RED ELF
Thousand Sons
Chaos Space Marines

Chaos Space Marines of the Thousand Sons Legion were forever damned when the Rubric of Ahriman was unleashed upon them. This immensely powerful spell sealed their armour shut and reduced their physical bodies to a handful of dust, trapping their spirits inside their armour for all eternity. Their bodiless souls are almost impossible to destroy and only the total destruction of their power armour tomb is enough to release the spirit trapped inside.

THOUSAND SONS MARINES
Points WS BS S T W I A Ld Sv
Thousand Son
23
4
4
4
4
2
4
1
9
3+

Squad: The squad consists of between five and ten Thousand Sons Chaos Space Marines.

Weapons: Boltgun.

Rhino: The entire squad may be mounted in a Rhino armoured carrier at an additional cost of +50 pts.

SPECIAL RULES

Troop Choice: If the army is led by a Chaos Lord bearing the Mark of Tzeentch then Thousand Sons Space Marines may be taken as Elites or Troop choices. In any other circumstances they may only be taken as an Elites choice.

Fearless: Thousand Sons Space Marines never fall back and cannot be pinned. They are assumed to automatically pass any Morale check.

All Is Dust: Thousand Sons Space Marines are, for all intents and purposes, animated suits of power 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 Space Marine. Note that they can be attacked in close combat normally.

Slow And Purposeful: Thousand Sons Space Marines 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 defend normally), but always count as being stationary when they fire their bolters, even if they moved in the same turn.