it seems this thread has kinda gone a bit off track so here goes.
The Chosen of Ahriman Points 150+Models+Options
The Thousand Sons were once counted amongst the most loyal of the Emperor's Legions, but that all ended when there Primarch, Magnus the Red, Attempted to use forbidden magics to warn the Emperor of Horus's treachery Exiled from the Imperium by the Emperor, the Thousand Sons now reside in a place of twisted sorcery from where they travel out into the galaxy to gather artifacts, knowledge, and slaves for there magical experiments.
FORMATION:
1+ Thousand Sons Chaos Space Marine Sorcerers or Ahriman (Sorcerer Must Take the Mark Of Tzeetch)
0-3 Thousand Sons Chaos Terminator Squads (Each Squad Must Number 9 Models)
3+ Thousand Sons Squads (Each Squad Must Number 9 Models)
SPECIAL OPTIONS AND UPGRADES
Thousand Sons Terminator Squads are Fearless, Slow and Purposeful, Posses the Mark of Tzeetch, and there combi-bolters fire inferno bolts. They must include one (but only one!) Terminator Champion, who costs +40 Points Rather than +10 points as would normally be the case. In addition to his other Abilities he is an Aspiring Sorcerer, and therefore benefits from the Sorcerer Commands and Inferno Bolts Special Rules, and may take psychic Powers from the list in the Thousand Sons troops entry in Codex: Chaos Space Marines. The Aspiring Sorcerer trades his power weapon for a force weapon. The aspiring Sorcerer is the only model in the Squad who is allowed to take any other options.
Among the many great and dangerous secrets gathered by Ahriman in the past ten thousand years is The Key to the eldar webway. Sharing this secret with his chosen followers Ahriman’s strike forces have become all but unstoppable. All Sorcerers in this formation (including Ahriman) Must pay +25 points per sorcerer and are upgraded to Chosen of Ahriman and gain access to The Key psychic power.
The Key
The Chosen of Ahriman can use this psychic power at the start of his Movement phase instead of moving normally. The Sorcerer, and any unit he is with who posses the mark of tzeetch, are removed from the tabletop and immediately placed back together anywhere within 24" using the deep strike rules. This power may be used even if the sorcerer and his unit are locked in combat, but doing so is dangerous, each model being transported must take a dangerous terrain test. If this movement leaves the opposing models unengaged they may make a immediate consolidation move.
Master of Sorcery: if Ahriman is a part of this formation he grants his side the Strategic Redeployment asset but this benefit is lost if Ahriman is killed before it is used.