JOIN LOGIN JOIN

How to Play 40k Thousand Sons Codex: Review

40k thousand sons Faction painted miniatures closeups warhammer 40k

Spread change with the Thousand Sons and our guide to their 10th Edition Warhammer 40k codex, how-to-play strategies, index changes, and rules review!

The Thousand Sons return with new power, refined tactics, and a stronger grip on the arcane in the Thousand Sons Codex 10th edition. Whether you’re drawn to the shifting sands of sorcery or the allure of precision psychic warfare, this guide breaks down what matters most.

The followers of Tzeentch aren’t just about throwing out mortal wounds and hoping the warp favors them. Commanding the Thousand Sons to their full potential means understanding layered abilities, weaving together potent spellcraft, and choosing each engagement like a master of fate, manipulating strands of destiny.

From crucial rule adjustments and Thousand Sons index revisions to tactically sound approaches, all the essential Warhammer 40k Thousand Sons Codex pieces are here, rubric dust and all.

Thousand Sons Rules and Faction Overview (10th Edition)

Originally published in May 2025. Updated on October 29th, 2025, by Rob Baer with the latest Warhammer 40k Thousand Sons Codex 10th Edition rules, leaks, and information.

Combat Patrol Thousand SonsWhat’s arriving in this update? A surge of sorcery and strategic depth. We’ll break down how to play Thousand Sons with their new goodies! 

With five distinct detachments, updates to psychic mechanics (now it’s basically their army rule), and refined unit roles, the Thousand Sons codex for 10th Edition and PDF puts even more emphasis on manipulation, layered tactics, and raw warp power.

Thousand Sons Codex Strengths and Weaknesses

Thousand Sons New Detachment RulesThe Thousand Sons rules are built around precision and psychic pressure. Their strength lies in complex interactions, using psychic actions to shape the battlefield, combining Cabal of Sorcerers with tactical spellcasting, and positioning their Rubricae, Infernal Masters, Tzaangor Shamans, Mutalith Vortex Beasts, and Scarab Occult Terminators to maximum effect.

Each detachment brings a new twist on sorcerous warfare, from relentless magical barrages to cunning, ritual-based strategies.

Thousand Sons Codex 10th Edition Strengths:

  • Strong psychic attacks and output, with multiple ways to deal mortal wounds
  • Detachments that support varied playstyles, from relentless fire support to strategic disruption
  • Durable units with All Is Dust and invulnerable saves
  • The psychic system adds flexibility and extra utility each turn
  • Effective at mid-range engagements and objective control through layered buffs

Weaknesses:

  • Can be vulnerable to anti-psyker tech, Feel No Pain, and psychic denial
  • Relatively expensive units; each loss matters
  • Mobility depends heavily on support characters and stratagems
  • Complex rules interactions can punish misplays

How to Play Thousand Sons (Warhammer 40k 10th Edition)

Boarding Patrol Thousand SonsThis army fights with calculation, not chaos. You’re not just dealing damage; you’re warping movement, blocking charges, extending auras, and making every action feel like part of a larger plan. Units use psychic powers to change how the game flows, while psychic weapons hit with surgical intent.

Ranged strength comes from smart positioning and layered effects. You’re not throwing random dice and hoping for mortal wounds. You’re choosing when and where to act, and each phase feeds into the next.

Rubric Marines, Terminators, and daemon-infused vehicles all come with solid defenses and enough firepower to matter. You’ll hold ground longer than most armies expect, especially with buffs that improve saves, reduce damage, or make attacks more reliable.

Characters aren’t just leaders; they’re enablers. Ahriman boosts efficiency. Sorcerers stack effects and trigger rituals that reshape the board. Even Sekhmet Sorcerers in Terminator armor push your elite units into overdrive.

Core Thousand Sons Rules Explained

Thousand sons Army Rules

So here’s the deal (and a change from the Thousand Sons index) rules: your entire army is basically a mobile, angry wizard college. At the start of your Shooting phase, you get to pop off some Rituals using your Psyker units, because why just shoot bullets when you can twist reality?

How it works:

  • Pick one or more models with the Rituals rule.
  • Pick a Ritual for each one (each model can only do one that it hasn’t already done).
  • Then, roll 2D6 for each model trying to do its psychic party trick.

If you roll doubles or triples, the model takes D3 mortal wounds, because messing with the warp is dangerous, kids.

If they survive the mind-melting experience and roll equal to or above the Warp Charge value, boom, the Ritual goes off.

The Core Thousand Sons Rules (aka Rituals):

  • Destiny’s Ruin (WC 5)You mess with one enemy unit’s aim. Anytime your Thousand Sons shoot at them, if they roll a 1 to hit, they re-roll it. If you supercharge this spell (rolling a 10+), you get to re-roll the whole Hit roll instead of just 1s.
    • Translation: Make the enemy easier to hit. Bad day to be in their armor.
  • Temporal Surge (WC 6) Move one friendly Thousand Sons unit up to 6″. If you roll a 10+ on the psychic test, they get to move a full 6″ instead of rolling for it.
    • Translation: Magic dash button. No, you can’t charge after it, but it gets your units in place fast.
  • Doombolt (WC 7) Zap an enemy within 12″ for D3 mortal wounds. If you roll 11+, it’s D3+3 instead.
    • Translation: Classic Thousand Sons pain beam. Always spicy, never subtle.
  • Twist of Fate (WC 9) Target an enemy unit and give all your Thousand Sons shooting at them +1 AP. Roll a 12+? Make that +2 AP.
    • Translation: You just made your bolters act like they’re packing melta rounds. Respect.

Thousand Sons Detachments and Army Builds

thousand sons hor wal 1The Thousand Sons Codex 10th Edition isn’t getting just one detachment; five different options let you tailor your playstyle. Each one leans into a different strength, meaning you can go full speed, focus on duels, or even stack favor-based buffs.

Here’s what they bring to the table:

Grand Coven

Grand Coven DetachmentIf your idea of war involves precision spellcraft, psychic barrages, and everything going exactly the way your grimoires predicted, Grand Coven is your power base. This detachment plays like a well-rehearsed ritual; every phase, every shot, every curse aligned.

Grand Coven DetachmentYou’re rewarded for methodical play. Psychic weapons get deadlier, reach farther, and wound more reliably through your Command phase picks.

Stack those Thousand Sons rules bonuses right, and your foes will get shredded by bolter-sized soul-searing blasts long before they get close.

Warpforged Cabal

Warpforged CabalIf you’re all about rolling tanks that hum with warp power and daemon engines that grind while chanting in daemonic Latin, this detachment is your new workshop.

Warpforged Cabal gives your vehicles the psychic juice they never knew they needed.

Warpforged CabalKeep them near your Psyker models and you’ll reroll key rolls, stack mortal wounds on death, and turn otherwise standard machines into warp-infused juggernauts.

It’s less “gunline” with ranged weapons and more “rolling arcane artillery with a bad attitude.”

Rubricae Phalanx

Rubricae PhalanxIf you like your game plan simple: walk forward in the movement phase, shrug off fire, and delete anything that looks at you funn; Rubricae Phalanx delivers. These enchanted Space Marine husks may be silent, but their bolters sure aren’t.

Rubricae PhalanxRubrics become harder to shift with a bonus save against lighter hits, and that pairs nicely with abilities that improve coordination, morale, and melee surprise when needed.

It’s steady, brutal, and exactly what you’d expect from the dustiest boys in blue. They can shoot or fight, and their reliability is close to that of the Death Guard! 

Warpmeld Pact

WarpMeld PactIf your style leans more toward unleashing warp-mutated nightmares that bleed, burn, and still keep swinging, Warpmeld Pact is where things get nasty.

It’s a deal sealed in blood and bolters, and it rewards you for leaning into that chaos.

WarpMeld PactTzaangors and mutants can crank up their own pain for stronger attacks. They don’t last forever, but while they’re alive, they’ll punch above their weight, laugh off wounds, and mutate their way through enemy lines like a horror show with legs. If you have an aspiring sorcerer sitting around, this might be perfect, since you don’t have to care if he mutates into a Chaos Spawn. 

Changehost of Deceit

Changehost of DeceitIf outmaneuvering your opponent is more fun than overpowering them, Changehost of Deceit will keep you entertained the entire game. It’s all about tricks, sudden shifts, and pulling units out of the shadows like stage magic gone wrong.

With sneaky redeploys, hit modifiers, charge interference, and movement shenanigans for models in your army, you’ll keep your opponent guessing and misstepping. Set the board like a trap and watch your opponent stumble through it while you stay two moves ahead.

Key Thousand Sons Datasheets and Unit Roles

Let’s break down the key datasheets that define the army’s identity, as outlined in the Thousand Sons codex. 

Magnus the Red

Magnus the Red RulesMagnus doesn’t just enter the table; he warps it around himself. His whole shtick? Psychic supremacy with a side of monster brawler.

Between his psychic beams, devastating melee, damage reduction, movement buffs, and hit rerolls when wounded, he’s built to dominate every phase. He can also deep strike, but we’re not sure about keeping him off the table. 

The downside? He’s going to attract every anti-monster and sniper tool your opponent brought. Keep him shielded early and let him strike when it matters. Once he’s in, he deletes units, tips psychic tests, and makes your whole army look smarter by comparison.

Ahriman

AhrimanAhriman plays chess while everyone else is still setting up checkers. He’s fast, casts like a boss, and messes with deployment before the game even begins. His redeploy trick can flip the opening turns, and his boost to Rituals keeps your magic game on point.

He’s not a frontline killer, though. Keep him in the backline or skirting around objectives, feeding power to your casters and pulling strings where it hurts most. He shines brightest when amplifying your Rituals and making your opponent’s plans fall apart.

Rubric Marines

Rubric Marines RulesThe staple of the Warhammer 40k Thousand Sons codex. Rubrics are your mid-field meat grinders in arcane armor with plenty of great ranged attacks. They reroll wounds against objective campers, shrug off small arms with ease, and come packing an arsenal of soul-tearing guns. Whether it’s flamers, cannons, or the humble bolter, they punch above their size.

They’re not fast, and they won’t hold up to dedicated melee, but they don’t need to. Stick them on objectives, give them a buff or two, and let their sheer stubbornness do the work. They’re the backbone of any psychic gunline worth its salt.

Scarab Occult Terminators

Terminator RulesScarab Terminators don’t mess around: they drop in, lock down, and dare the enemy to do something about it. With tough profiles, psychic weapons, and a solid mix of range and melee, they’re your elite scalpel…that feels like a hammer.

They’re slow and costly, sure, but they make up for it in staying power and versatility. Drop them where it matters most, support them with a Sorcerer, and let them chew through whatever stands between you and board control.

Sekhatar Robots

Sekhtar Robots rulesThese bots are blunt instruments with a psychic twist. They push up early with Infiltrator and Stealth, lay down flame, rockets, and melee, and pull off surprise Overwatch or Heroic Interventions for no CP. They’re the disruptors your list needs.

They’re not unkillable, but they are tricky to pin down. Use them to screen, burn through light units, or create early headaches your opponent can’t ignore. With the right positioning, they cause way more trouble than their points suggest.

Final Thoughts: Thousand Sons 10th Edition Codex Review and Strategy

codex-book-thousand-sons-rules-10th-Edition

The Thousand Sons Codex 10th Edition pushes hard into the faction’s core identity: psychic control, tactical pressure, and a warband of spell-wielding killers who don’t just fight, they manipulate.

You’re not just blasting enemies; you’re controlling the pace, the positioning, and the outcome of every turn.

Will Warhammer 40k Thousand Sons codex roll over the meta overnight? Probably not. But they bring consistency, layered synergy, and enough arcane firepower to rewrite any battle plan.

Whether your style leans toward elite Rubric gunlines, daemon engine support, or teleporting mutant shock troops, there’s a detachment that lets you cast hard and play smart.

Where to Find the Thousand Sons Codex PDF and Book

Codex Thousand SonsSnag your new Thousand Sons codex from our handpicked list of retailers, and give us a high-five in support! Every qualifying purchase helps Spikey Bits keep the lights on and the fun going. 

9th warhammer 40k banner logo

Quick Order Links To Get 15% Off or More:

You can save even more on your purchase by using our exclusive list of redeemable discount codes from some of the best hobby retailers and miniature manufacturers!

If you’re looking for the Thousand Sons PDF codex, Wahapedia is the go-to spot for free reference material, but if you want the full book with lore, art, and all the extras, Games Workshop’s official version is the way to go.

đź”— Related Reads:

What do you think about the Warhammer 40k codex rules for the Thousand Sons or their PDF?
Subscribe
Notify of
guest
0 Comments
Inline Feedbacks
View all comments