Thousand Sons 8th Edition

As of 03-10-2018 Thousand Sons Summery 

The new Thousand Sons Codex is a disappointment, wrapped in some potentialthat never fully realizes. Thousand Sons Codex finds a way to add some Age of Sigmar units in, while at the same time staying true the design and fluff of the army. It is the Tzaangors that make the army different, but that is a problem because Thousand Sons Codex should be about the Thousand Sons, which will keep the beautiful model line collecting dust.

Like all elite armies the Thousand Sons suffer, the only thing saving them are the units that are not actual Thousand Sons. Maybe in a weird fluff way that makes sense; imagine powerful Sorcerers leading a cabal of Daemons and alien beasts? If the Thousand Sons stand a chance at actually being playable it will be just that way; five to six casters with Tzaangors, Mutalith Vortex Beasts, and Cultists. The army lacks long range damage output as well, because those options are too expensive and/or not effective as well.

If you want to run true Thousand Sons without any of the cheap models just be ready to forge a narrative because the chance this army won’t get tabled by an average equivalent Imperium, Eldar, Tyranid, or Choas force is very little. The Thousand Sons should easily get lost in the shuffle of so many codexes, beyond the Tzaangors and Vortex beast nothing stands out. Games Workshop could have done a better job, by maybe making the Thousand Sons a foil to the Adeptus Custodes, since they are the closest thing to a functional elite army. The nerfs to Magnus the Red also does hurt the army, but Games Workshop could have focused on making him good for just the Thousand Sons not Chaos Space Marines or Daemon armies.

No matter what, it is pretty clear Games Workshop had some Tzaangors and Vortex Beasts laying around otherwise this codex would really have been a nothing burger.

Below you find all the quick reference material you need to build a Thousand Sons army.

As of 03-10-2018 Thousand Sons Stratagems groups are…

  • Universal Stratagems
  • Thousand Sons Stratagems

(See tabs for details)

 

As of 08-18-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

 

As of 03-10-2018 Thousand Sons Stratagems are…

Cabalistic Focus: 1 CP

Use this before attempting to manifest a psychic power with a Thousand Sons psyker from your army that is within 6″ of at least 2 other friendly Thousand Sons psykers. You can add 2 to the Psychic test.

Warpflame Gargoyles: 1 CP

Use this at the start of any Fight phase. Pick a Thousand Sons Vehicle from your army that is not a Helbrute or Heldrake and roll a D6 for each unit friend or foe within 3″ of it, -2 from the roll if the unit being rolled for is a Character or Vehicle. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Sorcerous Pack: 1 CP

 Use this when a Thousand Sons Character attempts to summon a unit of Tzeentch Daemons using a Daemonic Ritual. You can roll up to 4 dice rather than 3 for summoning roll, and your character will not suffer any mortal wounds for rolling doubles or triples

Webway Infiltration: 1CP/3CP

Use this during deployment. If you spend 1 CP, you can set up one Thousand Sons Infantry unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs you can set up two such units. Any number of units in the webway can emerge at the end of any of your Movement phases – set each unit up anywhere on the battlefield that is more than 9″ from any enemy models. You can only use this once per battle.

Soul Flare: 1 CP

Use this when a Thousand Sons Aspiring Sorcerer or Scarab Occult Sorcerer from your army is slain. Before removing that model as a casualty, roll a D6 for each enemy unit within 6″ of that mode, -2 from the roll if the unit being rolled for is a Character or Vehicle. On a 4+, the unit being rolled for suffers a mortal wound.

Fated Mutation: 1 CP

Use this in the Fight phase just before a unit of Tzeentch Chaos Spawn from your army fights. Instead of rolling a D3 for that unit’s Mutated Beyond Reason ability this phase, you can choose the result from the table. In addition, you can re-roll the number of attacks each Chaos Spawn in the unit makes unit the end of the phase.

Vengeance for Prospero: 1 CP

Use this just before a Thousand Sons unit from your army fights in the Fight phase. Unit the end of the phase, that unit’s Death to the False Emperor ability triggers on hit rolls 4+ instead of 6+ for attacks that target a Space Wolves unit.

The Flesh-Change: 1 CP

Use this at the start of any phase. Pick a Thousand Sons Infantry Character from your army. That character is slain, but you can add a Chaos Spawn to your army. Set up the Chaos Spawn within 6″ of the character before removing them as a casualty. A Chaos Spawn Created in this manner must have the Tzeentch keyword, and does not cost any reinforcement points in matched play.

Inferno Bolts: 1 CP

Use this before the battle. Select a Thousand Sons Vehicle from your army and select a combi-bolter, -melta, -flamer, heavy bolter or twin heavy bolter that the model is equipped with. That weapon is upgraded to fire inferno bolt rounds. Change the AP characteristic of that weapon to -2 only change the boltgun profile of the combi weapons.

Baleful Vortex: 1 CP

Use this after a Mutalith Vortex Beast from your army has resolved a Mutalith Vortex Power. Roll a D6 to randomly select a Mutalith Vortex Power. The Mutalith Vortez beast immediately uses the power rolled, even if it has already used that power this phase. Furthermore, that power is automatically successful – dice roll is necessary.

Cycle of Slaughter: 2 CP

Use this at the end of the Fight phase. Select a Tzaangor unit in your army – that unit can immediately fight an additional time.

Coruscating Beam: 3 CP

Use this in the Shooting phase, if you have a Thousand Sons Warlord that did not move during your Movement phase. Instead of shooting pick two points on the battlefield that are 9″ apart and visible to him and draw an imaginary straight line 1mm wide between them. Roll a D6 for each unit that the centre of the line passes over, -1 for to the result if the unit being rolled for is a Character. On a 4+ the unit rolled suffers D3 mortal wounds. You can only use this once per battle.

The Great Sorcerer: 1 CP

Use this at the end of your Psychic phase. Select a Thousand Sons Psyker from your army. The Psyker can immediately attempt to manifest one additional psychic power this turn.

Relics of the Thousand Sons: 1/ 3 CP

Use before the battle. Your army can have one extra Sorcerous Arcana for 1 CP, or two extra Sorcerous Arcana for 3 CPs. All the Sorcerous Arcana that you include must be different and be given to different Thousand Sons Characters.

Blasphemous Machines: 1 CP

Use this Stratagem just before a Thousand Sons Vehicle attacks in the Shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing Heavy Weapons, or for Advancing and firing Assault weapons.

Boon of Tzeentch: 1 CP

Use at the the end of a Fight phase in which one of your Characters (not a Daemon Prince) slays an enemy Character, Vehicle, or Monster. Roll 2D6 on the Chaos Boom table and apply the effects.

Veterans of the Long War: 1 CP

Use this when a Thousand Sons Infantry or Biker unit is selected to attack in a Shooting or Fight phase. (excluding units from Renegade Chapters). You can add 1 to all wound rolls made for the unit until the end of the phase.

Linebreaker Bombardment: 1 CP

Use in your Shooting phase if a Thousand Sons Vindicator is within 6″ of 2 other friendly Thousand Sons Vindicator. If you do so, the Thousand Sons Vindicator cannot fire their demolisher cannons this phase – instead, select a visible point on the battlefield within 24″ all three vehicles. Roll a dice for each unit (friend or foe) within 3″ of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On 4+ that unit suffers 3D3 mortal wounds.

Killshot: 1 CP

Use in your Shooting phase if a Thousand Sons Predator is within 6″ of 2 other friendly Thousand Sons Predator. If you do so, you can add 1 to the wound rolls and damage for all the Predators’ attacks that target Monsters or Vehicles this phase.

Daemonforge: 1 CP

Use this in your Shooting or Fight phase when a Thousand Sons Daemon Vehicle is chosen to attack. You can re-roll failed hit and wound rolls for that model unit the end of the phase.

Chaos Familiar: 1 CP

Use this at the start of your Psychic phase. Select a friendly Thousand Sons Psyker. That model can replace any of its psychic powers with a power of your choice from the Dark Hereticus, Discipline of Change, Discipline of Tzeentch discipline.

Fire Frenzy: 1 CP

Use this in your Shooting phase. just before a Thousand Sons Helbrute shoots. If that Thousand Sons Helbrute did not move in its Movement phase, it can fire all of its weapons twice but all of its attacks must target the nearest visible enemy unit.

As of 03-10-2018 Thousand Sons Unique Item groups are…

  • Sorcerous Arcana

(See tabs for details)

If your army is led by a Thousand Sons Warlord, you may give one Sorcerous Arcana to a Thousand Sons Character in your army. Named characters cannot be given relics. Some Sorcerous Arcana replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Seer’s Bane

Models with force sword or power sword only. Replace the bearer’s force sword or power sword with the following profile: Melee, S User, AP -3, D D3. The Strength of the bearer is doubled when targeting enemy Psyker units or enemy units that include any models with Leadership 9 or higher with this weapon.

Coruscator

Models with inferno bolt pistol only. Replace the bearer’s inferno bolt pistol with the following profile: Range 12″, Pistol 3, S4, AP -2, D3.

The Prismatic Staff

Models with force stave only. Replace the bearer’s force stave with the following profile: Melee, S +2, AP -1, D D3. The bearer can shoot and charge during a turn in which it Fell Back.

Dark Matter Crystal

Once per battle at the end of your Movement phase, you can select the bearer or a friendly Thousand Sons Infantry unit within 12″ of him Remove that unit from the battlefield and immediately set it up anywhere on the battlefield that is more than 9″ from any enemy models. This does not count as Falling Back if the unit was within 1″ of any enemy models.

Helm of the Third Eye

If your army is Battle-Forged and the wearer is on the battlefield roll a D6 each time your opponent uses a Stratagem. On a 5+ you gain 1 Command point.

Athenaean Scrolls

If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to resist that psychic power with a Deny the Witch test or negate it by any means. Note that if the psyker is slain by Perils of the Warp, the power they were trying to manifest will still automatically fail.

As of 03-10-2018 Thousand Sons Warlord Traits are…

  • Universal Warlord Traits
  • Thousand Sons Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If the Warlord of your army is an Thousand Sons Character, you can pick the Warlord Trait from the Thousand Sons Traits Table.

Arrogance of Aeons

Re-roll failed Deny the Witch tests you take for this Warlord

Undying Form

Reduce all damage suffered by your Warlord by 1 to a minimum of 1.

Aetherstride

Your Warlord can Advance and charge in the same turn, and you can re-roll failed charge rolls.

Lord of Forbidden Lore

Your Warlord knows one additional psychic power.

Otherworldly Prescience

Improve your Warlord’s invulnerable save by 1 to a maximum of 3+

High Magister

Add 1 to any Psychic tests you take for your Warlord.

Codex Thousand Sons 8th edition was released on 02-03-18

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