

Ahriman was the first and last Chief Librarian of the Thousand Sons. Possessed of profound psychic strength and a deep intelligence, he rose to prominence during his Legion’s darkest days, and after the reunification of his Legion with their Primarch, he became Magnus’ foremost pupil and his chief lieutenant. The master of the warrior mystics of the Corvidae Cult, he was also a capable fighter and astute field commander, seasoned by over almost two centuries of warfare. In battle, Ahriman was often the linchpin of his Legion, foreseeing the actions of enemies and formulating intricate strategies to create a path to victory.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Ahzek Ahriman (⌀32mm) | 10 | 9 | 9 | 9 | ||||||||||
| Ahzek Ahriman (⌀32mm) | 7 | 6 | 5 | 4 | 4 | 4 | 5 | 5 | 10 | 9 | 9 | 9 | 2+ | 4+ |
Serving as both a mark of his station as master of the Cult of the Corvidae and a powerful weapon in its own right, the Corvidaean Sceptre was a long glaive inlaid with intricate force conductive circuitry. The records of the Thousand Sons claim that this artefact was one of several early devices created by Magnus himself in an attempt to aid his sons in controlling their power.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| The Corvidaean Sceptre | |||||||
| The Corvidaean Sceptre | +1 | A | +1 | 2 | 1 | Force (D), Critical Hit (6+) | Psychic |
Ahriman was the pre-eminent magister of the Corvidae Cult, and the most potent practitioner of its soothsaying arts throughout the Thousand Sons, second only to Magnus himself
Ahzek Ahriman has specific Psychic Disciplines.Compact and deadly, pistols are ideal weapons in close quarters. They lack the sheer range of larger weapons, but can be brought to bear with impressive speed and are no less deadly than their larger counterparts.
A Model may attack with two Weapons that have the Pistol Special Rule.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | 1 | Pistol | Assault, Bolt |
Some weapons trade precision for indiscriminate destruction, high explosive impacts that can devastate a wide area. From artillery shells to high energy blasts, such weapons are popular tools of destruction on the battlefields of the Horus Heresy.
Attacks made with the Blast (X) Special Rule use a Blast Marker to determine how many Hits are caused.Designed to be carefully attached to a target and blast precise holes in the thickest armour, these cumbersome devices are ill-suited to open war. However, when a vulnerable target can be isolated in battle, there are no better tools for piercing its protection.
Weapons with this Special Rule can only attack Vehicles and immobile Models.| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| Krak grenades | |||||||
| Krak grenades | -3 | 1 | 6 | 4 | 2 | Detonation | - |
Infantry units include all types of foot soldiers. Infantry are fairly slow moving, but can cross almost any terrain and make the best use of cover to avoid enemy fire.
Infantry is the most basic Type, and is applied to most Models in the game. A Model with the Infantry Type uses the Core Rules without modification, gaining neither benefit nor penalty. Models with the Infantry Type may Embark and Disembark upon Models with the Transport Sub-Type.Whether by dint of superior skill or exemplary wargear, some warriors are better able to place strikes on enemy weak points. Such attacks can fell even the most powerful foes with a single well-placed shot.
Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage.This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
Frag grenades can be used to make attacks during the Volley Step.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Frag Grenades | |||||||
| Frag Grenades | 6 | 1 | 3 | 6 | 1 | Blast (3") | Assault |
The Master of the Legion Trait is used in the following Legiones Astartes datasheets:
Among the warriors and war machines of the Horus Heresy there are many whose names are known throughout the galaxy. Such heroes, prototypes and icons are rare, and though their power can tip any battle in their favour, they can only be in one place at a time.
The following Rules apply to all Models with the Unique Sub-Type:Representing the elite of any army, commanders oversee the disposition of their troops, set strategy for the coming battle and often stand at the forefront of the conflict. The actions of such heroes can change the tide of battle in an instant.
The following Rules apply to all Models with the Command Sub-Type:This datasheet has High Command Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
The Traitor Trait is used in the following Legiones Astartes datasheets:
By force of will a trained battle-psyker can channel the eldritch power of the Warp into their weapons and magnify their power greatly. Such power can come at a great cost, and if the psyker’s control wavers, they may be devoured by the very power they sought to chain.
A Weapon with this Special Rule may double a Characteristic with a Willpower Check, but may suffer Perils of the Warp.The Psyker Trait is used in the following Legiones Astartes datasheets:
The Thousand Sons Trait is used in the following Legiones Astartes datasheets:
Serving as both a mark of his station as master of the Cult of the Corvidae and a powerful weapon in its own right, the Corvidaean Sceptre was a long glaive inlaid with intricate force conductive circuitry. The records of the Thousand Sons claim that this artefact was one of several early devices created by Magnus himself in an attempt to aid his sons in controlling their power.
| Melee Weapon | |||||||
Melee Weapon | IM | AM | SM | AP | D | Special Rules | Traits |
| The Corvidaean Sceptre | |||||||
| The Corvidaean Sceptre | +1 | A | +1 | 2 | 1 | Force (D), Critical Hit (6+) | Psychic |
Ahriman was the pre-eminent magister of the Corvidae Cult, and the most potent practitioner of its soothsaying arts throughout the Thousand Sons, second only to Magnus himself
Ahzek Ahriman has specific Psychic Disciplines.