ELITES |
THOUSAND SONS TERMINATORS |
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Points | WS | BS | S | T | W | I | A | LD | Sv | |
Thousand Sons Terminator | 56 | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 2+ |
Squad: A Thousand Sons Terminator squad consists of between five and ten Thousand Sons Terminators.
Weapons: Combi-bolter & power weapon.
Options: Up to one Thousand Sons Terminator can be armed with an autocannon at +20 pts or a heavy flamer at +15 pts. Any model may upgrade their combi-bolter to a combi-flamer at +2 pts or a combi- meltagun at +3 pts. The power weapon may be upgraded to a power fist or lightning claw at +5 pts or chainfist at +8 pts.
SPECIAL RULES Deep Strike: In the right circumstances Thousand Sons Terminators can teleport into battle, appearing almost anywhere on the battlefield. To represent this they may set up using the Deep Strike rules, but only if the mission allows them to be used. If it does not then the Terminators must set up normally with the rest of the army. Terminators: A number of special rules apply to Thousand Sons Terminators. See the Terminator Armour entry in the Wargear section of Codex: Chaos Space Marines for details. Fearless: Thousand Sons never fall back and cannot be pinned. They are assumed to automatically pass any Morale check. All Is Dust: Thousand Sons are, for all intents and purposes, animated suits of terminator armour that have to be blown to pieces or hacked apart in order to disable them. Because of this only shooting attacks that have a strength of 5 or more will affect a Thousand Sons Terminator. Note that they can be attacked in close combat normally. Slow and Purposeful: Thousand Sons advance in a methodical manner, laying down a constant hail of fire with their bolters. To represent this they may never charge into close combat (though they may defend normally), but always count as being stationary when they fire their bolters, even if they moved in the same turn. Vendetta Against Space Wolves: Thousand Sons hate Space Wolves for what they did on Prospero. They become even more determined when fighting against Space Wolves. Thousand Sons always hit SW in close combat on a 3+, regardless of weapon skill. Sacred Number of Tzeentch: If the Thousand Sons army attempts to bring a Greater Daemon into the battle through Daemonic Possession, at the start of the assault phase, before rolling to see if any characters are possessed, roll a D6 for each squad with this rule that has exactly nine models. If you roll a four or more then one of the Thousand Sons is possessed by the Greater Daemon. You can decide which model to replace. |
0-1 POSSESSED THOUSAND SONS MARINES |
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Points | WS | BS | S | T | W | I | A | LD | Sv | |
Possessed Marine | 30 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ |
Possessed Thousand Sons Marines are the Thousand Sons that were twisted and warped by the powers of Chaos before Ahriman and his cabal of Sorcerors cast the Rubric of Ahriman. They are some of the most ancient and rare Thousand Sons.
Squad: A possessed Thousand Sons Space Marine squad consists of between five and ten possessed Thousand Sons Marines.
Weapons: Bolter
Rhino: The entire squad may be mounted in a Rhino armoured carrier at an additional cost of +50 pts.
SPECIAL RULES Fearless: Possessed Space Marines never fall back and cannot be pinned. They are assumed to automatically pass ant Morale check. Possessed: Roll three times on the table below at the start of the battle to find out what effect being possessed has on the models in the squad. Any duplicate rolls have no effect and are lost (e.g., if you roll Strong twice the squad only gets +1 Strength and the second roll is wasted).
Vendetta Against Space Wolves: Thousand Sons hate Space Wolves for what they did on Prospero. They become even more determined when fighting against Space Wolves. Thousand Sons always hit SW in close combat on a 3+, regardless of weapon skill. |