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Codex Thousand Sons

HQ
Ahriman - 250
WS
BS

LD

5
5
4
4
Unit composition: Ahriman (unique)

10

Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
The Black Staff of Ahriman
Range
-

SV
2+/4++

Type
In(ch)

AP

Type

.+1

- Force
- Melee
-Ahriman may manifest up to 3
Witchfire poers per turn
provided that he has enough
warp charge

Ohrmuzd's pendant:
Ahriman may Re-roll failed psychic tests
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 4
Fearless
Veterans of the Long War
Independant Character
Eternal Warrior
Adamantium Will
Magister Templi of the Corvidae:
Ahriman must generate two additional spells on the discipline of divination
Warlord Trait
2. Master of Deception
Note: all of the god specific chaos special characters should really get EW back not just abby.
Especially lucius the eternal that shit's just common sense. Not to mention if Moloc gets it so should
Kharn.

Hathor-Maat - 230
WS
BS

7
5
4
4
Unit composition: Hathor-Maat (unique)
Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Staff of Hastar:
Range
-

Blade of Imhoden:
Range
-

LD

10

SV
2+/4++

Type
In(ch)

AP

Type

User

-Any benefits gained from a


psychic power may instead be
alocated to a friendly unit
within 6
-Force
-Specialist Weapon
-Melee

AP

Type

.+1

-Dualists Edge
-Specialist Weapon
-Force
-Melee

Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 3
Fearless
Veterans of the Long War
Independant Character
Magister Templi of the Pavoni
Hathor-Maat must generate two additional spells on the discipline of Biomancy
Dualists Vanity
Hathor-Maat must issue and accept chalenges
Warlord Trait
4. The Diabolist
For those that don't know: Hathor Maath was one of the 9 captains of the Thousand Sons during the
Great Crusade and Horus Heresy, he was also the Magister Templi of cult Pavoni which for those
not in the know means he's the big boss of all biomancers and one of the people who helped create
biomancy as it is today. He is one of the only captains other than Ahriman who might still be alive.

Sorcerer - 100
WS
BS

5
5
4
Unit composition 1 Sorcerer

LD

10

SV
3+/4++

Type
In(ch)

Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Options:
May Take up to two additional mastery levels 25pts/level
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark
Glory with Terminator Armour and a Combi-Bolter. - 20
A sorcerer in terminator armour may take items from the Terminator weapons, Chaos
Rewards, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
May take a Psychic Specialization.

Dust Lord (Name still pending) - 80


WS
BS
S
T
4*
4*
4
Unit composition 1 Dust Lord

LD

2*

1*

10

SV
3+/4++

Type
In(ch)

Wargear:
Power Armour
Frag Grenades
Krak Grenades
Master-crafted Force Weapon (any CCW that replaces this one is also Master-crafted)
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Fearless
Veterans of the Long War
Independant Character
Adamnatium Will
Battle Spirit
As the Battle rages on more of the Dust Lords fomer self is re-awekaned, sometimes even
gaining power greater than what he had as a mortal. For every game turn the Dust lord is in
Play he gains +1 Weapon Skill, +1 Ballistic skill, +1 Attack and +1 Initiative (to a max of 7)
Lifless Automaton
May not be your warlord and may not be taken as an HQ in allied detachments
Options:
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Frag Grenades, Krak Grenades, Bolt Pistol and Aura of Dark
Glory with Terminator Armour and a Combi-Bolter. - 30
A Dust Lord in terminator armour may take items from the Terminator weapons, Chaos
Rewards, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
Notes: Basic idea behind this unit is to have a melee specialized Rubric marine support HQ, fluff
wise they would be marines so tenacious that even after the rubric something of their former self
still shines through, though it is only really shownn in battle otherwise being in a near compleatly
catatonic state even under a sorcerers direct command.

Thousan Sons Warpsmith - 155


WS
BS
S

LD

4
5
4
4
2
Unit composition 1 Thousan Sons Warpsmith

10

SV
2+/4++

Type
In(ch)

Wargear:
Arteficer Armour
Frag Grenades
Krak Grenades
Force Axe
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Master of Mechanisms
Shatter Defences
Options:
May Take one additional mastery level 20pts
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour, Bolt Pistol and Aura of Dark Glory with Terminator Armour and
a Combi-Bolter. - Free
A sorcerer in terminator armour may take items from the Terminator weapons, Chaos
Rewards, Special Issue Wargear and/or Chaso Artefacts sections of the Wargear list.
May take a Psychic Specialization.
Daemon Prince of Tzeentch - 160
WS
BS
S
T

9
5
6
5
4
Unit composition 1 Daemon Prince of Tzeentch

LD

SV

10

5++

Type
In(ch)

Wargear:
Power Armour
Force sword
Special Rules:
Daemon of Tzeentch
Psyker Mastery Level 1
Fearless
Veterans of the Long War
Independant Character
Options:
May take wings 40pts
Ppower Armour 30pts
May take up to two additional mastery levels 25pts/ level
May take Items from the Meele weapons and/or Thousand Sons Artefacts sections of the Wargear
list.

Hidden One Vigilator - 150


WS
BS
S

LD

5
5
4
4
2
Unit composition 1 Hiddenn One Vigilator

10

SV
3+/4++

Type
In(ch)

Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Boltgun
Aura of Dark Glory
Inferno/Kraken/Tempest/Scorpius Bolts
Cameleoline
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Generates his powers on Telepathy and Divination.
Fearless
Veterans of the Long War
Independant Character
Sabotage!
Options:
May Take an additional mastery level 25 pts
May take Items from the Meele weapons, Ranged Weapons, Chaos Rewards, Special Issue
Wargear and/or Thousand Sons Artefacts sections of the Wargear list.
May exchange his Power Armour with Scout Armour, this grants him the Infiltrate and Move
Thorough Cover Special Rules - Free
May take a Psychic Specialization.
For those that don't know: The hidden ones are an extremely secretive organistaion of infiltartors
and spies that exist(ed?) within the Thousand Sons and were originally commanded by Amon
captain of the 9th fellowship, though since his death at the hands of Ahriman one would assume that
they have since fallen under the controll of other individualls, with at least some sifding with
ahrimann seeing as he took most of Amons Warband as his own. Nothing oficcial is known about
them other than that they can have deep cover agent so good and soo deep under cover they don't
even realize they're spies themselves.

Troops
Thousand Sons - 150 (140)
WS
BS

LD

SV

Type

Rubric
Marines

10

3+/4++ In

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol (Sorcerer only)
Inferno Bolts
Boltgun
Aura of Dark Glory
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1 (Sorcerer only)
Sorcerer Commands (Rubric marines only) If there is no psyker in the squad then this unit loses
the relentless rule and instead gains the Slow and Purposeful rule annd acts as if under night
fighting.
Fearless
Veterans of the Long War
Options:
Up to 15 additional Rubric marines 23pts/model
One rubric marine may replace their boltgun with one of the following:
Flamer 5 pts/model
Melta gun 10 pts/model
Plasmagun 15 pts/model
For every 9 member of the squad another rubric marine may replace their boltgun with one of the
following
Flamer 5 pts/model
+ Infernal Promethium 5 pts/model
Melta gun 10 pts/model
Plasmagun 15 pts/model
Heavy Bolter 15 pts/model
Heavy flamer 15 pts/model
Autocannon 15 pts/model
The Aspiring Sorcerer may take:
An additional mastery level 20
Melta bombs 5 pts/model
items from the Meele weapons and/or Ranged Weapons sections of the Wargear list
One model in the unit may take an Icon of Flame 5 pts
The Squad may buy a Rhino deadicated transport 35 pts

Cultists 60
WS

BS

LD

SV

Type
In

Cultist

6+/6++

Cultist
Champion

6+/6++ In(ch)

Tzaangor
Tribesman

6+/6++

6+/6++ In(ch)

Tzangor
Boss
Thrall
Wizard

6++

In

In

Unit composition 1 cultist champioon 10 Cultists


Wargear:
Improvised Armour
Autopistol (Cultists Only)
Special Rules:
Champion of Chaos (champion only)
Mark of Tzeenzch
Brotherhood of sorcerers [for every 10 members present they are 1 mastery level](Thrall Wizards only)
Options:
May add up to 25 cultists 5pts/model
Any cultist may exchange their Autopistols for Autoguns 1pt/model
For every 10 models in the unit, one cultist may repplace their autopistol with one of the following
Heavy stubber 5 pts/model
Flamer 5 pts/model
The Cultist Champion or Tzangor Boss may take a
Chain Axe 3 pts
Heavy Chainsword 5 pts
Power weapon 15 pts
Bolt Pistol 2 pts
A Shotgun 2 pts
Each Cultist May be uppraded to a Thrall Wizard 2 pts/model
Each Cultist May be uppraded to a Tzaangor Mob 2 pts/model and 10 pts for the Champion
One model in the unit may take an Icon of Flame 5 pts
One model may take an icon of vengance 35 pts

Thousand Sons Neophytes - 90


WS
BS
S

LD

SV

Type
In

Thousand Sons
Neophyte

4+/5++

Prodigal
Neophyte

4+/4++ In(ch)

Aspiring
Sorcerer

10

4+/4++ In(ch)

Unit composition 4 Thousand Sons Neophytes and 1 Prodigal Neophyte


Wargear:
Scout armour
Bolt pistol
Boltgun
Frag and krak grenades
Dark Aura (Thousand Sons Neophytes only)
- Grants a 6++ save

Force Dagger (Prodigal Neophyte only)


Aura of Dark Glory
Force Weapon (Aspiring Sorcerer only)
Inferno Bolts (Aspiring Sorcerer only)
Special Rules:
Infiltrate
Move Through Cover
Scouts
Brotherhood of Sorcerers (All Neophytes only)
Psyker (Mastery Level 1) (Aspiring Sorcerer only)

Despite not having the Brotherhood of Sorcerers rule the squad may use the aspiring sorcerers leadership, any spells he
may have and additionnal mastery levels.

Mark of Tzeentch
Options:
May add up to 5 additional Thousand Sons Neophytes 16 pts/model
You may buy an Aspirinng sorcerer instead of adding another member to the squad - 50pts
The Prodigal Neophyte may take weapons from the Ranged Weapons sections of the Wargear list
Any model may replace his boltgun with:
A shotgun or combat blade free
Any model may replace his bolt pistol with
A Hand flamer 5 pts
The whole squad may take Inferno Bolts 3 pts/model

Corupted Marines - 100


WS
BS

LD

SV

Type
In

Corupted
Marine

3+/5++

Corupted
Marine
Champion

3+/5++ In(ch)

Unit composition 4 Corupted Marines 1 Corupted Marine Champion


Wargear:
Close Combat Weapons
Power Armour
Special Rules:
Champion of Chaos(champion only)
Daemon
Fearless
Fleet
Options:
May add up to 15 Corupted Marines 18pts/model
The corrupted Marine Champion may buy up to two Gifts of Mutation. - 10pts each
The whole unit may take the Mark of Tzeentch 5pts/model
The whole unit may take one of the following mutations:
Streangth of the Damned: grants Shred 2pts/model
Vorpal Claws: all melee attacks are AP3 5pts/model
Supernatural Speed: +1 Attack +1 Innitiative 5pts/model
Chaotic Fury: grants Furious charge 3pts/model
Predators Bloodlust: Grants Scouts 2pts/model
Razor Claws: grants Rending 4pts/model
Daemonic Vigour: grants Feel no Pain 6pts/model
If the unit exceeds 10 models you may buy an Aspirinng sorcerer instead of adding another member
to the squad - 50pts

Elites
Chosen Sorcerers- 150
WS
BS
S

4
4
4
4
Unit composition 3 Chosen Sorccerers

LD

SV

Type

10

3+/4++

In(ch)

Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Narthecium (Pavoni Apothacary only)
Servo Arm (Pyrea Techmarine only)
Cognis Signum and Nuncio Vox (Athanaean Master of Signals only)
Special Rules:
Relentless
Mark of Tzeentch
Brotherhood of Psykers (mastery level x)

X is equal to the number of models in the squad

Psychic Death
- Any witchfore may be cast once per squad member as long as they all cast the same spell and they have enough wapchagrge.

Fearless
Veterans of the Long War
Battlesmith (Pyrea Techmarine only)
Scrier's Sight (Corvidae Diviner only)

fortify

All enemies that the The divinner and his squad are firing at have their cover saves reduced by 2, additionnaly models may
not infiltrate within 24 of the Diviner annd his unit.
(Raptoran master of defences only)
Any unit that has a model within 3 of the unit gains +1 to their cover saves and weapons firing at any units within the
same distance count as not having the Ignores Cover speial rule, this includes template weapons.

Options:1
Each may buy:
Items from the Meele weapons Ranged Weapons and/or Special Issue Wargear sections of the Wargear
list.
May buy an additional Mastery level 20 pts pts/model
Arteficer Armour 10 pts/model
Terminator armour 13 pts/model
Melta bombs 5 pts/model
Spell Familiar 5 pts/mastery level
May take a Psychic Specialization.
One sorcerer may be uppgraded to a:

Pavoni Apothacary 20pts


Pyrea Techmarine 20pts
Athanaean Master of Signals 30
Corvidae Diviner 25
Raptoran master of defences only 25

(Only one such uppgrade may b takenn per unit, also by doing so you must generate at least one power on the uppgrades respective
discipline.)

You may also take up to 6 additional Asprirng Sorcerers 50 pts/model


One model in the unit may take an Icon of Flame 5 pts
The Squad may buy a Rhino deadicated transport 35pts

The Squad may buy an Aether Ray, Land Raider or Storm Eagle deadicated transport (see unit entries)
1

For visual distinction diviners should be given birdlike helmets and masters of defence should be sculpted to be levitating objects
in their hand or infron of them

Thousand Sons Terminators 80


WS
BS
S

LD

SV

Type
In

Rubric
Terminators

10

2+/4++

Terminator
Sorcerer

10

2+/4++ In(ch)

Unit composition 2 Rubric Terminators


Wargear:
Terminator Armour
Combi-bolter
Inferno Bolts
Power Weapon
Force Weapon (Terminator Sorcerer only)
Special Rules:
Mark of Tzeentch
Psyker Mastery Level 1 (Terminator Sorcerer only)
Sorcerer Commands (Rubric Terminators only) If there is no psyker in the squad then this unit
loses the relentless rule and instead gains the Slow and Purposeful rules.
Fearless
Veterans of the Long War
Options:
Unless you choose to start this Squad attached to an Indipendant Character with Terminator armour
and the Psyker special rule you must buy:
Terminator Sorcerer 75 pts
Terminator Sorcerer may be Uppgraded to mastery level 2 20 pts
You may add up to 7 more Rubric Terminators 40pts/model
Any Rubric Terminator may choose one of the following three options:
Replace his Power weapon with one of the following:
- Lightning Claw 3 pts/model
- Power Fist 7 pts/model
- Chainfist 12 pts/model
Replace his Combi-bolter with a
- Combi-flamer, -melta, -plasma 5 pts/model
Replace his Combi-bolter and Power Weapon with a pair of lightinig claws 7 pts/model
For every 5 models in the unit, one Rubric Terminator may replace his Combi-bolter with one of the
following
Reaper Autocannon 30 pts/model
Heavy flamer 15 pts/model
One model in the unit may take an Icon of tzeentch - 15
The Squad may buy a Land Raider deadicated transport (see unit entry)
The Squad may buy a Storm Eagle deadicated transport (see unit entry)
The Sorcerer May take a Psychic Specialization.
The Sorcerer may buy Items from the Meele weapons and/or Ranged Weapons sections of the
Wargear list.

Thousand Sons Dreadnoughts


Name
WS
BS
S

HP

Type

Cost

Rubric
Dreadnought

12

12

10

2(3)

130

Sorcerer
Dreadnought

12

12

10

2(3)

W(ch)

200

Unit composition 1 Thousand Sons Dreadnought (Max 1 Sorcerer Dreadnought per detachment)
Wargear:
Power Fist
Multi-melta (Rubric Dreadnought)
Force Weapon (Sorcerer Dreadnought only)
Special Rules:
Psyker Mastery Level 2(Sorcerer Dreadnought only)
Psychic Pilot (Sorcerer Dreadnought only)
Deadicated to tzeentch
A rubric Dreadnought may exchange its Multi-melta and a Sorcerer Dreadnought may exchange
their Power Fist with one of the following options:
Dreadnought Close Combat Weapon (+1 Attack) Free
Twin-linked Heavy Bolter -5 pts
Twin-linked Autocannon - 15 pts
Plasma Cannon 10 pts
Twin-linked Lascannon 20 pts
Both Dreadnoughts may uppgrade up to two Close Combat Weapppons to incorperate a single:
Combi-bolter 5 pts
Heavy Flamer 15 pts
A Rubric Dreadnought may exchange any Power Fist with one of the folowinng:
Thunder/Force Hammer 5 pts
Power scourge/Nekhakha (Force Scourge) 10/15 pts
Twin-linked Heavy Bolter 5
Twin-linked Autocannon - 15 points
A sorcerer Dreadnought may replace either of his Close Combat Weappons with one of the
following:
Nekhakha (Force Scourge) 15pts
Heqa - 10
Lighting Khopesh - Free
The Sorcerer Dreadnought May take a Psychic Specialization and Items from the Chaso Rewards
sections of the Wargear
A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them
Same ppoints cost as usual apply
Any Dreadnought may buy a Dreadclaw deadicated transports 65 pts/model

Thousand Sons Contemptor Dreadnoughts


Name
WS
BS
S
F

HP

Type

Cost

Rubric
Contemptor
Dreadnought

13

12

10

2(3)

220

Sorcerer
Conntemptor
Dreadnough

13

12

10

2(3)

W(ch)

290

Unit composition 1 Thousand Sons Contemptor Dreadnought (Max 1 Sorcerer Dreadnought per
detachment)
Wargear:
Twin-linked Heavy Bolter (Rubric Dreadnought only)
Dreadnought Close Combat weapon with inbuilt Storm Bolter
Force weapon with inbuilt Storm Bolter (Sorcerer Conntemptor Dreadnough only)
Smoke Launchers
Special Rules:
Deadicated to tzeentch
Psyker Mastery Level 2: (Sorcerer Conntemptor Dreadnough only)
Psychic Pilot (Sorcerer Conntemptor Dreadnough only)
Fleet
Helfire Reactor
Options:
The Contemptor Dreadnoughts may exchange their Twin-linked Heavy Bolter or Dreadnought
Close Combat Weapon with one of the following options:
Multi-melta Free
Twin-linked Heavy Flamer Free
Twin-linked Autocannon - 5 points
Plasma Cannon - 10 points
Twin-linked Lascannon - 25 points
Butcher Cannon - 25
Heavy Conversion Beamer - 35 points
Dreadnought Close Combat Weapon with inbuilt Combi-Bolter (+1 Attack) - 10 points
Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points
The Contemptor Dreadnoughts may exchange their Dreadnought Close Combat Weapon
with inbuilt Combi-Bolter with one of the following options:
Twin-linked Autocannon - 5 points
Twin-linked Heavy Bolter 5
Chainfist with inbuilt Combi-Bolter (+1 Attack) - 15 points
The Contemptor may exchange the inbuilt storm bolters with one of
the following options:
Heavy Flamer - 10 pts each
Plsma Blaster 15 pts each (One only)
Soul Burner 20 pts each (One only)
The Contemptors may also have
an Extra Armour - 15 points
a Searchlight - 1 point
a carapace-mounted Havoc Launcher - 15 points
The Sorcerer Contemptor Dreadnought May take a Psychic Specialization and Items from the
Chaso Rewards sections of the Wargear
Any dreadnought may buy Dreadclaw deadicated transports 65 pts/model
A sorcerer Dreadnought may be joined by up to two Dreadnoughts and form a single unit with them

Hidden One Reconnaissance Team - 170


WS
BS
S
T

LD

SV

Type

Hidden
One Field
Agent

10

3+/4++

In

Elite Field
Agent

10

3+/4++

In(ch)

Unit composition 1 Elite Field Agent, 4 Hidden One Field Agents.


Wargear:
Power Armour
Frag Grenades
Krak Grenades
Force Dagger (Elite Field Agent only)
Boltgun
Bolt Pistol
Aura of Dark Glory
Shroud Bombs
Inferno Bolts
Special Rules:
Mark of Tzeentch
Brotherhood of psykers Mastery Level 1
Generates their powers on Telepathy and Divination.
Fearless
Veterans of the Long War
Scout
Accute Senses
Relentless
Options:
The Hidden One Reconnaissance Team may add:
Up to 5 Hidden One Field Agents 30 pts/model
Any Hidden One Field Agent may exchange their Boltgun for one of the following:
Sniper Rifle 5 pts/model
Space Marine Shotgun - Free
Close Combat Weapon Free
The Unit may take Cameleoline 5 pts/model
The Entire Unit may take Melta-bombs 5 pts/model
The Entire Unit may exchange their Power Armour With Recon Armour, his grants him the
Infiltrate and Move Thorough Cover Special Rules. Free
The Unit may upgrade it's Mastery Level to Mastery Level 2 20 pts
The Elite Field Agent may take items from the Meele weapons and/or Ranged Weapons sections
of the Wargear list.

Fast Attack
Disc Riders - 240
WS
BS

4
4
4
Unit composition 3 Disc riders

LD

10

SV
3+/4++

Wargear:
Disc of Tzeentch
Power Armour
Frag Grenades
Krak Grenades
Force Weapon
Bolt Pistol
Aura of Dark Glory
Inferno Bolts
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1
Brotherhood of Psykers (mastery level x)

X is equal to the number of models in the squad

Fearless
Veterans of the Long War
Options:
Each may buy:
Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.
May buy an additional Mastery level 20 pts/model
Melta bombs 5 pts/model
Spell Familiar 5 pts/mastery level
May also add up to 6 additional Disc Riders 80 pts/model

Type
Jb(ch)

Thousand sons Raptors 170 (160)


WS
BS
S

LD

SV

Type

Rubric
Marines

10

3+/4++ In

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol (Sorcerer only)
Inferno Bolts
Boltgun
Aura of Dark Glory
Jump Pack
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1 (Sorcerer only)
Veterans of the Long War
Sorcerer Commands (Rubric marines only) If there is no psyker in the squad then this unit loses
the relentless rule and instead gains the Slow and Purposeful rules.
Fearless
Options:
May add up to 5 Rubric marines 27 pts/model
Upp to two rubric marines may replace their boltguns with a:
Flamer 5
Meltagun 10
Plasma gun 15
The Aspiring Sorcerer may take:
An additional mastery level 20
Melta bombs 5
Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.
One model in the unit may take an Icon of Flame 5 pts

Aether Ray - 210


BS

3
11
Unit composition 1 Aether Ray
Capacity 3 models

HP

Type

11

10

Fl(hover), T, O

Wargear:
Daemonic Breath
Range

AP

Template

Type
Assault 1
Corrosion (4+)
Poison (4+)
Torrent

Special Rules:
Daemonforg
It Will Not Die
Daemon
Mark of Tzeentch
Vector Dancer
Options:
May be uppgraded to a group sized Aether Ray 40 pts
Doing so increases the transport capacity to 9 models
For those that don't know: Aether Rays are Basically giant Screamer Shaped Daemon engines that
breath daemonic fire and transpost important individuals, and they're bloody fast to boot.
Chaos Spawn - 30
WS
BS

LD

SV

Type

3
0
5
5
Unit composition 1 Chaos Spawn

D6

10

Be

Special Rules:
Fear
Fearless
Mutated Beyond Reason
Rage
Rando Attacks
Very Bulky
Options:
May add up to 4 Chaos Spawn 30 pts/model
Each Spawn may be given the Mark of Tzeentch 2 pts/model

Storm Eagle Assault Gunship- 215


BS
F

4
12
12
Unit composition 1 Storm Eagle Assault Gunship
Capacity 20 models

HP

Type

12

Fl(hover), T

Access Points:
The Storm Eagle has four access points: one on both sides and ramps at the front and rear.
Wargear:
One hull-mounted twin-linked heavy bolter
One hull-mounted Vengeance launcher
Ceramite plating
Special Rules
Deep Strike
Assault Vehicle
Deadicated to tzeentch
Options
A Storm Eagle may exchange its twin-linked heavy bolter for:
a twin-linked multi-melta - 15 pts/model
Twin-linked Reaper Auto cannon 15 pts/model
A Storm Eagle may take one of the following upgrades:
four wing-mounted Hellstrike missiles - 40 pts/model
two wing-mounted twin-linked lascannon 60 pts/model
A Storm Eagle may take any of the following upgrades:
Searchlight 1 pt/model
Extra armour 15 pts/model

Thousand sons Bikers - 120 (110)


WS
BS
S

LD

SV

Type

Rubric
Biker

10

3+/4++ In

Biker
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Biker Sorcerer 2 Rubric Bikers


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol
Inferno Bolts
Aura of Dark Glory
Chaos Bike
Close Combat Weapon (Rubric marines only)
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1 (Sorcerer only)
Veterans of the Long War
Sorcerer Commands (Rubric marines only) If there is no psyker in the squad then this unit loses
the relentless rule and instead gains the Slow and Purposeful rules.
Fearless
Options:
May add up to 7 Rubric Bikers 30 pts/model
Up to 2 Rubric Bikers May replace their Bikes Twin-linnked Bolter with one of the following:
Twin-linked Flamer 15 pts/model
Twin-linked Meltagun 25 pts/model
Twin-linked Plasmagun 25 pts/model
Or up to 2 Rubric Bikers May replace their Close Combat Weapons for a
Flamer 5 pts/model
Meltagun 10 pts/model
Plasmagun 15 pts/model
The Biker Sorcerer may take:
An additional mastery level 20 pts/model
Melta bombs 5 pts/model
items from the Meele weapons and/or Ranged Weapons sections of the Wargear list
One model in the unit may take an Icon of Flame 5 pts

Heavy Support
Mirrorfiend WS
BS

HP

Type

3
4
8
12
10
10
4
2
3
Fl, W
Unit composition 1 Mirrorfiend (It's a flying scarab shapped daemon engine full of lords of change)
Wargear:
Daemon Pincers
Range
-

AP

Type

user

-Melee
-Crush:
May substitute all of it's attacks
for a single attack with the
Armourbane, Instant Death and
Unweildy rules

Special Rules :
Mirror of Souls

Any time an action is made by an enemy unit that targets the Mirrorfiend, the unit that performed the action must take a
leadership test at -2 leadership with an aditional -1 if they are from Codex Sisters of Battle, Codex Grey Knights or are a
Psyker from a codex that is affiliated with the imperium. If they fail, the action is forfeit and if they pass they contunue as
normal except at -1 intiative if they are attacking in the assault phase.
Mastery Level 2 (maybe i could remove this to make it less of an apocalypse unit?)

Psyker
Daemon
It Will Not Die
Daemon of Tzeentch
Daemonforge
Vector Dancer
Psychic Pilot
Meteoric descent

Chaos Decimator Daemon Engine - 220


WS
BS
Str
F

HP

Type

3
3
8
13
12
11
Unit composition 1 Chaos Decimator Daemon Engine

Wargear
Two Decimator siege claws
with in-built heavy flamers (additionalAttack included in profile)
Special Rules
Daemon
UnholyVigour
Daemonic Possession
Deadicated to Tzeentch
Options
The Decimatormayreplace either of its Decimatorsiege claws and
in-built heavy flamerswith one of the followingweapons. For each
clawthat isreplaced itsAttacks are reduced by-1.
Butchercannon - 20 pts
Stormlaser - 15 pts
Soul burner petard - 10 pts
Heavyconversion beamer - 35 pts
The Decimator may also take any of the following upgrades:
Searchlight 1 pt
Smoke launchers - 3 pts

Thousand sons Havocs 150 (140)


WS
BS
S

LD

SV

Type

Rubric
Marines

10

3+/4++ In

Aspiring
Sorcerer

10

3+/4++ In(ch)

Unit composition 1 Aspiring Sorcerer 4 Rubric marines


Wargear:
Power Armour
Frag Grenades (Sorcerer only)
Krak Grenades (Sorcerer only)
Force Weapon (Sorcerer only)
Bolt Pistol (Sorcerer only)
Inferno Bolts
Boltgun
Aura of Dark Glory
Special Rules:
Relentless
Mark of Tzeentch
Psyker Mastery Level 1 (Sorcerer only)
Sorcerer Commands (Rubric marines only) If there is no psyker in the squad then this unit loses
the relentless rule and instead gains the Slow and Purposeful rules.
Fearless
Veterans of the Long War
Options:
Up to five additional Rubric marines 23pts/model
Up to four may replace their boltgun with one of the following:
Flamer 5pts
Heavy Bolter 15
Autocannon 15
Melta gun 10
Heavy flamer - 15
Plasmagun 15
Missile launcher (with Frag and Crack) 15
May also take Flakk Missiles 10
Lascannon 20
The Aspiring Sorcerer may take:
An additional mastery level 20
Items from the Meele weapons and/or Ranged Weapons sections of the Wargear list.
One model in the unit may take an Icon of Flame 5 pts
The Squad may buy a Rhino deadicated transport 35

Forgefiend - 200
WS
BS

3
3
6
Unit composition 1 Forgefiend

HP

Type

12

12

10

Wargear:
Two Hades Autocannons
Daemonic possession
Special Rules:
Daemon
Daemonforge
Fleet
It Will Not Die
Deadicated to Tzeentch
Options:
May replace both Hades Autocannons with Ectoplasma cannons Free
May replace both Hades Autocannons with Baleflamers 25 pts
May take one of the following:
an additional ectoplasma cannon 25 pts
an additional Hades Autocannon 25 pts
Maulerfiend - 135
WS
BS

HP

Type

3
3
6
12
Unit composition 1 Maulerfiend

12

10

Wargear:
Two Power fists
Two Magma Cutters
Daemonic possession
Special Rules:
Daemon
Daemonforge
Fleet
It Will Not Die
Move Through cover
Siege Crawler
Deadicated to Tzeentch
Options:
May replace both magma Cutter with Two sets of lasher tendrils 10pts

Chaos Predator- 100


BS

4
13
Unit composition 1 Chaos Predator

HP

Type

11

10

Tn

Wargear:
Predatorcannon
Searchlight
Smoke launchers

Special Rules:
Deadicated to Tzeentch

Options:
May take two side sponsons which are both armed with one of the following:
Heavy Bolters 20 pts
Heavy Flamer 20 pts
Lascannon 30 pts
May replace its Predatorcannon with:
A Twin-linked lascannons 15 pts
Flamestorm cannon 15 pts
Chaos predators may take items from the Chaos Vehicle Equipment list.

Chaos Vindicator- 125


BS
F
4
13
Unit composition 1 Chaos Vindicator

HP

Type

11

10

Tn

Wargear:
Demolisher cannon
Searchlight
Smoke launchers

Special Rules:
Deadicated to Tzeentch

Options:
May take a siege shield 10 pts/model
Chaos Vindicator may take items from the Chaos Vehicle Equipment list.

Chaos Land Raider - 230


BS
F

HP

Type

4
14
14
Unit composition 1 Chaos Land Raider

14

Tn, T

Wargear:
Hull mounted twin-linked Heavy Bolter
Searchlight
Smoke launchers
Two sponson mounted Lascannons

Special Rules:
Deadicated to Tzeentch
Assault Vehicle

Options:
May excgange it's two sponson mounted Lascannons for two sponson mounted Quead Heavy bolters. - 20
Chaos Land Raider may take items from the Chaos Vehicle Equipment list.

Deadicated Transports
Chaos Rhino - 37
BS

4
11
Unit composition 1 Chaos Rhino

HP

Type

11

10

Tn, T

Wargear:
Combi-bolter
Searchlight
Smoke launchers
Special Rules:
Deadicated to Tzeentch

Transport capacity:
Ten models
Options:
Chaos Rhinos may take items from the Chaos Vehicle Equipment list.

Dreadclaw - 65
BS

12
Unit composition 1 Dreadclaw

HP

Type

12

12

Fl(hover), T

Transport capacity:
Ten models or a (Contemptor) Dreadnought.
Access Points:
There is an access hatch on the bottom of the Dreadclaws hull, in practice a unit may deploy
withing 2 of the hull.
Special Rules:
Deep Strike
Assault Vehicle

Discipline of Tzeentch
0. Tzeentches Fire Storm
Warp Charge 1, Witchfire.
Range

AP

Type

24

1+D6

-Assault 1
-Blast
-Infernno
-Ignores Cover

1. Empathic Barter
Warp Charge 1, Blessing.
Range self or a model within 6", cast in the Movement phase. May subtract D3 from any
single characteristic of the target model in order to add D3 (rolled separately) to a different
characteristic of the target model. You may also use this to add Strength to a Ranged
weapon. The effect lasts until the beginning of your next turn.

2. Doom Bolt
Warp Charge 1, Beam.
Range

AP

Type

-Assault 1
-Detonate

Warp Charge 1, Witchfire.


Range

AP

Type

Template

-Assault 1
-Corrosion
-Poisoned (4+)

18

3. Breath of Chaos

4. Warptime
Warp Charge 1, Blessing.
Range self. This power may be used at the start of any players turn. If used the player
controlling the caster may choose to re-roll any to hit and/or to wound rolls for the rest of
the turn.

5. Gift of Mutation
Warp Charge 1, Focused Witchfire.
Choose a target within 12 of the caster. The target model must take a thougnes test, the test
is always failed on a roll of 6. If they fail they are instantly removed from play with no
saving throws of any kind allowed. They are then replaced with a chaos spawn that is
controlled by the casting player. If the Target was a Monstrous creature then replace it with a
Gian Chaos Spawn if available. This power does not affect other members of the Thousand
Sons, Daemons or Grey Knights.

6. Prescient Gaze
Warp Charge 2, Blessing.
Cast at the beginning of your Movement phase. May give a single unit within 18"
Interceptor and Skyfire. The effect lasts until the beginning of your next turn.

Thousand Sons Artefacts


Crown of Prospero 25 pts

Counts as a Psychic Hood and Sigil of Coruption. Grants a +2 bonus to Deny the witch rolls.

Talisman of Tzentch 15 pts

All enemy Psykers have -1 Ld for the purpose of psychic tests. If the opposing player also
carries a Talisman of Tzeentch the two talismans cancel eachother out.

Vortex Pendant 30 pts

Instead of shooting the bearer may chose to target one enemy psyker within line of sight.
The bearer must then take a Leadership test at -3 Ld. If he passes the the target psyker loses
one of their psychic powers chosen at random. May only be succesfully used once per
enemy psyker. After having used the Vortex pendant the bearer may not do anything for the
remainder of his turn.

Prismatic Amulet 20 pts

Any time the bearer fails an Invulnrabe save during the fight sub phase or in a challenge, roll
4d6 and subtract with the leadership of the model that caused the wound. The model that
caused the wound now takes that many wounds with no armour or cover saves allowed.

Pandemonium Stave 45 pts

Range

AP

Type

+Special

-Daemon Weapon
-Howling
-Living Magic
-Melee
-Two-handed

Living Magic: the Panndemonium Stave counts as a Spell Familiar


Howling: Grants the weilder the Fear Special Ruel as long as he is weilding the Weapon.
When rolling for the bonus attacks granted by the Daemonn Weapon Special Rule the
weapon grants a D6 Streangth bonus instead of an attack bonus.

Bedlam Staff 30 pts


Range

AP

Type

.+2

-Daemon Weapon
-Blind
-Concussive
-Melee
-Soul Blaze
-Two-handed

Range

AP

Type

User

-Melee
-Force

Warp Staff 40 pts

Perfect Focus: The weilder of the Warp Staff Allways succeds at casting psychic powers no
matter the roll, Any time the weilder suffers Perills of the warp instead ignore it and add a
Streangth bonus equal to the weilders Mastery Level to the next spell the weilder casts. If
the Next power the Wielder uses is not a Witchfire Power with a strenght value then nothing
happens.
Soulbound: The Warp Staff may be the only Melee weapon wielded by the carier of the
Warp Staff.

Warp Blade 25 pts

Range

AP

Type

User

-Melee
-Daemon Weapon

Any psyker that takes a Psychic test within 12 of the weilder must roll a D6. On a 4+
nothing happenns but otherwise the power fails and the psyker suffers from perills of the
warp.

Death Screamer 25 pts

In Close Combat Death Screamer Is simply a Two-handed Power Weapon with the Daemon
Weapon Special Rule
Death Screamer may also be used in the Shooting phase but does not count as having fired a
Shooting Weapon. It has the Following profile
Range

AP

Type

24

D3+Mastery level

-Assault D6
-Force

Rolling For The number of shots is considered the same as Rolling for the amount of attack
granted by a Daemon Weapon.

The Black Mace 45 pts


Range

AP

Type

User

-Melee
-Daemon Weapon
-Fleshbane
-Cursed

Scrolls of Magnus 30 pts

At the Begining of each of his turns the bearer of the Scrolls of Magnus may choose to
generate another spell from any available disipline or one from your enemy's Codex (if
applicable), every time the bearer does so he takes a Strenght 3 AP1 hit with no cover saves
allowed.

Dimensional Key 25 pts

Too lazy to write this shit down so i'll just say same as the main codex except it specifies
that it can be used with any allies that are battle brothers.

Blasted Standard 35 pts


Despite not usually having access the the Thousand Sons Artefacts section of the wargear

list, Sorcerer Warcovens and Disc Rider squads may buy this artefact.
All enemy psykers take Perils of the Warp attacks on any doubles roll to cast a power. Any
psychic powers cast by this Chosen unit or an Independent Character attached to it/carrying
the standard increase their range by 12".

Chaso Rewards
Spell Familiar 5pts/Mastery Level
Disc of Tzeentch 30pts
Personal Grimoire 25pts
The Bearer May Generate An additional power in any diciplines available to him.

Spell Tomes:
The Blessing of Magnus - 30pts
Warp Charge 1, Blessing
If the Sorcerer has been slain but still has at least 1 Warp Charge remaining he may choose
to cast the blessing of Mangus. Doing so makes him live for the remainnder of the turn as if
he had 1 wound left, in this state he may automatically pass psychic tests, leadership tests
and all his attacks in both the shooting and Assault phase hit on 2+. If the sorcerer manages
to slay any enemy characters while in this state he continnues to live with 1 wound
remaining. The Blessing of Magnnus may only be used once per game.
Sorcerers Brand - 30pts
Warp Charge 1, Blessing.
The sorcerer chooses one of their shooting attacks in the shooting phase, that attack now has
the Blast special rule. Any unit that suffers an unsaved wound from the weapon will become
marked and all psychic targeted at that unit by the sorcerer that marked them cannot be
denied, count as precision shots and all Focused Witchfire powers always hit their intended
target. If the target unit is or contains any psykers then all failed psychic tests made by that
unit result in Perils of the Warp. This spell can not be used on Plasma, Flame, Las or Melta
weapons.
The Dimensional Gate - 35
Warp Charge 1, Conjuration.
cast at the beginning of your Movement phase on the psyker and/or his unit. Remove the
unit and redeploy immediately by Deep Strike. If you suffer a Perils of the Warp attack but
the power succeeds, remove the unit and roll on the Mishaps table.
Dance on the Threads of Fate - 25
Warp Charge 1, Blessing.
range self or own unit. Warp Charge 1, cast at the beginning of your turn. The target unit
gains Jink, Fleet, and Shred. However, should the unit lose models to Dangerous Terrain
while this power is active, it will suffer D3 Perils of the Warp attacks. Lasts until the
beginning of your next turn.

Psychich Specializations
Pyrae:
The character is allowed to generated one additional power on the Pyromancy table. A
descendant of Pyrae must generate at least two powers from this discipline. 15pts/model
Athaean:
The character is allowed to generated one additional power on the Telepathy table. An
Athaean descendant must generate at least two Telepathy powers. 20pts/model
Pavoni:
The character is allowed to generated one additional power on the Biomancy table. The
Pavonian descendant must generate at least two Biomancy powers. 20pts/model
Corvidae:
The character is allowed to generated one additional power on the Divination table. They
must generate at least two Divination powers. 20pts/model
Raptora:
The character is allowed to generated one additional power on the discipline of Telekinesis,
and must always generate at least two powers from the discipline. 15pts/model

Melee Weapons
A model can replace one weapon with:
Lightining Khopesh 7pts/19 pts
Range

Heavy Khopesh - 15 pts/27 pts


Range

AP

Type

User

-Melee
-Force
-Dualists Edge
-Rending
-Specialist Weapon

AP

Type

.+1

-Melee
-Force
-Two-Handed
-Specialist Weapon

AP

Type

-Melee
-Force
-Flail
-Unweildy
-Specialist Weapon

AP

Type

user

-Melee
-Force
-Specialist Weapon

Nekhakha (Force Scourge) 20 pts/32 pts


Range
S

Heqa (Fore Scepter) 5 pts/17 pts


Range

Psychic Focus: Increases Range of all psychic powers by 6

Force Lance free/12 pts


Range

AP

Type

+1/-

.3/4

-Melee
-Force

AP

Type

+1.

-Melee
-Force
-Two-handed

Second set of stats is when not charging

Force Claymore - 5 pts/17 pts


Range

Any weapons purchased from this wargear section may be Master-crafted for 5pts/weapon
the second points cost is for when replacing a Combi bolter on a terminator.

Ranged Weapons
A model can replace one weapon with:

Hand flamer - free


Range

AP

Type

Template

Assault 1

Range

AP

Type

24

-Rapidfire

Combi-bolter - 3pts

Combi -flamer/-melta/-plasma 5pts

same as a Bolter but may once per game be fired as a flamer, meltagun or plasmagun

Plasma Pistol 15 pts


Range

AP

Type

12

-Pistol
-Gets hot!

Range

AP

Type

12

-Pistol
- Master-crafted

Range

AP

Type

12

-Pistol
-Deflagerate

Archeotech Pistol 20 pts

Volkite Serpenta 5 pts

Special Issue Wargear


Melta Bombs 5 pts
Jump pack 5/15 pts*
Chaos Bike 10/20 pts*
Sigil of Coruption 20/25 pts*
*second points cost is for HQ units

Warlord Traits
1.Architect of Fate

All friendly Psykers within 12 of the Warlord may reroll psychic tests.

2. Master of Deception

D3 units in your army can infiltrate.

3. The Thaumaturge

If the Warlord rolls doubles for a psychic power and it succeeds, he may take a Psychic test
to use it again immediately without expending Warp Charge. If it is a power that affects
himself or a friendly unit, he may cast it upon any friendly unit on which the power has not
been cast within 12" of the power's maximum range.

4. The Diabolist

If your opponent attempts to counter, with Deny the Witch, psychic hoods, or other similar
abilities, the warlord's Psychic powers in any way, you may subtract or add D3 from or to
any one roll he or you have to make.

5. Labyrinthine Mind

Before Infiltrators are deployed and Scouts make their moves, but after all other units have
deployed, you may choose two units and swap their location. This may bring a unit out of
Reserve or put it in (can not be a flyer). Furthermore, you may reroll the dice to Seize the
Initiative.

6. Fate Loom

The warlord may choose to re-roll up to 3 D6s per turn but for every D6 you choose to reroll your oponent may do the same at any point in the game.

Army wide Special Rules:


Vengeance for Prospero:
To represent the eternal grudge shared by both Space Wolves and the Thousand Sons, all units with
this rule have Preferred Enemy and Hatred against units from Codex: Space Wolves, in adition, all
units from aforementioned codex have Preferred Enemy against the units with this rule.
A Legion of Automatons:
To represent the Thousand Sons' nigh immunity to the powers of the Warp, and mostly mindless
nature any unit with this rule the ignores the Boon table, and the "Champions of Chaos" rule no
longer applies.
Notes: note sure weather to keep the parts in blue.

Inferno Bolts

inferno bolts grant AP3 to all Auto and Bolt wepons as described in the WH40K rulebook as
well as Space marine shotguns.

Infernal Promethium

Grants the same benefits as Inferno Bolts but to Flame and template weapons
Any model with such a weapon may buy this for 5 pts/model

Deadicated to tzeentch

Any vehicles with this rule count as having Inferno Bolts and may re-roll ones to hit or in
the case of blast weapons you may re-roll gets hot results.

Quad Heavy Bolter


Range

AP

Type

36

-Heavy 4
-Twin linked

Range

AP

Type

48

-Heavy 4

Predator cannon

Generating powers
Unless otherwise specified all psyker may generate their powers on the diciplines of
Tzeentch, Change, Biomancy, Divination, Pyromancy, Telekenisis and Telepathy.

Products and Ideas:


The basic and essential thing to release in combination with this codex would a new plastic
thousand sons kit, whihc really should be made anyway those moedls are like 15 years old.
Next thing would be an upgrade sprue to make the basic rubric marines into sorcerers for botht the
Disc Rider and Sorcerer Warcoven squads, it could easily be combined with a terminator uppgrade
sprue and would provide something like the dark angels uppgrade sprue with 5 robed PA legs and 1
robed TA ppair of legs for the aspiring terminator sorcerer in addition to 4 tabbards for the
terminators and 5 head dresses for the terminators as well that could be attached to their bodies, it
would also include one force weapon for each of the sorcerer legs and some more sorcerer-y heads.
Add in a smattering of gubbinz and you have a resipppie for succes. Perhaps some extra Heavy
weapons for the Thousand Sons could also be provided like a heavy flamer, an autocannon and a
hevy bolter, each approppriately ornate for the Sons.
Next item would be a simple sprue with something like 3 discs of tzeentch, this could also be done
in resin. The current Thousand sons upgrade sprue should also be kept but and additional spprue
should either be added or relace the one with the sorcerer on it to provide a seperate force weappon,
head and robed legs. The idea is that this could be used for havocs, raptors and bikers.
The Two Big kits for this release would be the Mirrorfiennd, your mandatory MC and the Aether
ray, your mandatory flyer. This together with the sons would be the biggest investments of such a
release. The Aether Ray kit could also come with bits for 3 more asppirinng sorcerers so that is you
buy it, the upgrade sprue and a box of plastic sons you get a full squad of aspirinng sorcerers.
For the rest of the moels in the codex you can just use stuff from the Chaos line and some
conversion and for beastmen you can just use WHFB beastmen but give them autopistols nikced
from your cultist.
Alternatively the realease would include a new box of plastic thousand sons, a 5 man box of
aspiring sorcerers with loads of different gubbinz alternate heads and parts to make all the cult
specific specialists, a seperate sprue with 3 discs of tzeentch, the mirrorfiend, the aether ray and an
upgrade sprue for terminators as well as a finecast model of Hathor Maat.

Here's a random picture so it won't think this is a duplicate file

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