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Thousand Sons players are going to be really happy with the changes and updates in the new 40K 10th Edition Codex.  Let’s sit back and look at the top things I find interesting from the book.

Goatboy here and it is gonna be a wild few weeks.  The new Thousand Sons codex comes out in a few weeks and while the book doesn’t make me want to paint up more Blue and Golden jerks it feels like a strong book for those that do.  Overall I find it that it fixes a few things from the Index and then proceeds to super charge a lot of other options as well.  If you are a Thousand Sons player from the start of 10th Edition I think you will be happy with the changes and updates.

I just like to talk about the things that interest me from these new 10th Edition Chaos Cult Legion codexes we have coming out.  Overall I think the Thousand Sons look to be a strong and somewhat difficult book to play with.  I don’t think it is as easy to run as the Death Guard book is nor is it as shifting rules wise as the World Eaters.  It does sit in a nice place between all the cult books as a powerful board control army with a ton of tricks, a decent smattering of damage, and probably one of the better Daemon Primarchs.  Let’s dive into things I like the most from the new codex.

5 – Updated Thousand Sons Rituals Are Solid

The Rituals are a complete overhaul of their old rules and almost feels like a return of the Psychic Phase from the good ole days.  There are four Rituals that kind of match up with some of their old Cabalistic Rituals from before. A Model with the ability to do rituals rolls 2d6 and check the roll versus a “casting” value for the ritual.  Remember this is by Model not by Unit.  You can view the dice roll an decide to roll a 3rd d6 to add that to the total.  If you roll a double or a triple that model takes D3 mortal wounds.  If you are pass the “casting” value you get to do the ability listed.  If you roll a higher value you get a powered up version of the rule.

There are four of them with Destiny’s Ruin giving an Oath like effect to an enemy model with 24″ and visible to the casting model on a 5+.  It rerolls 1’s to hit or all hits if you cast it on a 10+.  There is the return of Temporal Surge that lets you move a unit d6″ on a 6+ or if you roll a 10+ they can make a normal move of up to 6″.  Doombolt also returns and it casts on a 7 for D3 mortal wounds within 24″ or d3+3 on an 11+.  Finally you have Twist of Fate on a 9 that has an enemy unit have attacks that target it get an extra pip of AP or -2 AP on a 12+.  All of these abilities are good and I am happy it is an easier set of rules to remember and use instead of an extra pile of dice/points you had to keep track of.

4 – The new Sekhetar Robots Might Be Worth It

The Thousand Sons points for the robots are very aggressive.  They are cheap and giving them Infiltrate with Stealth means they could easily protect the rest of the army.  They also have the ability to get a Free Overwatch or Heroic Intervention which feels pretty powerful as you could do 2 “Overwatches” in a turn.  They have flamers and some other fun attacks so it could be helpful.  I get the feeling these guys are going to be used as a speed bump/jail unit to allow the rest of the Thousand Sons to shift around and get into areas to allow them to wreck face.

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3 – Mutalith Vortex Beasts Are BONKERS – Better Buy Three!

They were always good before and it feels like they just got better.  Between an updated super laser mixed with Feel No Pain and other nonsense Mutaliths also have a detachment that gives them things like Advance and Charge as well as -1 to wound by taking some mortal wounds.  It is just interesting to see two units with Feel No Pain in the book.  These guys are going to be a big help to try and wreck tanks and especially if you can “oath” that Knight across the table and watch the mind lasers shoot it.  We’ll see if they stay cheap. As is, I would expect to see three in most armies initially.  I hope GW found a lot of cases of these in the warehouse, as they can easily “upsell” them to all the new Thousand Sons players that are coming with this strong army.

2 – Tzaangors – Now Actually Useful!

These Tzeentch Mutants that also love the new Warpmeld Pact detachment that also loves Mutaliths seem very useful. They get a redeploy option which feels good as well as gaining Battleline in the Warpmeld detachment feels like those players that have piles of them will be very excited to play.  Even the new Enlightened units with those Magical Bows seem great with strength 5, Ap -2, and Flat 2 damage with Precision and a 10 inch move.  This is a lot of options that fit into the left over points when building and army and the sheer aggressive nature of how the army might play with Robots starting the pain train and then waves of Tzaangors hooting and hollering.

1 – Magnus Can Take A Vacation

This is more of a response to the rest of the Primarchs as well.  They are not needed to get a successful army in the new codex builds. I think this is a good thing as it allows for different builds to be tried, you remove a giant anchor the army used to have, and it should just make for a cooler looking board state.  I know Magnus is a pretty awesome model but he shouldn’t be showing up to every last battle?  He has other things to do as well as the other Daemon Primarchs. It’s one of the things that I think will help this book as it shifts around to different army types from  the Mutant heavy army, a vehicle heavy option, and just the tried and true wave of walking suits Rubricae builds will see showing up. If you love Magnus, you can use him, and he’s decent – but you don’t NEED to.

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Overall the 10th Edition Thousand Sons codex seems good, just not something that sparks joy or a desire to paint a bunch of super detailed blue and gold boys.  It feels like one of those armies that will have those turns where it just murders you with sorcerous firepower but might struggle with holding objectives and just being fast enough.  It really fits for those meticulous scheming players that want to plan out their turns in advance. The Thousand Sons new playstyle is less all-gas-no-brakes like World Eaters, finesse-assault-phases with the Emperor’s Children, or the sheer grinding-down nature that is the Death Guard.

What do you think?  Are you excited to paint more gold edges?  Does the calming blue of the Thousand Sons interests you?  Do you have a pile of Tzaangors that just want to show up on the table top?  Did you already have your three Mutaliths ready to go?

ALL IS DUST!

Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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