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New Rules Tidal Wave For Thousand Sons Codex

By Juan Lopez | January 27th, 2018 | Categories: Thousand Sons, Warhammer 40k, Warhammer 40k Rumors

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It’s a rules tidal wave!  Check out all the latest powers, Traits, Stratagems, and Relics that have been revealed for the Thousand Sons in their very first stand-alone codex!

The Codex: Thousand Sons is nearing its official release and, thanks to winters SEO’s review, we now have more information regarding what Relics, Stratagems, psychic powers, and Warlord Traits that the Thousand Sons will be using to decimate their enemies. There are 22 Stratagems to choose from, 13 Relics, 6 Warlord Traits, and 18 psychic powers to choose from. T-Sons have access to 12 psychic powers: Disciplines of Change and Dark Hereticus. Magnus will have access to those 12 as well as the 6 from Discipline of Tzeentch. Tzaangors will only have access to the Discipline of Change.

Below are the psychic powers, Traits, Relics, and Stratagems that have not been discussed before. Also, check out our previous coverage of the Codex: Thousand Sons to get caught up!

 

Psychic Powers

Discipline of Change

  • Tzeentch’s Firestorm: Warp Charge value of 7. If manifested, choose an enemy unit that is within 18″ of the psyker and is visible to them. Roll 9 dice. The selected enemy unit suffers a mortal wound for each roll of a 6.
  • Boon of Mutation: Warp Charge value of 7. If manifested, you select a friendly T-Sons character and not a demon character within 3″ of the psyker. Roll 2D6 and consult the chart on the Boons of Tzeentch Stratagem to see what power will have an effect on them for the rest of the game. The boons listed are similar to others listed in previously.
  • Temporal Manipulation: Warp Charge value of 6. If manifested, select a friendly T-Sons model within 12″ of the psyker. That model immediately heals D3 wounds.
  • Weaver of Fates: Warp Charge value of 6. If manifested, select a friendly T-Sons unit within 18″ of the psyker. Until the start of your next Psychic phase, the invulnerable save of the unit is improved by +1 to a max of 3+. Models that do not have an invulnerable save gain a 4+ invulnerable save.

Warlord Traits

  • Otherworldly Presence: Improve your Warlord’s invulnerable save up to a maximum of 3+. Ahriman comes with this Warlord Trait automatically.
  • Lord of Forbidden Lore: Your Warlord know one additional psychic power. Magnus comes with this Warlord Trait automatically.
  • Re-roll failed to Deny the Witch tests for your Warlord.
  • Reduce all damage suffered by your Warlord by -1 to a minimum of 1.
  • Ether Stride: your Warlord can Advance and charge in the same turn and re-roll failed charge rolls.
  • High Magister: Add +1 to all Psychic tests made by your Warlord.

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Relics

  • There are 3 powerful weapons: Seer’s Bane, The Coruscator, and the Prismatic Staff.
  • Prismatic Staff: replaces Force Stave – allows the bearer to shoot and charge in the same turn it Fell Back in. It is STR +2, -1AP, and D3 Damage.
  • Helm of the Third Eye: If your army is battle-forged and the bearer is on the battlefield, each time your opponent uses a Stratagem, roll a dice. On a 5+, you gain a command point.
  • The Athenian Scrolls: If you roll a double when making a successful psychic for the bearer, your opponent cannot attempt to deny the witch or negate the manifested power by any means. Note: psyker will still suffer perils if the result is a double 1 or double 6.

Stratagems

  • Relics of the T-Sons: For 1/3CP, can take up to two additional relics.
  • The Great Sorcerer: For 1CP,  select a friendly T-Sons psyker and they can attempt to manifest an addition psychic power.
  • Cabalistic Focus: For 1CP, before attempting to manifest a psychic power with a T-Sons psyker who is in within 6″ of two other friendly T-Sons psykers, you can add +2 to the psychic test.
  • Sorcerous Pact: For 1CP, use this strat when a T-Sons character attempts to summon a unit of Tzeentch daemons and you can roll four dice instead of 3.
  • Soul Flare: For 1CP, use this strat when a T-Sons Aspiring Sorcerer or Scarab Occult Sorcerer from your army is slain. Before removing the model as a casualty, roll a D6 for each enemy unit within 6″. Subtract -2 from the roll of the unit being rolled for is a character or vehicle. On a 4+, the unit being rolled for suffers a mortal wound.
  • Vengeance for Prospero: For 1CP, use this strat before a T-Sons unit in your army fights in the Fight phase. Until the end of the phase, that unit’s Death to the False Emperor triggers on a 4+ instead of a 6+ on attacks that target Space Wolves units only.
  • Inferno Bolts: For 1CP, select a T-Sons vehicle before the battle and select a combi-bolter, combi-melta, combi-flamer, heavy bolter, or twin heavy bolters on the vehicle. That weapon is now slated to fire Inferno Bolt rounds which grant -2AP.
  • Baleful Vortex: For 1CP, use this strat after a Mutalith Vortex Beast from your army resolves a Mutalith Vortex power. Roll a D6 to randomly select a power. The Mutalith Vortex Beast will immediately use this newly rolled power even if the power has already been rolled before.
  • Coruscating Beam: For 3CP, use this strat in the Shooting phase if you have a T-Sons Warlord that did not move in your Movement phase. Instead of shooting with your Warlord’s weapons, pick two points that are 9″ apart and visible to the Warlord. Draw an imaginary 1mm straight line between the two points. Roll a D6 for each unit that the center of the line passes over. Subtract -1 from the result if the unit is a character. On a 4+, the unit being rolled for suffers D3 mortal wounds. This strat can only be used once per battle.

There you have the lastest of the Codex: Thousand Sons reveals. Are you liking what you are seeing so far? Does this have you hyped up to see your Thousand Sons army on the table? Let us know in the comments!

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About the Author: Juan Lopez