Ahriman of the Thousand Sons

Source: Codex: Chaos Space Marines (2002), p. 62

Special Characters

Ahriman of the Thousand Sons

Unit Points WS BS S T W I A Ld Sv
Ahriman 215 5 5 4 4 3 5 3 10 3+

Any Thousand Sons army may be led by Ahriman. If you take him then he counts as the Chaos Lord choice for the army. He must be used exactly as described below and may not be given extra equipment from the Chaos Armoury although he may be accompanied by a retinue of Chosen selected in the normal way.

Wargear and Gifts: Bolt pistol with Inferno bolts, frag & krak grenades, Black Staff of Ahriman, Mark of Tzeentch & Talisman of Tzeentch.

Psychic Powers: Bolt of Change, The Twisting Path, Doom Bolt, Gift of Chaos, Wind of Chaos, Mass mutation.

Special Rules

Master of Sorcery: Over the centuries Ahriman has stolen the secrets of his sorcerous opponents. He is therefore able to make a single roll on any one of the Minor Psychic Powers and Chaos Minor Psychic Powers tables of your choice, before the game begins.

The Black Staff of Ahriman: The Black Staff is a potent focus of psychic energy. Whenever Ahriman uses a psychic power roll a D6. On a roll of 4+ he may use a psychic power again in the same turn and may re-use the same power if he desires. If Ahriman succeeds in using a psychic power for a second time (ie, he rolls a 4+), then he may go for further attempts, but these subsequent attempts will only work on a D6 roll of 6. As soon as Ahriman fails a dice roll he may no longer use any psychic powers that turn, but may use them again normally in his next turn. Because of the power of the staff Ahriman disdains the use of Thrall Wizards and Familiars.

Independent Character: Ahriman is an independent character and follows all the independent character special rules as given in the Warhammer 40,000 rulebook.