Thousand sons codex pdf download
August 7, Walmart dvd player portable.. This site is like a library, Use search box in the widget to get ebook that you want. Education 3 hours ago Thousand Sons Special Rules. These extra attacks cannot themselves generate any further attacks. Daemonic Ritual: Instead of moving in their Movement phase new thousand sons codex. Magnus will be pts post- codex. Be'Lakor claimed to be pts. Psychic Ritual secondary is now a progressive 3. Education 7 hours ago 9th edition is on the way, and with it a whole raft of changes to the factions of Warhammer 40, Education 5 hours ago 4 - Codex : Supreme Command.
Education 8 hours ago Assuming Thousand Sons get FAQ'd to ignore the cumulative smite warp charge increase you will have 4 full smites and 3 baby smites. Infernal gaze, Doombolt, Tzeentch's firestorm, and Infernal gateway for additional mortal wound psychic powers. Yep we run plenty of characters, you will see This a lot. Abhor the witch: shockingly you will see This every game so just be ready to accept that for 9th you start the game 15 VP down every game. Education 6 hours ago Many units available to the Thousand Sons have varying values in the field of 40k.
This guide is structure to give a "whats good right now" rating to units available in the codex. While this might be redundant for experienced players, this does give a bit of help to folks picking up the army.
Education 2 hours ago Warhammer 40k 8th edition Thousand Sons unit guide Army wide Special Rules and Wargear Or at least the common ones : Vengeance for Prospero this one is actually army wide : - 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 ….
Education 1 hours ago Codex Dark Angels — December 9th. Codex Adeptus Custodes- January 20th. Codex Thousand Sons — January 27th. Codex Necrons — March 24th.
Codex Drukhari — March 31st. Codex Deathwatch — May 5th. As a sub-sect of the Cult of Mutation, the Grand Order of the Hermetic Blades view flesh as a twisted cage that imprisons the soul.
Their numerous close-combat warriors are charged with taking battlefield captives who are brought back to the Planet of the Sorcerers, there to be used in gruesome soulflaying experiments. The Blades of Magnus were long bound to the Cult of Manipulation, and worked in secret to break the bonds between Magnus and the eldritch powers. When the Daemon Primarch learned of their works he annihilated their minds with an overwhelming psychic blast.
Now they are some of his most loyal thralls, replete with Rubric Marines. Like so many sects in the Cult of Duplicity, how their actions ultimately serve the will of Magnus is unknown to all but the Crimson King. The sect has scoured the galaxy ever since in search of similarly powerful magics. Kairophon the Second of the Blooded Brotherhood Hocchad Zephek of the Teeth of Aratos Representations of the numbers one to ten in the ancient Prosperine script are employed to denote squad numbers within a thrallband.
The ranks of their enemies devolve into Chaos Spawn and braying Tzaangor herds before the Thousand Sons even set foot on the battlefield. Many rival sects have sought to dethrone them, only to succumb to impossibly intricate traps and complots. The same inescapable fate has befallen countless Imperial and xenos worlds. Once obtained, these metals are used in the creation of twisted Daemon Engines, and should such substances lie on inhabited worlds, the Silver Sons will incinerate all who stand between them and their prize.
These icons may denote the thrallband within a sect to which a warrior belongs, or the rank of a Sorcerer below their Magister. Other symbols have meanings that are closely guarded, known only to the Arch Magister of a sect or the Magister Templi of a cult. Perhaps most horrifying is the notion that their campaigns of destruction may be designed merely to distract from or veil their grander machinations.
Star chart fragments intercepted by the Astra Telepathica and compiled for Logan Grimnar. Cult of Prophecy — Nightmares Undreamt As the beleaguered Imperial defenders of the Cadian Gate continue to be butchered, the Cult of Prophecy has begun a massive ritual of summoning around the Eye of Terror. But lattices of flaming glass have started to sprout, mutating the metallic rot into a crystalline labyrinth.
Cult of Scheming — Coming of the Despoilers Deep within the Imperium Nihilus, sects from the Cult of Scheming terrorise the now isolated shrine worlds, prising the relics they seek from the charred hands of their defenders.
Cult of Magic — The Scintillating Straits As Imperial fleets try desperately to pass between the warp storms of the Maelstrom and the Planet of the Sorcerers, they are riven by strands of astral fire woven by the Cult of Magic. Cult of Knowledge — Remnant of the Dark Age Scores of sects from the Cult of Knowledge repeatedly besiege and withdraw from the forge world Incaladion.
In the carnage, one of the hallowed STCs held on the planet disappears. All claim that they are the warriors chosen by Tzeentch to bring ruin to the galaxy.
Cult of Manipulation — Burnt Offerings 8 Scores of worlds have been immolated in great sacrificial rituals before the coming of Hive Fleet Kronos, though whether these are designed to repel or lure the Tyranids is uncertain. Yet each battle is but a component in their impenetrable stratagems, a single rite with a purpose inscrutable to all but the most twisted of minds. Though the Thousand Sons perpetrate their horrific wars throughout the galaxy, they do not see warfare as an end unto itself.
Instead, through their studied violence they seek to wreak change upon the galaxy and to draw to themselves power and knowledge. By divining the currents of fate — both past and future — they identify crux points in time, moments where calamitous upheaval can be wrought for the glory of Tzeentch. To aid in their grand designs, the Thousand Sons launch myriad raids on the worlds of the Imperium and xenos planets alike.
In their campaigns the Thousand Sons conquer vast tracts of realspace from which they draw the resources for their arcane war efforts. As they advance across the stars, their knowledge-lust brings them to sites of eldritch power, places saturated with the magic of profane rituals performed millennia ago.
Some are worlds whose ancient inhabitants worshipped the Chaos Gods; others are planets with hateful entities buried deep beneath their surface. The baleful energy that hangs thick around such sites creates weak points in the veil separating realspace from the warp. Here, the Thousand Sons commune with empyric consciousnesses, beckoning them to enter the material plane and entreating them to share prescient visions of the skeins of fate.
These places of power also serve as anchorpoints to which Exalted Sorcerers and Daemon Princes tether their enormous, system-spanning spells. Gigantic hexes are etched into the fabric of space itself, corrupting the reality that lies within their bounds and causing it to tear violently open. From these gaping wounds the warp bleeds into existence, ravaging the minds of mortals with nightmarish perplexions and birthing daemonic beasts that descend hungrily upon the worlds of the living.
The sects of the Thousand Sons prosecute their wars in various ways and towards various ends. Some blaze like a comet as they carve their ruinous warpath through space. The psychic scream preceding their onslaught is a portent of doom, heralding to all before them the horrors that will soon be brought into being. Others conduct their campaigns in more subtle ways, silently preparing their offensives until the moment to strike is at hand.
The thrallbands of these sects insinuate themselves throughout a war zone, whereupon they work to sever those strands of fate that would oppose their total victory. Psychic whispers are sent echoing through the immaterium to misdirect their enemies, time and space are bent to steer battlefleets wildly off course, and the currents of the warp are shifted so that enemy psykers are consumed by the horrendous backfire of their arcane machinations.
Such malefic dissimulation can even allow the Sorcerers of a thrallband to enter the mind of an enemy general, reaping from them battle plans or erasing carefully considered countermeasures from their memories. For thousands of years the Sons of Magnus have been a scourge upon the galaxy, and over that time many amongst their ranks have fallen in battle. The dust containing the remnant essence of these warriors has been poured out on countless battlefields, blown from rents blasted in their arcanely sealed armour and trampled into the mud.
Sorcerers seeking to raise an army of Rubricae hunt out the remains of the fallen, burning to the ground cities that have been built atop forgotten sites of battle. Any surviving inhabitants are swiftly massacred by the newly risen warriors. Ambitious Sorcerers also go to great lengths to procure Daemon Engines with which they can loose even greater destruction upon their enemies. Fell pacts are made with Warpsmiths and the devotees of the Dark Mechanicum who forge abominations of metal infused with empyric entities — the Thousand Sons offering sorcerous knowledge in exchange for the creation of these daemonic machines.
Such pacts are fraught with treachery, for both the Thousand Sons and the Chaos smiths seek only to further their own standing with the Ruinous Powers, and will gladly betray one another when they can find an opportunity.
Individual sects within the Thousand Sons may even go to war with one another as the cryptic machinations of the Great Conspirator set kin against kin. In this seeming madness lies the method of Tzeentch. Through continual anarchy and upheaval his will is made manifest throughout the galaxy, and upon his favoured mortal champions he bestows his manifold gifts.
Ultimately, each Sorcerer in the Thousand Sons is driven by selfish desire. Their thirst for arcane power is insatiable, leading them inexorably down the path that leads towards daemonhood.
Only those most faithful to their patron god receive this blessing, and in their wake they leave centuries of anguish and destruction.
Armies, civilizations and countless worlds have burnt in their blasphemous wars, and from the ashes of these conflagrations ever greater horrors have been brought into being.
The savagery they unleash leaves the planet in flames and the Thousand Sons fighting for their very existence. Though Magnus is felled by the Wolf King, he is able to cast a spell to spirit himself and his sons away, saving their lives but damning them for eternity by pledging his allegiance to Tzeentch.
The names of those who despoiled Prospero are never forgotten by the Thousand Sons. The Rubric of Ahriman Ahriman and his cabal weave a great spell in an attempt to rid the Legion of their harrowing mutations. When unleashed, this Rubric reduces the vast majority of the Thousand Sons to dust, and entombs what remains of their spirits within warpinfused armour.
His assault on Fenris itself is devastating, but is at last repelled by warriors led by Bjorn the Fell-Handed. The Athenaeum of Kallimakus Ahriman travels to Apollonia, where the works of Kallimakus the Remembrancer are guarded by a fanatical sect of warrior priests. These tomes are held in a grand citadel known as the Athenaeum, and contain records of the Thousand Sons Legion from the time of the Great Crusade.
The ArchSorcerer plunders the writings from their vault before burning the library to ashes, intending that only he should hold the secrets contained within their pages. Omen of Omniscience Hasophet, Magister of the Mind-Eaters thrallband, receives a vision of his Tzeentch-ordained destiny. He sees a time in his future when he will devour the thoughts and memories of an entire world, and in doing so will achieve apotheosis.
The Mind-Eaters embark on the first of nine hundred and ninety-nine rites that will lead to this portended moment. The Feral War Whilst mining the feral world of Aggaros, the Adeptus Mechanicus engage in what at first seems like an embarrassingly onesided battle — that is until the primitives bring their flame-tongued shamans into the fray.
The armies of the Adeptus Mechanicus find themselves burnt from the inside or crushed flat by invisible forces. The retreating Tech-Priests call in an old debt from the Relictors in order to renew the attack. Lining every road are dust-caked statues of the Thousand Sons facing a colossal effigy of Ahriman atop a pyramid of obsidian.
When it is toppled, every one of the Thousand Sons comes to life, shrugging off the dust of centuries and opening fire on the Relictors with a hail of bolts.
Not one of the Adeptus Mechanicus, nor their Relictor allies, survives. First War in the Webway A coven of Sorcerers from the Kindled Spirits thrallband conducts a great ritual in the webway, hoping to gain access to the scream-filled city of Commorragh, the home of the Drukhari. Before their ritual is complete, hundreds of Drukhari, led by troupes of Harlequins, pour from an invisible portal and launch themselves at 28 the Rubricae defending the coven.
With their spell sundered, the Kindled Spirits counter-attack, their blasts of warpflame eventually breaching the fabric of the webway itself. As the arterial walls of the webway buckle and collapse outwards, the backlash strands the combatants in a shattered pocket-reality with no way out.
There are whispers that the fighting has continued ever since, and that each warrior is fated to die and be reborn in an endless cycle for the rest of time.
The arrival of Thousand Sons drop-ships shatters the peace that had shrouded the world for millennia, though the small community of hermits gathered within the central monastery meets the arrival with quiet, contemplative acceptance.
Even facing death at the hands of the Six-Cursed, the inhabitants give little or no resistance. When all are dead, Hex descends into the heart of the mountain complex, to a longforgotten chamber buried under layers of ancient Imperial construction. Within the chamber is the prize for which Hex was sent — an entrance to the webway. Within, they encounter Manat, Exalted Sorcerer of the Cult of Time, and after a gruelling war of attrition through mutating corridors, Captain Dantarian strikes down the Thousand Sons warlord in single combat.
After eight iterations the Anvil of Dorn is all but obliterated, and the ninth sees Captain Dantarian alone march aboard the space hulk, there to meet his death against the laughing Manat. Threading the Labyrinth After years of gruesome crusades within the webway, Ahriman approaches the location of the Black Library, a vast and ancient repository of Aeldari knowledge. In doing so, he is able to create a copy of the fabled Tome Labyrinthus, the map to the hidden passages of the webway.
There he entreats the Arch-Sorcerer to once more work with him towards a common goal. A Curse Returns Shortly after reuniting with their long-lost Wulfen brethren, the Space Wolves find their home system engulfed by raging warp storms and a massive daemonic invasion. It is the Grey Knights who first notice the warp storms forming a pattern, one recorded in their oldest tomes of lore and not seen in the galaxy for ten thousand years.
It is a symbol of vengeance last used on Prospero by the Thousand Sons. As his warband sets about butchering the Imperial work crews, the terror of those slain continues to linger in the form of disembodied warp-gheists. The sight of spectral figures crowding the mines and howling with fear blinds Vasellisk to the true sorcery at play, for the planet has been hex-bound by Hasophet and his Mind-Eaters.
As Vasellisk revels in the resonant terror, the Mind-Eaters seal the mines with the Night Lords inside. By the time the mines are reopened, every last Night Lord has been reduced to ash — all except for Vasellisk the Shrouded, whose body has been melted into a lump of dark glass. The Crimson King joins with Ahriman and his other most powerful acolytes, and together they begin their rituals in the hearts of the Silver Towers. The resultant flow of mutagenic energy ravages the surface of Fenris, causing the molten magma powering the Fang to fill with Daemons and bubble up to the surface.
From their warped halls pour ranks of Thousand Sons, ready to wreak vengeance on the Chapter that destroyed their home world.
Swarms of braying Tzaangors and mutated Cultists charge across the frozen plains, with Rubric Marines and Scarab Occult Terminators marching close behind. From hidden portals more Thousand Sons emerge onto the Fenrisian steeps, exiles brought back into the fold by Ahriman.
By following the Arch-Sorcerer through the webway they are able to take the Space Wolves and their allies by surprise, incinerating the Adeptus Astartes with crackling psychic energy as they burst from the labyrinthine dimension. As the Imperial lines hold out against the onslaught, the Silver Towers align with sites of geomantic power and begin siphoning the internal energy of Fenris, and on the third day the air is riven with fire.
Sorcerers around the planet pour their psychic energy into this sky-fire, and within each of the Silver Towers a captive Space Wolf is boiled alive in a cauldron of gore.
Magnus himself towers above the fire and the fury, shredding tanks, attack craft and squads of Space Marines with bolts of coruscating warp energy.
As Magnus howls in pain, a gleaming throng of Grey Knight Purifiers begin to incant the rites of banishment. The white flames pouring from their blades envelop Magnus, and in a flare of light brighter than the Fenrisian sun, the Crimson King, the Thousand Sons and their daemonic hordes are banished back to the warp. The defenders of Fenris believe they have halted whatever dark plan Magnus had, but far across the stars there is a rumbling in the void… Magic Made Manifest Powered by the death of Midgardia and its inhabitants, the Planet of the Sorcerers bursts violently from the warp into realspace, coming to rest in sight of the burnt husk of Prospero.
Sitting atop his throne, Magnus gazes outwards at a galaxy irrevocably changed. Wages of Change After undermining the millennium-long battle plan of Korthuphos — an Exalted Sorcerer of the Cult of Magic — Hasophet is challenged to a psychic duel. As the two lock minds in combat it is clear that Korthuphos is the more powerful psyker, but Hasophet unsheathes the Dagger of Reflections, acquired centuries ago during his eighty-seventh rite.
The mind-flames cast out by Korthuphos are drawn towards the shimmering dagger before being forced back in a thunderous wave, pulverising the brain matter of the Exalted Sorcerer.
They are the trophies of his eight hundred and twenty-eighth rite. As Ahriman prepares to wrench the knowledge he seeks from his dying captives, Yvraine — the Ynnari emissary of the recently awakened God of the Dead — demonstrates the power she can offer by restoring to life a dozen Rubric Marines. The resurrected Thousand Sons are staggered by their sudden awakening, knowing not where they are or who they fight, yet they recognise their battle-brother Ahzek Ahriman whom they have not beheld with living eyes for ten millennia.
No sooner than the Triumvirate are safe, a Wraithknight slices through the superstructure of the tunnel, creating a yawning chasm between the Aeldari and the Thousand Sons. The Yncarne — Avatar of Ynnead — inhales mightily as the Aeldari forces withdraw, pulling the reanimated Thousand Sons over the precipice into the void. Ahriman screams in horror as these flesh and blood warriors tumble away. They are lost to him once more, but he now knows that the reversal of his Rubric is possible, and he knows who has the power to do it.
Warpfire, ensorcelled bolts and the flicker of monomolecular blades fill the fractal tunnels as the armies clash. In the midst of the carnage, Ahriman creates a void-like pocket reality outside the walls of the webway, and into this emptiness he transports the champions of the enemy, the Triumvirate of Ynnead. He leads his armada to the edge of the raging nether-realm of warp storms known as the Maelstrom, and there waits for the arrival of the Terran Crusade. Against overwhelming numbers and the element of surprise, Guilliman is still somehow able to direct the Imperial ships to hold out.
But the Crimson King calls to the warp, summoning coiling tendrils of power to coalesce around the ships of the Terran Crusade, drawing them into the Maelstrom.
As Magnus and Guilliman behold each other, the Crimson King smiles in anticipation of the combat to come. His Rubric Marines and Scarab Occult Terminators advance upon the Imperial forces, spraying them with gouts of warpfire and fusillades of inferno bolts.
Across the plains, craters and wreckage of ancient frigates the two demigods battle, Guilliman a titan of martial prowess, Magnus armed with the unbridled sorceries of the warp. As the Primarchs fight, the ranks of Thousand Sons continue to pour unending fire into the remnants of the Terran Crusade and their Imperial reinforcements. With a roar of hate and rage Guilliman strikes his opponent, while Magnus unleashes an uncontrolled sorcerous blast. The resulting shock wave sends the Crimson King reeling back through the portal, and in a fateful instant Veilwalker seals the gateway behind him.
Within the labyrinth-dimension Magnus roars in fury. The day he saw fated to visit ruin on the Emperor has been taken from him. But his anger is short-lived, for looking to the future he sees a great darkness that will soon envelop the Imperium, and many paths of fate that will lead him to the vengeance he seeks… The Galaxy Ruptures The baleful energies emanating from the Planet of the Sorcerers intermingle with that of countless gathering warp storms, rending the galaxy across its length.
Laughter and gleeful snarls echo deep within the Chaos dimension. While the Grey Knights and Skitarii find and destroy the profane wards sustaining the hex, the Adeptus Custodes are sent adrift through the warp, into the clutches of the waiting Thousand Sons.
Cut off from the Astronomican, the Imperial defenders fall quickly to Cultist uprisings, daemonic invasions and attacks from scores of thrallbands. Only the stubbornness of the Mordian Iron Guard and the arrival of the Aeldari prevent the system from being overrun, though even these events have long been foreseen by Magnus, and are part of his wider plan for the transformation of Stygius.
The Beast Within On the high-grav world of Krachordia, the abhuman Ogryn tribes hunt down a mutant beast that has been roaming the stalagmite jungle. As they hack the writhing creature apart, they find an undulating sac lodged within its innards. Over time the sac begins to shed light of multiple hues. Eventually it splits open and from within emerges a creature radiant and beautiful to the eyes of the tribesmen.
To them it resembles a perfectly formed human, and they weep in the presence of its magnificence. As they fall to their knees in worship their own bodies begin to change, becoming more like the being they adore. Months later, the Astra Militarum fleets arrive to collect their tithe of warriors from Krachordia.
They find no trace of the Ogryn tribes — only a world overrun with hulking Chaos Spawn. But no matter what path they take, eerily sentient warp eddies fling them far off track. A cloud of particulate dust falls over the heavily fortified spire-convent of the Sisters of Silence on Gassima.
It is soon followed by a more destructive storm as suits of Rubric armour bearing the sigil of the Blades of Magnus fall from the sky like meteors, smashing through vaulted ceilings and cratering the courtyards.
As the Sisters of Silence reel from the bombardment, sheets of lightning crack through the atmosphere and the dust cloud coalesces around the lifeless Rubric suits. The dust — which is in fact the essence of Thousand Sons warriors — pours into the armour, and one by one they stand up and raise their weapons. The spire-convent is obliterated in the battle, and every Sister of Silence slaughtered, though even faced with death not one allows herself to scream. The armies on the horizon are pulled physically towards him like gnats caught in a thundering vortex.
Ranks of screaming bodies and enormous war engines fly across the darkened land, colliding with Hasophet where they are quickly absorbed by his warping form. His body devours metal and flesh with equal voraciousness as it continues to grow, howling in excruciation from newly forming maws. The warp vortex emanating from the hideous creature extends outwards with each newly consumed sacrifice until it encircles the planet, and with a final mind-tearing scream Mangel III itself is torn from realspace.
A dozen exiled sects are summoned by the Rehati to the Planet of the Sorcerers. Through psychic communication and blazing runes cast throughout the stars, the Rehati inform the leader of each sect that they have two options — either consolidate their forces with the bulk of the Thousand Sons, or suffer the full wrath of their Primarch for refusing his clemency.
Of those summoned, eleven arrive at the Planet of the Sorcerers. The returning armies are arrayed in the mustering grounds of Tizca wherein the Rehati begin the rites of reunification. As the final act of subservience, every living Sorcerer amongst the exiles is summoned to the Altar of Fates where nine drops of their blood are drawn and cast into the everburning fires. At this moment, the massed ranks of Rubric Marines and Scarab Occult Terminators from the eleven sects turn to the Rehati, kneeling down before their new rulers in perfect unison.
Rising, they simultaneously turn towards the Sorcerers huddled on the Altar of Fate, raise their weapons and unleash devastasting payloads against their masters of old. Before landing the Sorcerer shatters the Shrouded Crystal in orbit, casting its shards throughout the atmosphere to summon an impenetrable darkness which surrounds the planet.
In the Valley of Sacrifice, between the lines of the battling armies, the Mind-Eaters array the trophies and fetishes acquired from their nine hundred and ninety-eight preceding rites in a great crescent, and between the horns of the crescent Hasophet mounts an enormous pyre.
Holding aloft the hearts of Korthuphos, Hasophet ignites his pyre with their blood, incanting an oath to Tzeentch as the flames begin to lap his armour. The sudden rush of energy towards Hasophet shreds the minds of the hundreds of thousands of 31 The Road to Resurrection Having witnessed the ability of Yvraine to restore the Thousand Sons afflicted by the Rubric, Ahriman begins gathering his forces.
After ten thousand years he knows where to find the knowledge he has been seeking, and so he trains his prescient vision on the Drukhari city of Commorragh. Every thrallband and each Sorcerer has a role to play, and they are all guided towards the fate envisioned by their Daemon Primarch. His abilities as a psyker were unsurpassed by all save the Emperor himself, and with honour and cunning he led the Thousand Sons to countless victories in the Great Crusade.
During this time he fed his insatiable hunger for knowledge, harvesting the sorcerous learnings of the human cults and xenos races he eradicated. Magnus directs entire cults of Thousand Sons warriors in battle.
With these armies he shares a small fraction of his indomitable might, giving to the soulless Rubricae and Scarab Occult Terminators a portion of violent vitality, and bolstering the already ravenous ambitions of the still-living Sorcerers. They are his greatest weapon, guided by coercion and fate to do his fell bidding, and through them he visits his wrath upon the galaxy. Where once Magnus stood as a paragon of Humanity, he is now a monstrous creature of Chaos, a Daemon Primarch bound to the sinister and subtle will of the Great Conspirator.
His skin, ever red, crackles and glows with the warp-matter it has absorbed, and from his back sprout enormous wings emblazoned with runes of Tzeentchian power. With his single eye he sees through the immaterium and realspace alike, weaving the strands of manifold futures and winding them to form a noose with which he can ensnare his enemies.
Though he once sought knowledge for its own purpose, he now seeks only that which will ensure the Imperium burns. Ever sensitive to the presence of psychic power, Magnus drew alike upon the forbidden knowledge of the mystics and soothsayers of destroyed human cults and the eldritch remnants of xenos ruins on planets scoured for Imperial reclamation.
Through his masterwork, Magnus made a record of psychic powers unknown to the Primarchs and Librarians of other Space Marine Legions, some of which he would impart to the Sorcerers of his Legion. In a galaxy riven by war, there are few things more terrifying to behold on the battlefield than a Daemon Primarch. Where Magnus strides, the fabric of reality strains and breaks, time and space wrenching violently apart to allow his passage.
The very sight of him sears the mind with shifting, paradoxical images, glimpses of the warp incomprehensible to mortal thought. Even dauntless warriors who have braved countless horrific conflicts find their courage torn to shreds when the lord of the Thousand Sons is stoked to fury.
With each earth-shattering bolt Titans and armoured columns are torn from reality, their very substance reduced to clouds of screaming atoms. The most impenetrable defences are laid bare by this warping influence, leaving the enemy open to slaughter.
Others hold that the book gained a wholly separate sentience when Magnus pledged himself to Tzeentch, and that its perpetual mutations are born of its subservience to the Changer of the Ways. In either case, to look upon its pages is to invite madness into the mortal mind.
In his taloned hands Magnus bears a flame-wreathed blade that takes whatever murderous form its wielder conceives. For those not instantly reduced to a pool of gore or puff of flame an even worse fate awaits — the ensorcelled staff mutates the riven flesh of its victims, infusing them with empyric power to birth writhing Chaos Spawn. The Book of Magnus has manifested several times throughout the ages. What is believed to be the original copy rests in the innermost chamber atop the Tower of the Cyclops, and is borne by Magnus when he strides to war.
Ahriman also possesses a copy which he took with him when he was exiled from the Planet of the Sorcerers. Of the other copies said to exist, the location of only one is known for sure. Held by the Aeldari deep within the webway, the screams of its sorcerous pages echo through the halls of the Black Library. For these Sorcerers, the power that can be achieved within the Legion is bound only by the limits of their own sanity, and they delve ever further into the most forbidden psychic disciplines to perfect their ruinous spellcraft.
Those whose souls are not torn to shreds by the empyric forces they encounter may rise to the rank of Exalted. By drawing upon their reserves of psychic energy, an Exalted Sorcerer can further bolster his martial prowess in terrifying ways.
With a sonorous curse they fire malefic bolts to blast their foes limb from limb or entangle them with cruel hexes. As such they must strive tirelessly to maintain their position, subjugating those who covet their power through manipulation, deceit and open displays of force. In this way Exalted Sorcerers gather beneath them many thralls — lesser Sorcerers who serve the wiles of their master. Without fail, Exalted Sorcerers are exceptional warriors. Their genetically augmented bodies were built for the savagery of combat and through the gifts of their patron god have been To an Exalted Sorcerer, the warriors they command are a resource to be deployed, akin to the sacrificial components used in one of his rituals.
An Exalted Sorcerer seeks only his own selfish ends, and will send ranks of Rubricae and dozens of subordinate Sorcerers to die if this will further a much greater goal. Each and every battle is but a small component of a war, and war itself is only a means through which they see change spread across the galaxy. An Exalted Sorcerer will pursue any strategy that his portents deem effective, and can change tactics with fluid ease as the shifting tides of battle give spark to his dark imagination.
Amongst the most coveted of these are Discs of Tzeentch. Those who prove themselves useful to their patron god may be blessed with one of these daemonic steeds, allowing them to fly across the battlefield and rain psychic destruction down from on high. The methods by which Discs of Tzeentch achieve flight are varied and mutable. Some emit jets of warpflame from maws on their underside, whereas others simple surge forwards by bending the dimensions of realspace around them.
He was a mighty military leader, the keeper of the Book of Magnus, and — ultimately — it was by his Rubric that the Thousand Sons succumbed to irrevocable damnation. For the ruin he brought upon the Thousand Sons, Ahriman was cast from the Planet of the Sorcerers, banished until he had completed the impossible task of understanding the true nature of Tzeentch.
He witnessed the eldritch power of the xenos race first-hand when Yvraine, Emissary of Ynnead, returned a dozen Rubric Marines to life. Though Ahriman claims to pursue this knowledge as a way of undoing the grim fate that has befallen his Legion, his true intentions — as always — are entirely inscrutable.
Though the paths of Ahriman and Magnus have been at odds for ten millennia, they have intersected in recent years. Through his knowledge of the webway, Ahriman has aided Magnus in conducting multiple surprise attacks from that nether-dimension into realspace. However, the ultimate fate of these most malefic psykers is known only to Tzeentch himself. Created by the Arch-Sorcerer himself, each separate component is a relic of immense power acquired through horrific wars and quests of despoilment.
Its bladed tip is a remnant of the desecrated Spear of Shadows, taken from the dying hands of Farseer Kalrimon. These and other relics were bound together in a profane ritual that brought the Black Staff into being, sending pained screams echoing through the immaterium.
With a cruel gesture he bends the fabric of time and space to his will, crushing the bones of his enemies in enfolded pockets of reality or flensing the sanity from their minds with a blasphemous whisper. Each Sorcerer is nightmare given mortal form, capable of harnessing fear and anger to drive an opposing army to tear itself apart.
Sorcerers serve as leaders in the multitudinous thrallbands of the Thousand Sons. It is they who command the marching ranks of the Rubricae on the front lines and funnel screaming hordes of Cultists and Tzaangors towards the enemy.
A Sorcerer often has free rein to prosecute psychic warfare as they see fit, but their actions are ultimately in service to their sect, and to a more powerful Exalted Sorcerer or Daemon Prince.
Despite their enthralment, Sorcerers are creatures of rampant ambition. As they serve their masters they also seek ways to undermine them, drawing power from secret cabals and forging treacherous pacts with empyric entities. As a Sorcerer grows in power, he risks succumbing to the weight of his own warp energy — many fall to uncontrolled mutation and become polymorphic Chaos Spawn.
Yet their ambition drives them to take ever greater risks in the pursuit of power, for they hope one day to attain the rank of Exalted Sorcerer, and from there to become a blessed Daemon Prince of Tzeentch. On occasion a powerful warp-mage from another Chaos Legion will be guided by Tzeentch to seek out the Planet of the Sorcerers and pledge his existence to Magnus. These undermages are often created from the psykers of Tzeentchian cults, who through profane demagoguery draw the attention of an invading sect.
They are taken to Tizca, where they are subjected to ritual transformations to enhance their body and mind. Most are driven mad or are torn apart by the sudden influx of empyric energy; others die slow and agonizing deaths as warp-drenched augmentative organs mutate the host body.
But those few who survive are born anew as witchwarriors of the Thousand Sons. To entreat such beings is perilous, and many who do so are devoured by the ravenous warp-creatures.
Only a powerful Sorcerer can bend such an entity to his will, trapping its essence within an arcane object or host creature as a familiar. The practice of harnessing familiars — known as tutelaries — was a secret amongst the Thousand Sons before their fall to Chaos. I will be breaking it into two parts due to its size. Please do note, there is a lot of reading to this but very much worth it. For the second part covering Warlord traits, psychic powers and stratagems click here.
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