The following items are added to the main armoury but can only be selected by models with the Mark of Tzeentch. The normal restrictions by category of item stated in the main armoury section apply. Items marked with a * can be used by models in Terminator armour.
| Item | Cost |
|---|---|
| Bedlam Staff* (Daemon Weapon) | 25 pts |
| Blasted Standard* | 50 pts |
| Bolt of Change* | 30 pts |
| Disc of Tzeentch | 30 pts |
| Eye of Tzeentch* | 20 pts |
| Inferno bolts* | 10 pts |
| Minor Psychic Power* | 10 pts |
| Talisman of Tzeentch* | 5 pts |
| Thrall Wizard* | 5 pts each |
| Twisting Path* | 15 pts |
| Warp Blade* (Daemon Weapon) | 25 pts |
Bedlam Staff
The Thousand Sons Legion of Chaos Space Marines were powerful adepts before the Horus Heresy compelled them to serve Tzeentch. Their Sorcerers always used their staves as foci for their powers and the few staves that remain are steeped in ten millennia of wild psychic power. Enemy struck by it are temporarily dazed as its power drives conscious thought from their minds.
The Bedlam Staff is a Daemon Weapon that clouds the minds of those struck by it. A Bedlam Staff counts as a power weapon but any model wounded by it and not killed may not attack until the end of the next Assault phase. Vehicles hit by it are 'crew shaken' in addition to any other results they suffer.
Blasted Standard
Riddled with the power of change, the standard's design shifts constantly through the battle. Energy and power growl through it and when an enemy approaches it the energy is released in a blinding roar. The standard contains a powerful spell that may be used once per battle in the Chaos player's Shooting phase instead of its bearer firing a weapon. It may be aimed at any enemy unit with a model within 6" of the Icon Bearer and may even target a unit in close combat. The spell inflicts 2D6 S6 AP4 hits.
Bolt of Change
The Bolt of Change is a psychic power that may be used in the model's Shooting phase instead of firing a weapon. When used, the Bolt of Change counts as a weapon with the following profile. Roll to hit, etc, as normal.
| Range | Str | AP | Type |
|---|---|---|---|
| 24" | 8 | 2 | Assault 1 |
Disc of Tzeentch
Discs of Tzeentch are daemonic warp entities that soar on the etheric winds in the Eye of Terror. They are sometimes gifted to Tzeentch's faithful as Steeds. A Disc of Tzeentch confers the Daemonic Flight and Daemonic Mutation gifts upon its rider. Models with followers may not ride a Disc.
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): A Disc of Tzeentch should cost 30 points, not 25.
Eye of Tzeentch
The Champion bears a third eye either on his body or his wargear. The eye sees what will come to pass allowing the Champion to adjust his actions in time. The Eye allows the Champion to re-roll either a single armour save, a single to hit roll or a single to wound roll in each of their own turns.
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): The Eye of Tzeentch cannot be used to re-roll Invulnerable saves or vehicle Armour Penetration rolls — as stated, it works only on Armour saves, rolls to hit, and rolls to wound.
Inferno Bolts
Inferno bolts are sorcerous bolter, combi-bolter or bolt pistol shells that have been inscribed with arcane runes that writhe with blue-white fire. These bolts can be used instead of normal ammunition and confer the Blast ability to each shot, roll to hit as normal but place the small Blast marker to determine how many models are hit.
Talisman of Tzeentch
If an army includes a model with this talisman, opposing psykers suffer a -1 modifier to their Leadership for psychic tests. Multiple Talismans have no cumulative effect. If both sides have this gift they cancel out each other and the normal rules apply.
Thrall Wizard
Follower. Thrall Wizards are normal human sorcerers that serve Chaos Sorcerers as apprentices. Only models with psychic abilities may have Thrall Wizards and each sorcerer can command up to 4 of them. Thrall Sorcerers may be sacrificed to allow their master to use more than one psychic power in a turn.
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): A Thrall can be sacrificed as long as the power the Sorcerer wants to power with it can be used in the current situation (eg both Sorcerer and Thrall in base contact with an enemy is fine; whether the Sorcerer alone, or the Thrall alone, is in base contact matters only if that affects whether the power itself could be used).
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Thrall Wizard | 3 | 3 | 3 | 1 | 3 | 1 | 1 | 7 | - |
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): The Thrall Wizard's Toughness and Wounds are transposed above — it should be T3, W1, not T1, W3.
A Thrall Sorcerer may not be given weapons or Wargear. When the Sorcerer wishes to use a further power a Thrall is sacrificed and the psychic test is then taken as normal. No more than one Thrall Wizard can be sacrificed by the same Sorcerer in a turn. A Thrall Wizard may be sacrificed to use the same power a second time in the same turn.
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): The reference to taking "a Psychic test as normal" above is a mistake, left over from when Thrall Wizards were general psychic gear available to any army. For a Sorcerer with the Mark of Tzeentch, who automatically passes Psychic tests, sacrificing a Thrall simply casts the spell automatically — no test is needed.
Twisting Path
The Sorcerer is preparing the way for Tzeentch's Grand Design. The power is used in the Shooting phase instead of firing a weapon, has a range of 12" and requires line of sight. The target unit suffers an unsettling waking dream in which they betray their friends and ally themselves with the Dark Powers. Make a Leadership test for the unit; if they fail they are pinned until the start of the next Chaos turn. The power has no effect on models with no Leadership rating or which are immune to pinning.
The main effect of this spell is far greater though. While they are ensorcelled the Sorcerer pulls information from the targets' minds, establishes post-hypnotic suggestions to use later and alters their memories or perceptions to achieve some ineffable goal. Each time the Sorcerer successfully pins a unit with the Twisting Path he will earn 50 Victory Points for his side in missions using the Victory Points special rule. This Victory Point bonus can only be earned once per enemy unit per game.
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): If a Sorcerer with a retinue of Chosen casts Twisting Path, it cannot be aimed at a different enemy unit than the one his Chosen are shooting at that phase — Twisting Path is an "instead of shooting" power and so cannot be aimed elsewhere from the rest of the unit's fire.
Warp Blade
Gifted to the mightiest of sorcerers and most devious of plotters, the Warp Blade has the power to dissipate and scatter psychic energy aimed at its bearer. This tends to attract the denizens of the Warp who hungrily sniff out the source of the power.
Any enemy psyker using a psychic power when within 12" of the Warp Blade must roll a D6. On a 4+ the power works normally, otherwise they will suffer an immediate Perils of the Warp attack and the power will fail to function. If an enemy is killed in this way, it does not count as being killed by the daemon weapon for mastery purposes. The Warp Blade is a power weapon.
Errata — Chapter Approved: Codex: Chaos Space Marines Q&A (v3.0): The Warp Blade's effect only works on abilities that require a Psychic test to be used — passive/constant abilities like Synapse or Warlock powers, which don't require a Psychic test, are unaffected. Chosen with the Mark of Tzeentch (which grants the Sorcerer ability) can take items only from the Psychic Powers and Equipment list without also being Aspiring Champions; they only need the further Aspiring Champion upgrade to access the full Chaos Armoury.
Weaponry of the Followers of Tzeentch
The following weapon upgrades are available to units with the Mark of Tzeentch.
Chosen. No special restrictions.
Chaos Marines. Apart from Aspiring Champions all models must use Bolters as their standard weaponry and cannot upgrade any weaponry unless they are upgraded to Terminators.
Any units may all be upgraded to Terminators at +18 points per model. They will replace their normal weaponry with power weapons and combi-bolters. Only the Aspiring Champion of the unit (if there is one) may further upgrade his weaponry. Any units upgraded in this way will count as Elite selections on the force organisation chart.
The Thousand Sons
Playing a Thousand Sons army
If you want to use a pure Thousand Sons army you must adhere to the following limitations:
- All characters and units must have the Mark of Tzeentch. Characters or units that cannot have the Mark of Tzeentch cannot be used.
- The only Daemons that can be used are those belonging to Tzeentch.
- Vehicles may only be dedicated to Tzeentch although they may be undedicated.
- Any Favoured unit allowed Aspiring Champions may upgrade one model to an Aspiring Champion for free.
- Favoured Daemon Packs or Daemonic Beasts units may add +1 to their summoning roll.