of the psyker. Until your next Psychic phase, add 1 to any wound rolls made for that unit's shooting weapons.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 11Smite and 2 powers from the Tzeentch discipline
      Unit MWSBSSTWALdSave Ref
      Changecaster 6"4+3+334286+
      Weapon RangeTypeSAPDAbilities Ref
      Ritual dagger MeleeMeleeUser-11Each time this weapon slays an enemy model, the bearer recovers 1 lost wound.
    • Lord of Change [17 PL, 330pts]

      Selections: Baleful sword [10pts], Bolt of Change, Incorporeal Form, Infernal Gateway, The Impossible Robe, Treason of Tzeentch, Warlord

      Categories: HQ, Character, Faction: Daemon, Fly, Lord of Change, Monster, Psyker, Faction: Tzeentch, Chaos, Warlord

      Rules: Daemonic Ritual

      Abilities: Daemonic, Ephemeral Form, Greater Daemon, Incorporeal Form, The Impossible Robe, Psychic Power: Bolt of Change, Infernal Gateway, Smite, Treason of Tzeentch, Psyker: Psyker, Unit: Lord of Change, Weapon: Baleful sword, Staff of Tzeentch, Wound Track: Lord of Change, Lord of Change1, Lord of Change2, Lord of Change3


      Abilities Description Ref
      Daemonic Units with this ability have a 5+ invulnerable save.
      Ephemeral Form Add 1 to any invulnerable saving throws made for this unit.
      Greater Daemon Friendly TZEENTCH DAEMON units within 6" of this model when they take a Morale test can use this model's Leadership instead of their own.
      Incorporeal Form Reduce all damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if this Warlord failed a saving throw against a weapon that inflicts 3 damage, it will only lose 2 wounds.
      The Impossible Robe The wearer of the Impossible Robe has a 4+ invulnerable save. In addition, once per game you can re-roll a single failed saving throw for the wearer, but if the re-roll results in a 1, the wearer is immediately slain.
      Psychic Power Warp ChargeRangeDetails Ref
      Bolt of Change 818"If manifested, select an enemy unit that is within 18" of the psyker and visible to it. That unit suffers D3 mortal wounds. If a CHARACTER is slain by this psychic power, you can add a Chaos Spawn to your army, and set it up within 1" of the character before it is removed.
      Infernal Gateway 812"If manifested, identify the nearest enemy model that is within 12" of the psyker and visible to it; that model's unit, and every other unit (friend or foe) within 3" of that model, suffers D3 mortal wounds. The number of mortal wounds inflicted is D6 instead if the power is manifested with a Psychic test of 12+.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Treason of Tzeentch 818"If manifested, select a enemy CHARACTER that is within 18" of the psyker and visible to it (excluding the opponent's Warlord) and roll 2D6. if the result is greater than the character's Leadership, you can treat the model as if it were a friendly model in your army in your Shooting, Charge and Fight phases. At the end of the Fight phase, the character reverts to being an enemy model.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 22Smite and three powers from the Tzeentch discipline.Whenever a Lord of Change attempts to manifest or deny a psychic power, add the bonus shown in its Damage table.
      Unit MWSBSSTWALdSave Ref
      Lord of Change *2+2+6716*106+
      Weapon RangeTypeSAPDAbilities Ref
      Baleful sword MeleeMelee+1-3D6When attacking with this weapon, you must subtract 1 from the hit roll.
      Staff of Tzeentch MeleeMeleeUser-23Each time a Character is slain by this weapon, you can add a Chaos Spawn model to your army. Set up the Chaos Spawn within 1" of the character before it is removed.
      Wound Track Remaining WCharacteristic 1Characteristic 2Characteristic 3 Ref
      Lord of Change -MAPsychic Test Bonus
      Lord of Change1 9-16+12"5+2
      Lord of Change2 5-88"4+1
      Lord of Change3 1-46"30
  • No Force Org Slot

    • Chaos Allegiance

      Selections: Tzeentch

      Categories: No Force Org Slot

      Abilities: Locus of Trickery


      Abilities Description Ref
      Locus of Trickery CHARACTERS in a TZEENTCH Chaos Daemons detachment have the following ability: Roll 2 dice at the start of each Fight phase and discard the highest result. Until the end of that phase, each time your opponent targets a TZEENTCH DAEMON unit within 6" of a friendly model with the Locus of Trickery and makes a hit roll that, after re-rolls but before modifiers, matches your remaining dice result, that hit roll fails.
  • Troops [16 PL, 200pts]

    • Horrors [8 PL, 140pts]

      Selections: 20x Pink Horror [140pts]

      Categories: Faction: Daemon, Horror, Infantry, Psyker, Faction: Tzeentch, Troops, Chaos

      Rules: Daemonic Ritual

      Abilities: Ephemeral Daemons, Iridescent Horror, Magic Made Manifest, Magical Horde, Split, Psychic Power: Smite, Psyker: Psyker


      Abilities Description Ref
      Ephemeral Daemons Pink Horrors have an invulnerable save of 4+. Blue Horrors have an invulnerable save of 5+. Pairs of Brimstone Horrors have an invulnerable save of 6+.
      Iridescent Horror When you set up this unit for the first time, you may select a single Pink Horror in the unit - that model has an Attacks characteristic of 2, instead of 1.
      Magic Made Manifest A unit of Horrors can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. However, when you do so, only roll a single D6 for the Psychic test or Deny the Witch test, and use the result of the single dice roll to determine the outcome. Note that this means that Horrors can't roll a double 1 or double 6 to suffer Perils of the Warp. In addition, if the unit manifests the Smite power whilst it contains less than 10 Pink Horrors, it only inflicts 1 mortal wound rather than D3.
      Magical Horde Change the Type of this unit's coruscating flames to Assault 3 whilst the unit contains 20 or more Pink Horrors.
      Split Each time a Pink Horror is slain, you can add up to two Blue Horrors to this unit before you remove the slain model. Each time a Blue Horror is slain, you can add one pair of Brimstone Horrors to this unit before you remove the slain model. The replacement models cannot be placed within 1" of an enemy model. Note that Horrors that flee do not generate any extra models for their unit. Matched Play: In matched play you must pay reinforcement points for each and every Blue and Brimstone Horror model that you add to a unit of Horrors, but the additional models can take the unit above its starting strength.
      Psychic Power Warp ChargeRangeDetails Ref
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 11SmiteWhen manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If a Brimstone Horror is selected, it is slain after the psychic power has been used.
      Unit MWSBSSTWALdSave Ref
      Pink Horror 6"4+4+331176+
      Weapon RangeTypeSAPDAbilities Ref
      Coruscating flames 18"Assault 2User01-
    • Horrors [4 PL, 30pts]

      Selections: 10x Pair of Brimstone Horrors [30pts]

      Categories: Faction: Daemon, Horror, Infantry, Psyker, Faction: Tzeentch, Troops, Chaos

      Rules: Daemonic Ritual

      Abilities: Ephemeral Daemons, Iridescent Horror, Magic Made Manifest, Magical Horde, Split, Psychic Power: Smite, Psyker: Psyker, Unit: Pair of Brimstone Horrors


      Abilities Description Ref
      Ephemeral Daemons Pink Horrors have an invulnerable save of 4+. Blue Horrors have an invulnerable save of 5+. Pairs of Brimstone Horrors have an invulnerable save of 6+.
      Iridescent Horror When you set up this unit for the first time, you may select a single Pink Horror in the unit - that model has an Attacks characteristic of 2, instead of 1.
      Magic Made Manifest A unit of Horrors can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. However, when you do so, only roll a single D6 for the Psychic test or Deny the Witch test, and use the result of the single dice roll to determine the outcome. Note that this means that Horrors can't roll a double 1 or double 6 to suffer Perils of the Warp. In addition, if the unit manifests the Smite power whilst it contains less than 10 Pink Horrors, it only inflicts 1 mortal wound rather than D3.
      Magical Horde Change the Type of this unit's coruscating flames to Assault 3 whilst the unit contains 20 or more Pink Horrors.
      Split Each time a Pink Horror is slain, you can add up to two Blue Horrors to this unit before you remove the slain model. Each time a Blue Horror is slain, you can add one pair of Brimstone Horrors to this unit before you remove the slain model. The replacement models cannot be placed within 1" of an enemy model. Note that Horrors that flee do not generate any extra models for their unit. Matched Play: In matched play you must pay reinforcement points for each and every Blue and Brimstone Horror model that you add to a unit of Horrors, but the additional models can take the unit above its starting strength.
      Psychic Power Warp ChargeRangeDetails Ref
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 11SmiteWhen manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If a Brimstone Horror is selected, it is slain after the psychic power has been used.
      Unit MWSBSSTWALdSave Ref
      Pair of Brimstone Horrors 6"5+-131276+
    • Horrors [4 PL, 30pts]

      Selections: 10x Pair of Brimstone Horrors [30pts]

      Categories: Faction: Daemon, Horror, Infantry, Psyker, Faction: Tzeentch, Troops, Chaos

      Rules: Daemonic Ritual

      Abilities: Ephemeral Daemons, Iridescent Horror, Magic Made Manifest, Magical Horde, Split, Psychic Power: Smite, Psyker: Psyker, Unit: Pair of Brimstone Horrors


      Abilities Description Ref
      Ephemeral Daemons Pink Horrors have an invulnerable save of 4+. Blue Horrors have an invulnerable save of 5+. Pairs of Brimstone Horrors have an invulnerable save of 6+.
      Iridescent Horror When you set up this unit for the first time, you may select a single Pink Horror in the unit - that model has an Attacks characteristic of 2, instead of 1.
      Magic Made Manifest A unit of Horrors can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. However, when you do so, only roll a single D6 for the Psychic test or Deny the Witch test, and use the result of the single dice roll to determine the outcome. Note that this means that Horrors can't roll a double 1 or double 6 to suffer Perils of the Warp. In addition, if the unit manifests the Smite power whilst it contains less than 10 Pink Horrors, it only inflicts 1 mortal wound rather than D3.
      Magical Horde Change the Type of this unit's coruscating flames to Assault 3 whilst the unit contains 20 or more Pink Horrors.
      Split Each time a Pink Horror is slain, you can add up to two Blue Horrors to this unit before you remove the slain model. Each time a Blue Horror is slain, you can add one pair of Brimstone Horrors to this unit before you remove the slain model. The replacement models cannot be placed within 1" of an enemy model. Note that Horrors that flee do not generate any extra models for their unit. Matched Play: In matched play you must pay reinforcement points for each and every Blue and Brimstone Horror model that you add to a unit of Horrors, but the additional models can take the unit above its starting strength.
      Psychic Power Warp ChargeRangeDetails Ref
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Psyker 11SmiteWhen manifesting or denying a psychic power, first select a model in the unit - measure range, visibility, etc. from this model. If a Brimstone Horror is selected, it is slain after the psychic power has been used.
      Unit MWSBSSTWALdSave Ref
      Pair of Brimstone Horrors 6"5+-131276+

Battalion Detachment +5CP (Chaos - Thousand Sons) [55 PL, 1021pts]

Rules: Brotherhood of Sorcerors, Daemonic Ritual, Disciples of Tzeentch

  • HQ [26 PL, 489pts]

    • Ahriman on Disc of Tzeentch [9 PL, 166pts]

      Selections: Infernal Gaze, Temporal Manipulation, Weaver of Fates

      Categories: Heretic Astartes, Thousand Sons, Tzeentch, Character, HQ, Psyker, Cavalry, Daemon, Fly, Ahriman, Sorcerer, Chaos

      Abilities: Arch-Sorceror of Tzeentch, Death to the False Emperor, Lord of the Thousand Sons, Sigil of Corruption, Psychic Power: Infernal Gaze, Smite, Temporal Manipulation, Weaver of Fates, Psyker: Ahriman, Unit: Ahriman, Weapon: Black Staff of Ahriman, Blades on Disc of Tzeentch, Frag grenade, Inferno Bolt Pistol, Krak grenade


      Abilities Description Ref
      Arch-Sorceror of Tzeentch You can add 1 to any Psychic tests or Deny the Witch tests you take for Ahriman.
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Lord of the Thousand Sons You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
      Sigil of Corruption Ahriman has a 4+ invulnerable save.
      Psychic Power Warp ChargeRangeDetails Ref
      Infernal Gaze 518"If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice. The target suffers one mortal wound for each roll of 4+.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Temporal Manipulation 612"If manifested, select a friendly THOUSAND SONS model within 12" of the psyker. That model immediately heals D3 wounds.
      Weaver of Fates 618"If manifested, select a THOUSAND SONS unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.
      Psyker CastDenyPowers KnownOther Ref
      Ahriman 33Smite and three powers from the Dark Hereticus discipline and/or the Discipline of Change
      Unit MWSBSSTWALdSave Ref
      Ahriman 12"2+2+445493+
      Weapon RangeTypeSAPDAbilities Ref
      Black Staff of Ahriman MeleeMelee+2-13-
      Blades on Disc of Tzeentch MeleeMelee401After a model on this mount makes its close combat attacks, you can attack with its mount. Make 1 additional attack, using this weapon profile.
      Frag grenade 6"Grenade D6301-
      Inferno Bolt Pistol 12"Pistol 14-21-
      Krak grenade 6"Grenade 16-1D3-
    • Daemon Prince of Tzeentch [9 PL, 183pts]

      Selections: Daemonic axe [10pts], Death Hex, Diabolic Strength, Helm of the Third Eye, Warp bolter [3pts], Wings [1 PL, 24pts]

      Categories: HQ, Character, Daemon, Monster, Heretic Astartes, Psyker, Thousand Sons, Tzeentch, Daemon Prince, Chaos, Fly

      Abilities: Death to the False Emperor, Ephemeral Daemon, Helm of the Third Eye, Prince of Tzeentch, Psychic Power: Death Hex, Diabolic Strength, Smite, Psyker: Daemon Prince, Unit: Daemon Prince (Wings), Weapon: Daemonic axe, Malefic talon, Warp bolter


      Abilities Description Ref
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Ephemeral Daemon This unit has a 4+ invulnerable save.
      Helm of the Third Eye If your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command Point.
      Prince of Tzeentch You can re-roll hit rolls of 1 made for friendly THOUSAND SONS and TZEENTCH DAEMON units within 6" of this model.
      Psychic Power Warp ChargeRangeDetails Ref
      Death Hex 812"If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.
      Diabolic Strength 612"If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 2 to the model's Strength characteristic and 1 to its Attacks characteristic.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Daemon Prince 21Smite and two powers from the Dark Hereticus discipline, Discipline of Change and/or Discipline of Tzeentch.
      Unit MWSBSSTWALdSave Ref
      Daemon Prince (Wings) 12"2+2+7684103+
      Weapon RangeTypeSAPDAbilities Ref
      Daemonic axe MeleeMelee+1-33When attacking with this weapon, you must subtract 1 from the hit roll.
      Malefic talon MeleeMeleeUser-22Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
      Warp bolter 24"Assault 24-12-
    • Sorcerer in Terminator Armour [8 PL, 140pts]

      Selections: Dark Matter Crystal, Familiar [9pts], Force stave [8pts], Inferno Combi-bolter [3pts], Prescience, Warptime

      Categories: HQ, Character, Infantry, Psyker, Terminator, Thousand Sons, Tzeentch, Chaos, Heretic Astartes, Sorcerer

      Abilities: Dark Matter Crystal, Death to the False Emperor, Familiar, Teleport Strike, Terminator Armour, Psychic Power: Prescience, Smite, Warptime, Psyker: Sorcerer, Unit: Sorcerer in Terminator Armour, Weapon: Force stave, Inferno Combi-bolter


      Abilities Description Ref
      Dark Matter Crystal Once per battle, at the end of your Movement phase, you can select the bearer or a friendly THOUSAND SONS INFANTRY unit within 12" of him. Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9" from any enemy models. This does not count as Falling Back if the unit was within 1" of any enemy models.
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Familiar If this unit is accompanied by a Familiar, add 1 to the first psychic test you take for him in each of your Psychic phases.
      Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
      Terminator Armour This model has a 5+ invulnerable save.
      Psychic Power Warp ChargeRangeDetails Ref
      Prescience 718"If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Warptime 63"If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
      Psyker CastDenyPowers KnownOther Ref
      Sorcerer 21Smite and two powers from the Dark Hereticus discipline
      Unit MWSBSSTWALdSave Ref
      Sorcerer in Terminator Armour 5"3+3+445392+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Inferno Combi-bolter 24"Rapid Fire 24-21-
  • No Force Org Slot

    • Relics of the Thousand Sons (2 Relics)

      Categories: No Force Org Slot

  • Elites [11 PL, 238pts]

    • Scarab Occult Terminators [11 PL, 238pts]

      Selections: Hellfyre Missile Rack [22pts]

      Categories: Elites, Infantry, Heretic Astartes, Psyker, Terminator, Thousand Sons, Tzeentch, Scarab Occult Terminators, Chaos

      Abilities: All is Dust, Death to the False Emperor, Teleport Strike, Terminator Armour, Unit: Scarab Occult Terminator, Weapon: Hellfyre Missile Rack

      • Scarab Occult Sorcerer [44pts]

        Selections: Force stave [8pts], Inferno Combi-bolter [3pts]

        Psychic Power: Smite, Psyker: Scarab Occult Sorcerer, Unit: Scarab Occult Sorcerer, Weapon: Force stave, Inferno Combi-bolter

      • 3x Terminator [120pts]

        Selections: 3x Inferno Combi-bolter [9pts], 3x Powersword [12pts]

        Weapon: Inferno Combi-bolter, Power sword

      • Terminator w/ Heavy Weapon [52pts]

        Selections: Power sword [4pts], Soulreaper cannon [15pts]

        Weapon: Power sword, Soulreaper Cannon


      Abilities Description Ref
      All is Dust Add 1 to the saving throws for Scarab Occult Terminators if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Scarab Occult Terminators.
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Teleport Strike During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
      Terminator Armour This model has a 5+ invulnerable save.
      Psychic Power Warp ChargeRangeDetails Ref
      Smite 518"If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Scarab Occult Sorcerer 11Smite and one power from the Discipline of ChangeWhen a Scarab Occult Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
      Unit MWSBSSTWALdSave Ref
      Scarab Occult Sorcerer 5"3+3+442292+
      Scarab Occult Terminator 4"3+3+442282+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Hellfyre Missile Rack 24"Heavy 28-2D3-
      Inferno Combi-bolter 24"Rapid Fire 24-21-
      Power sword MeleeMeleeUser-31-
      Soulreaper Cannon 24"Heavy 45-31-
  • Troops [18 PL, 294pts]

    • Rubric Marines [7 PL, 107pts]

      Categories: Psyker, Infantry, Heretic Astartes, Tzeentch, Troops, Thousand Sons, Rubric Marines, Chaos

      Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

      • Aspiring Sorcerer [27pts]

        Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

        Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

      • 4x Rubric Marine w/ Inferno Boltgun [80pts]

        Selections: 4x Inferno boltgun [8pts]

        Weapon: Inferno boltgun


      Abilities Description Ref
      All is Dust Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines.
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Favoured of Tzeentch This model has a 5+ invulnerable save.
      Psychic Power Warp ChargeRangeDetails Ref
      Smite 518"If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Aspiring Sorcerer 11Smite and one power from the Discipline of ChangeWhen an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
      Unit MWSBSSTWALdSave Ref
      Aspiring Sorcerer 6"3+3+441283+
      Rubric Marine 5"3+3+441173+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Inferno Bolt Pistol 12"Pistol 14-21-
      Inferno boltgun 24"Rapid Fire 14-21-
    • Rubric Marines [7 PL, 107pts]

      Categories: Psyker, Infantry, Heretic Astartes, Tzeentch, Troops, Thousand Sons, Rubric Marines, Chaos

      Abilities: All is Dust, Death to the False Emperor, Favoured of Tzeentch, Unit: Rubric Marine

      • Aspiring Sorcerer [27pts]

        Selections: Force stave [8pts], Inferno Bolt Pistol [1pts]

        Psychic Power: Smite, Psyker: Aspiring Sorcerer, Unit: Aspiring Sorcerer, Weapon: Force stave, Inferno Bolt Pistol

      • 4x Rubric Marine w/ Inferno Boltgun [80pts]

        Selections: 4x Inferno boltgun [8pts]

        Weapon: Inferno boltgun


      Abilities Description Ref
      All is Dust Add 1 to the saving throws for Rubric Marines if the attack has a Damage characteristic of 1. In addition, the -1 modifier to hit rolls for moving and shooting with a Heavy weapon does not apply to Rubric Marines.
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Favoured of Tzeentch This model has a 5+ invulnerable save.
      Psychic Power Warp ChargeRangeDetails Ref
      Smite 518"If manifested, the closest visible enemy unit within 18" of the psyker suffers 1 mortal wound. If the result of the Psychic test was more than 10 the target suffers D3 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Aspiring Sorcerer 11Smite and one power from the Discipline of ChangeWhen an Aspiring Sorcerer manifests the Smite psychic power, he inflicts 1 mortal wound instead of D3, and D3 mortal wounds instead of D6 if the Psychic Test is 10 or more.
      Unit MWSBSSTWALdSave Ref
      Aspiring Sorcerer 6"3+3+441283+
      Rubric Marine 5"3+3+441173+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Inferno Bolt Pistol 12"Pistol 14-21-
      Inferno boltgun 24"Rapid Fire 14-21-
    • Tzaangors [4 PL, 80pts]

      Selections: Brayhorn [10pts], 9x Tzaangor w/ Tzaangor Blades [63pts]

      Categories: Troops, Infantry, Chaos, Tzeentch, Tzaangors, Heretic Astartes, Thousand Sons

      Abilities: Aura of Dark Glory, Brayhorn, Relic Hunters, Unit: Tzaangors

      • Twistbray [7pts]

        Selections: Tzaangor blades

        Unit: Twistbray, Weapon: Tzaangor blades


      Abilities Description Ref
      Aura of Dark Glory All models in this unit have a 5+ invulnerable save.
      Brayhorn Add one to Advance and charge rolls for a unit that includes a Brayhorn.
      Relic Hunters You can re-roll failed hit rolls in the Fight phase for this unit when targeting a CHARACTER.
      Unit MWSBSSTWALdSave Ref
      Twistbray 6"3+4+441276+
      Tzaangors 6"3+4+441166+
      Weapon RangeTypeSAPDAbilities Ref
      Tzaangor blades MeleeMeleeUser-11Each time the bearer fights, it can make 1 additional attack with this weapon.

Supreme Command Detachment +1CP (Chaos - Thousand Sons) [21 PL, 363pts]

Rules: Brotherhood of Sorcerors, Daemonic Ritual, Disciples of Tzeentch

  • HQ [21 PL, 363pts]

    • Exalted Sorcerer [7 PL, 121pts]

      Selections: Boon of Mutation, Force stave [8pts], Inferno Bolt Pistol [1pts], Warptime

      Categories: HQ, Character, Heretic Astartes, Thousand Sons, Tzeentch, Infantry, Sorcerer, Exalted Sorcerer, Psyker, Chaos

      Abilities: Death to the False Emperor, Favour of Tzeentch, Lord of the Thousand Sons, Boon of Tzeentch - D6 Roll: -, 02 - Spawndom, 03 - Arcane Occulum, 04 - Temporal Distortion, 05 - Prescient Foresight, 06 - Esoteric Insight, 07 - The Eye Opens, 08 - Aura of Illusion, 09 - Aetherflame, 10 - Crystalline Body, 11 - Fragment of Immortality, 12 - Daemonhood, Psychic Power: Boon of Mutation, Smite, Warptime, Psyker: Exalted Sorcerer, Unit: Exalted Sorcerer, Weapon: Force stave, Frag grenade, Inferno Bolt Pistol, Krak grenade


      Abilities Description Ref
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Favour of Tzeentch This model has a 5+ invulnerable save.
      Lord of the Thousand Sons You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
      Boon of Tzeentch - D6 Roll Effect Ref
      - Boons last for the rest of the battle. The same Boon cannot be received by a model more than once - if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). In the unlikely event of a character accruing all of the available boons besides Spawndom and Daemonhood, roll a single D6 instead; on a roll of 1-3, they receive the Spawndom result; on a roll of 4-6, they receive the Daemonhood result. Chaos Spawn and Daemon Princes of Tzeentch created by this effect must have the TZEENTCH keyword and do not cost any reinforcement points in a matched play game.
      02 - Spawndom Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to to your army. If you do so, set up the Chaos Spawn within 6" of the character before removing them.
      03 - Arcane Occulum Add 6" to the range of all the character's shooting weapons.
      04 - Temporal Distortion Add 3" to the character's Move characteristic.
      05 - Prescient Foresight Each time the character loses a wound, roll a d^; on a 6 they do not lose that wound. If the character already has an ability with a similar effect, add 1 to any dice you make for them to avoid losing wounds instead.
      06 - Esoteric Insight Add 1 to any Psychic tests you take for the character.
      07 - The Eye Opens Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
      08 - Aura of Illusion Subtract 1 from hit rolls that target the character in the Fight phase.
      09 - Aetherflame Add 1 to the Damage characteristic of the character's melee weapons.
      10 - Crystalline Body Add 1 to the character's Toughness characteristic.
      11 - Fragment of Immortality Add 1 to the character's Wounds characteristic.
      12 - Daemonhood Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince of Tzeentch to your army. If you do so, set up the Daemon Prince of Tzeentch within 6" of the character before removing them.
      Psychic Power Warp ChargeRangeDetails Ref
      Boon of Mutation 73"If manifested, select a friendly THOUSAND SONS CHARACTER (but not a DAEMON CHARACTER) within 3" of the psyker. Roll 2D6 and consult the Boon of Tzeentch chart to see what effect this power has on that character for the rest of the game.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Warptime 63"If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
      Psyker CastDenyPowers KnownOther Ref
      Exalted Sorcerer 21Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change.
      Unit MWSBSSTWALdSave Ref
      Exalted Sorcerer 6"2+2+445493+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Frag grenade 6"Grenade D6301-
      Inferno Bolt Pistol 12"Pistol 14-21-
      Krak grenade 6"Grenade 16-1D3-
    • Exalted Sorcerer [7 PL, 121pts]

      Selections: Death Hex, Force stave [8pts], Gift of Chaos, Inferno Bolt Pistol [1pts]

      Categories: HQ, Character, Heretic Astartes, Thousand Sons, Tzeentch, Infantry, Sorcerer, Exalted Sorcerer, Psyker, Chaos

      Abilities: Death to the False Emperor, Favour of Tzeentch, Lord of the Thousand Sons, Psychic Power: Death Hex, Gift of Chaos, Smite, Psyker: Exalted Sorcerer, Unit: Exalted Sorcerer, Weapon: Force stave, Frag grenade, Inferno Bolt Pistol, Krak grenade


      Abilities Description Ref
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Favour of Tzeentch This model has a 5+ invulnerable save.
      Lord of the Thousand Sons You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
      Psychic Power Warp ChargeRangeDetails Ref
      Death Hex 812"If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.
      Gift of Chaos 66"If manifested, select a visible enemy model within 6" of the psyker and roll a D6. If the result is greater than the enemy's Toughness, it suffers D3+3 mortal wounds. If a CHARACTER is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Psyker CastDenyPowers KnownOther Ref
      Exalted Sorcerer 21Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change.
      Unit MWSBSSTWALdSave Ref
      Exalted Sorcerer 6"2+2+445493+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Frag grenade 6"Grenade D6301-
      Inferno Bolt Pistol 12"Pistol 14-21-
      Krak grenade 6"Grenade 16-1D3-
    • Exalted Sorcerer [7 PL, 121pts]

      Selections: Force stave [8pts], Inferno Bolt Pistol [1pts], Prescience, Warptime

      Categories: HQ, Character, Heretic Astartes, Thousand Sons, Tzeentch, Infantry, Sorcerer, Exalted Sorcerer, Psyker, Chaos

      Abilities: Death to the False Emperor, Favour of Tzeentch, Lord of the Thousand Sons, Psychic Power: Prescience, Smite, Warptime, Psyker: Exalted Sorcerer, Unit: Exalted Sorcerer, Weapon: Force stave, Frag grenade, Inferno Bolt Pistol, Krak grenade


      Abilities Description Ref
      Death to the False Emperor Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
      Favour of Tzeentch This model has a 5+ invulnerable save.
      Lord of the Thousand Sons You can re-roll hit rolls of 1 made for friendly THOUSAND SONS units within 6" of this model.
      Psychic Power Warp ChargeRangeDetails Ref
      Prescience 718"If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
      Smite 518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
      Warptime 63"If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
      Psyker CastDenyPowers KnownOther Ref
      Exalted Sorcerer 21Smite and two powers from the Dark Hereticus discipline and/or Discipline of Change.
      Unit MWSBSSTWALdSave Ref
      Exalted Sorcerer 6"2+2+445493+
      Weapon RangeTypeSAPDAbilities Ref
      Force stave MeleeMelee+2-1D3-
      Frag grenade 6"Grenade D6301-
      Inferno Bolt Pistol 12"Pistol 14-21-
      Krak grenade 6"Grenade 16-1D3-

Force Rules

Brotherhood of Sorcerors: If your army is Battle-forged, PSYKER units in THOUSAND SONS Detachments gain the following ability. The ranges of all psychic powers manifested by units with this ability are increased by 6".

Daemonic Ritual: Instead of moving in their Movement phase, any THOUSAND SONS CHARACTER can, at the end of their Movement phase, attempt to summon a TZEENTCH DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn).

Roll up to 3 dice - this is your summoning roll. You can summon to the battlefield one new TZEENTCH DAEMONS unit that has the Daemonic Ritual ability and a Power Rating equal to or less than the total result. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.

Disciples of Tzeentch: If your army is Battle-forged, Troops units in THOUSAND SONS Detachments gain the following ability. A unit with this ability that is within range of an objective marker (as specified in the mission) controls it even if there are more enemy models in range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models in range as normal.

Selection Rules

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do so, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have the choice of allegiance, such as Furies, the unit when summoned will have this keyword.) This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds.


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