Thousand Sons have been given even more of a spotlight after their first preview from Warhammer Community. Check out these new rules.
Coming from Warhammer Community, they previewed a snippet of rules for Psychic Awakening: Ritual of the Damned. Thousand Sons are getting even more rules beyond their codex. They’re being categorized into different Cults which offer different rules, Warlord Traits, Relics, etc.
Even after the first preview of rules, Warhammer 40,000 on Facebook stepped in and gave us another small preview of what’s coming to the faction. While we’ll be going over all of this, first, you should get caught up on what was revealed first.
Thousand Sons Are Getting New Rules: Ritual of the Damned
Just how Loyalist Space Marines have their Chapters and their Chapter Tactics, Thousand Sons are getting Cults that work in a similar way.
First up is the ability to dedicate each of your Detachments to one of the nine Cults of the Thousand Sons
These Cults have their roots in the Legion of fallen Prospero, dating back even before the Horus Heresy, and give the psykers in the Detachment access to additional psychic powers, Warlord Traits and Relics. Whichever Cult you devote yourself to, you’ll get some new tools with which to reap your revenge on the Imperium
WHC gave us a look at different aspects of three of the nine Cults that’ll be playable shortly. For the Cult of Change Capricious Crest Relic, It’s got an 18″ bubble and can convert your psychic rolls of 1 to a 6 for friendly units. Meanwhile, it can change any roll of a 6 for enemy psykers to a 1. Just remember, you can only do this once per turn AND it only works on 1’s and 6’s respectively.
The Duplictous Tactician can turn your army into an Alpha Legion- style fight with a quick redeploy of units in a spot that your opponent might have not expected. You can get up to 3+ your Warlord so some real damage can be dealt here. What’s super solid about this is that it happens at the start of the first battle round. Meaning you already know if you’re going first or second. That can make for some saucy redeploys.
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For the Cult of Time, they had a Psycher Power called Time Flux previewed. It only needs a 5 to go off, which is almost guaranteed. And it lets you act as a super Psychic Apothecary. The only stipulations is that it’s got a range of 6″ and it can only be used on Infantry. But if you roll a 9+ on the test, you can return D3 units with all their wounds remaining. That’s pretty big when you consider things like well-placed Terminator squads suddenly gaining back six wounds.
Thousand Sons Can Deepstrike Rubrics
Adding more mobility to the force, you can pick a Rubric Marine squad and have them slide into reserves for a turn. Then, drop them in the backfield along with a Daemon Prince or two and help secure ground around an objective. Solid for 1CP.
More Thousand Sons Rules Revealed on Facebook
Recently revealed on Facebook and stepping back into the Cult of Duplicity, they’re getting a Psychic Power called Sorcerous Facade. This is literally just a reskinned version of the Orks’ Da Jump. However, this can fling ANY Cult of Duplicity unit. You can think outside the box and throw some way scarier stuff toward the enemy outside of the regular Infantry options most abilities like this are limited to.
Lastly, another relic was spotted and it’s a book for your HQ’s to carry that generates CP. You roll a D6 at the start of the battle round. You’ve got a 50% chance to net a CP and a 1/6 chance to give your opponent one. If you have a tendency to drag out your games, you should be getting on average 2-3 each game and your opponent may get 1. It’s definitely a weird relic, but solid for an army that doesn’t have any other way of gaining CP.
Warhammer 40,000’s Facebook also posted up Malicious Volleys which is just an edgy-worded port for the Astartes Bolter Discipline. However, it’s definitely going to be more useful considering Thousand Sons all have -2 AP boltguns.
Combine that with 1CP to double your shot output for a unit and that’s pretty brutal. A five-man Terminator Squad bringing all storm bolters will be pumping out 40 shots at -2 AP for 1CP. (They just can’t move in the turn to use the Strat).
After seeing the latest rules previews on the Thousand Sons, do you have a Cult that you’re leaning toward? What’s the best unit option to fling 9″ away from the enemy with Sorcerous Facade?
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