Games Workshop is showcasing some of the new rules for the Grey Knights and Thousand Sons. The Hexfire will be slinging soon!
Both the Grey Knights and the Thousand Sons are due for a new codex very soon. To go along with those books, they are also getting a new battle box called Hexfire that puts the two Psychic juggernauts against each other on the tabletop. The box will feature a few new models and enough goodies to field two playable forces as well as a standalone campaign you can play through. But what we’re really excited about are the new rules for these two armies coming soon!
Today, Games Workshop has brought us some teasers of the changes heading our way. Both of these armies are bringing the heat in the psychic phase – but who’s going to come out on top? You be the judge!
“New subfactions allow you to tailor each army to your favoured play style. The Thousand Sons boast a total of nine Great Cults, each with a distinctive psychic power, Warlord Trait, and Relic. The Grey Knights have access to eight new Brotherhoods, with signature Stratagems, psychic powers, and Warlord Traits. These subfaction psychic powers are taken in addition to the powers they already know, empowering your Psykers without taking anything away.”
Yep! That’s a ton of new goodies heading our way for both armies. Curious about what they are actually going to do on the tabletop? So are we! Luckily, we’ve got some examples for each army.
The Wardmakers are one of the subfactions and Projection of Purity is their unique psychic power. This one targets an enemy unit within 12″ and shuts them off from receiving the benefit of their army’s aura abilities. That’s one way to cut folks off from their power source!
The Swordbearers are another subfaction. Empyric Lodestone is their unique psychic power and it allows for Swordbearer Vehicles to more easily wound a specific target. This is a great way to get wounds on a high toughness target. It’s also a way to make your attacks even more consistent.
The final teaser for Grey Knights is the Prescient Brethern’s Fatal Precognition. This one really messes with the target’s ability to move. They can still do it – it’s just going to generate mortal wounds on them!
The various cults of the Thousand Sons are also getting their own unique powers and first up we have Empyric Trespass from the Cult of Knowledge. This is another power that makes attacks vs a target unit more reliable. It allows for a re-roll of wound rolls of 1.
Time Flux comes from the Cult of Time (go figure). This one brings back a destroyed Cult of Time Infantry model. That might not seem like much at first glance but there are some really strong options for this one (looking at you Scarab Occult Terminators).
The final cult specific power is the Cult of Manipulation’s Attempted Possession. This one functions as both a direct damage power and a debuffer. It just does a flat mortal wound. However, it also causes the target unit to take -2 to their psychic tests. You could get some good mileage out of this one.
Which psychic powerhouse do you think will come out on top? Let us know in the comments!