Thousand Sons 8th Edition Codex: Leak Compilation

Jan 22, 2018

Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition Thousand Sons codex rumors and leaks. As with the other compilations the Warhammer 40k 8th edition <Insert> codex will feature both Games Workshop community info and any other Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Thousand Sons Codex will be added, without notification.

Pre-orders Jan. 27th Release Date Feb. 3rd:

  •  Thousand Sons Codex: $40
  • Datacards: $15

Updated Unit Information:

What we know from GW Video Battle Report

  • Reroll 1s on the invulnerable saves is out. I didn’t catch what new aura we got.
  • Legion Trait sounded like +6? spell range (maybe just first cast spell per model or maybe all spells).
  • Dark Matter Crystal (a relic) allows you to remove a unit close to the bearer from the board and redeploy the unit via deep strike.
  • Aspiring Sorcerers can take other spells (unsure if you can take it on top of Smite or if you drop Smite).
  • Glamour of Tzeentch spell gives one of your unit -1 to hit protection.
  • Doombolt spell does some damage and reduces target units move.
  • Temporal Manipulation is another spell but I have no idea of what it does.
  • Infernal Gateway deals Mortal Wounds, like an area effect.
  • Tzaangor Shaman is an elite choice and not HQ. The Shaman can reroll a Psychic test (probably the Elixir from AoS).
  • Tzaangor Enlightened can take bows and shoot magical arrows that auto-wound on to hit rolls of 6+. Assault 1d3 shots.
  • Lord of Forbidden Lore Warlord Trait give an additional spell.
  • There is a stratagem that allows a unit to set up in the webway or something like that. Deep strike. Works on Tzaangors at least.
  • Mutalith Vortex Beast buffs nearby units. Like reroll charge rolls if you’re in the 6? aura.
  • The new disc units functioned very much like Eldar  jetbikes
  • Warptime is still in (Dark Hereticus) and more.
  • Teleportation Tricks are available for the army.
  • Veterans of the Long War was used.
  • There ARE Magnus changes (still trying to track them down)

General Warlord Traits: 

Specific Warlord Traits: 

Stratagems: 

Relics: 

Psychic Powers:

Warhammer Community Sneak Peaks

Let’s start with your basic Tzaangor.

The stat line is nothing to sniff at – aside from an average Ballistic Skill (which you were never really going to use much anyway, so don’t worry) and a lack of power armour, in combat terms you have a Space Marine. That lack of durability is immediately addressed with a 5+ invulnerable save combined with the fact that you will usually outnumber any power-armoured foes two or three times over.

Your out-of-the-box Tzaangors come in two flavours of weapon option – chainsword and autopistol OR Tzaangor blades. Both are fine, though I personally prefer the increased AP of the blade over the extra shooting attack of the pistol against most foes. Equipped thus, and with bonuses to their charge available on their datasheet, a flerd* of Tzaangors is a capable combat horde unit that already matches some of the best in Warhammer 40,000. Where they truly get deadly is with other Tzaangor-related synergies (more of which we’ll get to later).

Tzaangor Enlightened are another thing entirely. These disc-mounted warriors can either fill the role of light assault troops or fire support, depending on how you equip them.

Enlightened wielding fatecaster greatbows are a really interesting unit – high maneuverability and decent range gives them a 36? threat radius, which turns out to be surprisingly useful against a range of foes. With a lot of shots and the ability to effectively bypass Toughness, they can strip wounds off pretty much any type of enemy – from light infantry to the toughest vehicles. Deploy these at the back of your battle lines, and then move forward once the enemy has committed – staying just within 24? of the foe – and these guys will serve you well. And if they do get caught in combat by some sort of “shenanigans” charge, the ever helpful Fly keyword means that (provided they survive) they can leave combat and still fire into their attackers!

Close combat Enlightened are a very different unit – fast and very killy, but also potentially fragile. I think there are two ways to use this unit that work particularly well. Option one is to hold them back as a counter-charge unit. This works well if you’re building a force around a core of Rubric Marines, who might need help if they get caught up in a protracted combat. Option two is to use them more aggressively to put pressure on your foe. This one is risky, but rewarding, and will work best if the rest of your army is built aggressively also, such as multiple teleport-striking Scarab Occult Terminators, a charging Mutalith Vortex Beast, or Magnus himself.

However you equip your Enlightened, deploy them with a Tzaangor Shaman. Not only is it a Character, a Psyker and a capable (if fragile) fighter, but it has an ability which stacks perfectly with your Enlightened, and has the maneuverability to utilize it.

Top Combos!

One of the really powerful things about Tzaangors in the new codex is the sheer number of bonuses potently available to them from the army. Here are some of my favourites.

1) Tzaangor and the Beast

For this combo, you’ll need 1 Command Point, a Mutalith Vortex Beast, and the biggest unit of Tzaangors you have.

 

To my mind, a Mutalith Vortex Beast is the perfect companion to a Tzaangor horde – they’re big and scary, have some great force multiplying abilities, and most importantly, they have tentacles for a face – what’s not to love? This combo is about tying up your opponent’s army while your battlefield schemes can come to fruition elsewhere…

Deploy your Tzaangor off the board using the Webway Infiltration Stratagem, and deploy your Vortex Beast as far forward in your deployment zone as possible. On your first turn, drop your Tzaangors down in a line in front of the enemy army, just over 9? away, and advance the Vortex Beast forward at full speed (he doesn’t have a gun anyway, so why not?). In your Shooting phase, use the Vortex Beast’s Temporal Flux ability to gift your Tzaangors the ability to re-roll charges. With +1 to charge already native to their datasheet, and a re-roll, there are good odds that your Tzaangors will make it to the front lines of the foe on the first turn. Charge against a single unit if necessary, to minimise your opponent’s Overwatch attacks, but spread out to pile into others and tie up as much of the enemy battleline as you can. Most foes will then have to spend a valuable early turn clearing out your Tzaangors, while the rest of your army closes in for the kill. Even better, if any are still alive come the second turn, they’ll be joined by a charging Vortex Beast!

2) Right on Tzaarget

For this combo, you’ll need 0 Command Points, a unit of Tzaangor Enlightened with fatecaster greatbows, a Tzaangor Shaman, and an Exalted Sorcerer on a Disc of Tzeentch.

This combo is about optimising your Enlightened shooting. A big unit of 9 Enlightened works best.

Fly this unit around as you usually would and have your Characters stay close, using their own Disc’s speed to keep pace. The Shaman provides a natural +1 to hit, and the Exalted Sorcerer not only lets you re-roll 1s to hit, he can also provide Prescience to give a further +1 to hit, meaning that, on the odds, each time this unit fires, you can reasonably expect at least 9 shots to punch past Toughness and straight to saves at AP -1. Simple, but effective.

3) The Charge of Change

For this combo, you’ll want 2 Command Points, a Daemon Prince of Tzeentch with Wings, a unit of Tzaangor Enlightened with divining spears, and a Tzaangor Shaman.

This combo is about hitting hard with your fast-moving Enlightened and optimising the impact.

Move your Enlightened, Shaman and Daemon Prince up together in a group. The Shaman again is providing his native +1 to hit, and the Daemon Prince this time is bringing the Prescience (you can use an Exalted Sorcerer, but we’re about to hit combat, and things are going to get messy, so I prefer something a little tougher).

The unit is very mobile, with a 12? move, but you can, if you like, take the Warptime psychic power on the Daemon Prince to further guarantee making an early-game charge. The Shaman can also take Glamour of Tzeentch for the Enlightened – which means enemies will have a harder time hitting them, both on the approach and in combat.

When the Enlightened make a charge, they are going to rip through almost anything – 2 attacks each, hitting on a 2+, re-rolling 1s, and with any hits of a 4+ jumping straight to an AP -1,  2 Damage wound.

Then, if the enemy still isn’t dead, use the Cycle of Slaughter Stratagem, to do it all again!

Rubric Marines are amongst the most reliable and dependable troops choices in Warhammer 40,000. In a pure Thousand Sons force (or Detachment), not only do they gain the advantage of being able to secure objectives against enemy units, they also gain access to a lot of synergies with other units, Stratagems and powers, both obvious and subtle.

In most situations, Rubric Marines are very durable; an increased save against Damage 1 weaponry makes them all but immune to most small arms fire, and against heavier weaponry, Tzeentch was nice enough to give them all a 5+ invulnerable save. In practice, this means your enemy is probably going to have to bring heavy weaponry to bear to remove any sizeable unit of Rubric Marines at range. This is fine – if they’re shooting your Rubric Marines, it means they’re leaving your vehicles and monsters alone. Use this natural resilience to force your opponent to make hard choices about where they direct their best firepower – when everything in your army requires their best weapons to take out, you force your opponent to concentrate on some units at the expense of others.

They even hold their own alright in combat as a last resort, as a durable unit to tie-up enemy squads. Don’t get too charge-happy though – while they can take the hits, they will come out on the losing side of a protracted melee against most competent combat foes, and there are plenty of other options in your army that can carry a Fight phase.

Weaponry

Rubric marines may lack the vast plethora of weapons options of units like Chaos Space Marines, but they still have a fair selection to choose from. How you equip your squads very much comes down to how you want to use them. Your two main options are inferno bolters or warpflamers, and while you can take a mix, I usually prefer whole squads of one or the other, as each fills a slightly different battlefield role.

Inferno Boltguns

Inferno bolter-wielding Rubric Marines are the most tactically flexible option. These guys are a mainstay of your traditional Thousand Sons force and do pretty well in whatever situation they find themselves in.

Units of these warriors camped in cover on your home objectives can prove very difficult for your opponent to shift, sporting an effective 1+ armour save again anything short of an autocannon. Their rapid fire inferno bolters, with an AP of -2, means they can dish out solid damage to pretty much any type of foe, too. A unit of 10 at short range will be able to obliterate small units of infantry and light vehicles and reliably strip wounds off the toughest foes.

Rubricae armed with inferno boltguns also work well advancing alongside a Character with an aura ability granting re-rolls on 1s to hit, like Daemon Princes, Exalted Sorcerers or Ahriman. As all of these also have access to the psychic power Prescience, you can have your unit hitting with their AP -2 guns on 2+ with re-rolls – nasty!

A unit of 10 can also take a soulreaper cannon. If you have Rubric Marines with inferno bolters, always take the soulreaper cannon – it hurts all the same targets your bolters do, but better, and with the same range, so it’s always contributing to the squad’s firepower.

Warpflamers

Rubricae with warpflamers are another deal entirely – unable to deal damage at medium to long range, but totally devastating at short range, they give you the option for a more specialised, but no less deadly, unit.

One thing I like about Rubric Marines with warpflamers is that they get along just fine without any assistance from Characters – they don’t need +1 to hit from Prescience, they don’t need to re-roll 1s, they just automatically hit D6 times each, and with the same armour-melting AP -2 as their bolter-brandishing brothers.

A unit of 10 Rubric Marines with warpflamers will usually dish out over 30 hits, making this unit a prime candidate for the Veterans of the Long War Stratagem (+1 to wound) allowing them to hurt most vehicles on 4+ and most infantry on 3+ or 2+. That’s some serious fiery death. And if you want to go really crazy, the unit can go up to 20…

The other thing I like about warpflamers is that very few foes will want to charge you, at least within 8? range. This goes a long way towards mitigating the unit’s vulnerability to getting tied up in combat.

Warpflamers are certainly deadly, but they are situational and don’t come cheap for their points in matched play games. As a general rule, I’d be taking inferno boltguns for units to look after my home objectives and advance to midfield, and warpflamers for units with a more aggressive intent, or to hunt a specific foe that I wanted really dead.

Aspiring Sorcerers

You can’t talk about Rubric Marines without talking about their squad leaders, and they have one of the best squad leaders in all of Warhammer 40,000 – the Aspiring Sorcerer.

These guys have been paying attention in Wizard School recently, as not only are your Thousand Sons unit leaders all Psykers, they now have access to the full Disciple of Change selection of psychic powers. Given these guys weren’t throwing out Smite on full-power anyway, I would highly recommend you just go with these powers every turn for your Rubricae, especially if you’re playing matched play. Some of these powers suit unit leaders better than others, of course, and I like the spells that benefit the unit itself. Not only are these generally easier to cast than the directly offensive spells, but I find that they usually have a bigger impact on the game. My top picks are Weaver of Fates and Glamour of Tzeentch, both of which make your already very durable Rubric Marines all but unkillable.

Getting Them Into Battle

Once you’ve decided what you’re arming your Rubric Marines with, you next need to decide how they are getting into battle. You have 3 broad options: you can walk; you can hop in transport; or you can use arcane and devious trickery, which I will henceforth refer to as “shenanigans”.

If you’ve gone for inferno boltguns and soulreaper cannons, walking might be your best bet; you’ve paid a lot of points for your Rubric Marines, and you want them dishing out damage right from the start. They are almost as survivable as most vehicles out in the open, and even though they aren’t fast, they are inexorable, and even their leisurely stride will get them comfortably to the centre of the board by mid-game, shooting all the way.

Transports are another option, and you can choose from the reliable Rhino or the mighty Land Raider. Of these, I prefer the Rhino – a small squad of 5 with warpflamers in a Rhino racing to an objective is enough to clear out most opposing troops units, but anything more than that feels like a very big investment in points in what is already quite an elite army. Honestly, I’m not quite sold on Transports for Rubric Marines being a fully optimal solution, but I do love the imagery of a full unit pilling out of a Land Raider, bolters blazing, and it’s a good excuse to paint one up.

“Shenanigans” is where the new codex really shines. There are 3 main “unorthodox” ways you can get into the action – Webway Infiltration, the Dark Matter Crystal and Warptime. Webway Infiltration is a stratagem that works the same way it does for those pointy-eared Aeldari types – sneaking through rents in the webway itself**, your units can spring a trap on enemy units by deploying in your Movement phase anywhere more than 9? from them. This is pretty standard stuff for a lot of armies, but really deadly when combined with the warpflamers and inferno bolters of the Rubricae.

The Dark Matter Crystal is a Relic that allows you to re-deploy a Character or unit once per game. It’s by far my favourite Relic in the codex. Deploy the Character in the middle of your army and you can either use it to move in support for an early assault on enemy lines or save it for a late-game objective-grab with your Rubric Marines.

Warptime has been a staple of a lot of Chaos armies for a while now, allowing a unit to move again. It arguably has better synergy with other, faster units, but don’t underestimate the ability to bring a full Rubric squad forward into rapid fire or warpflamer range.

I know, right – all these Shenanigans are so good, how do I choose? For maximum deviousness, try all 3!

Make a really scary Rubric Marine unit – let’s say, at least 10 guys, but 20 if you like – go nuts!

Add an Exalted Sorcerer with a few choice spells. In one of your Movement phases, use Webway Infiltration to deploy both units just over 9? from the enemy frontlines with the Character just behind. If they have warpflamers, have the Sorcerer cast Warptime on them, if they have inferno bolters, cast Prescience. When the Shooting phase comes, unleash the pain! And by that, I mean use Veterans of the Long War for a bonus +1 to wound.

When your opponent’s turn comes, they might get charged – this is fine, as they can usually weather a single combat phase against most enemies. When your turn comes again, use the Dark Matter Crystal on the Exalted Sorcerer to move the unit to do it all again!

Firstly, even “normal” Tzaangors are receiving some new toys in the Thousand Sons codex. As well as being able to make use of Stratagems like Webway Infiltration (discussed in our Faction Focus earlier this week), they’ve even got a Stratagem on their own in Cycle of Slaughter:

As if getting hit by a herd of 30 Tzaangors wasn’t scary enough! While this costs a couple of Command Points, Tzaangor-focused lists won’t have to worry about these too much, possessing some pretty easy ways to fill out troops slots in larger detachments (such as taking even more Tzaangors).

The Enlightened are those Tzaangor who have finally caught the attention of Tzeentch in their quest for knowledge. While most who draw the eye of Tzeentch are turned into abominable Chaos Spawn, a few are gifted with arcane weapons, strange artefacts, and maybe even constant mental communion with Tzeentch himself. These Enlightened wield divining spears, fatecaster greatbows or simply the chainswords and autopistols they fought with in their earlier lives in battle.

Tzaangor Enlightened behave much like their brethren, with a few bonuses. Representing their uncanny connection to fate itself, every hit roll of 6+ that you make with this unit will result in an automatic wound – great for stacking up damage on tougher targets. Their weapons are pretty powerful, too; the fatecaster greatbow allows you to use them as a versatile ranged harassment unit, while a flock equipped with divining spears will deal deadly damage on the charge.

Finally, mounted as they are Discs of Tzeentch, Tzaangor Enlightened possess the Daemon keyword, making them eligible for a range of bonuses from nearby characters – we’d recommend using the Boon for Change from the Discipline of Tzeentch.

If you’re looking to use Tzaangors in your army, you’ll want to include at least one Tzaangor Shaman in your force. While these guys are nifty little casters in their own right, occupying an Elites slot and wielding powers from the Discipline of Change, you’ll want them for their Bestial Prophet Ability:

From helping you score more automatic wounds with your Tzaangor Enlightened to just making your hordes more reliable, we think he’s a solid choice.

Mutalith Vortex Beasts are a pretty terrifying prospect on the tabletop, as well, thanks to a suite of strange and arcane abilities. Include this mutant monstrosity in your army, and you’ll be able to pick one powerful effect per turn – or throw yourself on the mercy of your dice and get TWO random ones:

These abilities work particularly well with Tzaangors, further enhancing their prodigious combat capabilities, and are also very handy if you’re using other close combat units. Indeed, anything with the Tzeentch keyword is a viable target, from a Lord of Change to an an allied unit of Warp Talons from Codex: Chaos Space Marines – the choice is yours. These abilities even stack, meaning taking multiple Mutalith Vortex Beasts could pay dividends – just make sure they don’t explode while they’re still in the midst of your forces.

First and foremost, Thousand Sons players will be rewarded for their dedicated list building with Brotherhood of Sorcerers, a special rule designed to help them capitalise on their psychic powers.

That’s not all. To further reward players who choose to use the sorcerous might of the Thousand Sons, the new codex gives you not one but THREE new Psychic Disciplines to draw from. In addition to the full Dark Hereticus discipline from Codex: Chaos Space Marines (reprinted for convenience in this codex), you’ll be able to take advantage of the Discipline of Change, a set of powers designed to enhance your own units or excoriate the enemy with a storm of mortal wounds.

The Glamour of Tzeentch power, for instance, allows you to shield a nearby unit – handy for stopping Magnus meeting an inglorious demise at the end of a lascannon or for keeping a large unit of Rubric Marines on an objective.

If you’re looking to isolate a particularly dangerous enemy unit, the Doombolt psychic power both restricts their movement and deals some mortal wounds to boot:

Daemonic sorcerers in your Thousand Sons army – that’s Daemon Princes of Tzeentch and Magnus the Red himself – can also take advantage of the Discipline of Tzeentch from Codex: Chaos Daemons, again reprinted for your convenience in Codex: Thousand Sons. By combining these disciplines, you’ll be able to truly dominate the Psychic phase with dizzying barrages of psychic might.

Of course, the Thousand Sons aren’t just known for their Sorcerers, and in the new codex, you’ll have a range of new tricks to use with your infantry and vehicles, too. Want to use a unit of Rubric Marines with warpflamers but don’t want to risk them as they cross the table? Simply use the Webway Infiltration Stratagem, followed by the Warptime psychic power, to get them close enough to your enemy to unleash hell. Should any foe manage to charge you, simply use the Dark Matter Crystal and teleport somewhere else…

Warpflame Gargoyles, on the other hand, has the potential to cause mortal wounds to any enemy units that think your Rhinos will be a pushover in close combat, while particularly cunning generals may want to use the large footprint of a Land Raider or Defiler to hit multiple units at once.

Of course, if you’d rather make use of the various bestial monstrosities that fight alongside the Thousand Sons, this codex has plenty of options for making your Chaos Spawn and Tzaangors fight even harder. If you’re intending to use a large unit of Tzaangors, you’ll want to make use of the Cycle of Slaughter Stratagem – ideal for wiping out a particularly stubborn foe or catching anyone you managed to consolidate into.

Meanwhile, Fated Mutation makes Chaos Spawn a little more reliable – after all, you don’t want to get caught with extra AP when you needed more attacks!

Finally, in one of the most thematic Stratagems in the book, you’ll be able to represent the horrific effects of the flesh-change (or just imploring Tzeentch’s favour at the wrong moment) with the aptly named The Flesh-Change Stratagem.

While we can’t guarantee this will win you games, it’s certainly very grimdark – and a great way to punish any foe that thinks he’s got the drop on a Sorcerer with one wound left…

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