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.

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

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)

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
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

Here’s what they bring to the table:
Grand Coven


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

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


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

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

Changehost of Deceit

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

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

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

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

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

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
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

Quick Order Links To Get 15% Off or More:
- Mid Atlantic US: Fabricators Forge | Bazooka Games | or | The Rogue Traders |
- Central US: Wargame Portal | Collector Store | Dicehead Games | Noble Knight Games | or | Warpfire Minis |
- West Coast US: Frontline Gaming | Gamers Guild AZ | or | Squad Marks |
- UK: Element Games (UK) | Merlin’s Minis | or | Wayland Games |
- Canada: Fenris Workshop | Tista Minis | Abyss Game Store | or | Kingdom Titans |
- Worldwide: Amazon | eBay | or | Games Workshop’s Store |
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.
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