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Warhammer 40K: 10th Ed Thousand Sons Rules Preview – All Is Dust

4 Minute Read
May 25 2023
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The Thousands Sons are next up under the spotlight from Games Workshop. Time to find out how the Sons of Magnus will perform on the tabletop.

We’re back once again with another army preview. Today it’s the Thousand Sons who get to showcase what they can do in Warhammer 40,000: 10th Edition. What will these super sorcerers be capable of on the tabletop and are they going to be durable or dust when the eldritch bolter fire commences? Let’s find out what these hollow suits of cursed power armor are up to in 10th edition!

via Warhammer Community

“The sorcerers of the Thousand Sons claim mastery over eldritch powers and forbidden lore. They draw on the warp – the roiling extradimensional ocean of psychic energy that underpins reality – to chart the course of fate, alter the course of time, and incinerate any opposition with conflagrations of coruscating warpfire. “

Thousand Sons Faction Rules

Army Rule – Cabal of Sorcerers

The Cabal Points system will allow you to grant your Psykers some extra juice on your turn. That’s great and all but what sorts of “juice” are we getting here? If only there was a handy chart that showed off the abilities…

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There’s some pretty gnarly powers on this chart! Twist of Fate might cost 9 Cabal Point but it turns off your enemies armor saves for a unit. That could be devastating. Let us know in the comments if there are any the chart that caught your eye…you know, besides *all* of them.

Detachment Rule – Cult of Magic – Kindred Sorcery

The Thousands Sons will get to choose which of the three psychic weapon boosts they want each turn. Depending what you’re planning to do each of these options should be viable. It really goes back to having a plan and deciding which of these three will be the best fit for that round. The good new is that you’ll be able to swap them out on your next Command phase — and it doesn’t look like you have to choose a different one each time either.

Stratagem – Psychic Dominion

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Okay this one is a little weird but I like it. For 1 CP you grant the target unit a nice defensive boost of a 4+ Feel No Pain against any Psychic Attacks. Additionally, any Psychic weapons that target your unit also have the Hazardous ability now. That’s a nasty one-two psychic counterpunch from the Thousand Sons!

Thousand Sons Unit Rules

Ahriman

Arhiman is back and while he’s certainly a suped-up sorcerer I think his real benefits are going to be in his abilities. Don’t get me wrong, the damage output he has is actually pretty good and the 4+ Invulnerable Save is great and all… but the Cabal of Sorcerers 3 right off the bat is sweet. Plus he’s a Leader so get that bodyguard unit ready. Additionally, he can opt to sling one of the Rituals from the Cabal of Sorcerers list for 0 Cabal points once per game!

Rubric Marines

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The Rubric Marines are back and will be just as useful for your eldritch plans as before. Being Battleline the Rubric Marines will be a key part of the army and both Bringers of Change and Icon of Flame should help them take and keep objectives on the tabletop. Also having a 5+ Invulnerable Save is always nice.

Weapons – Warp Blast

Time to snag a Mutalith Vortex Beast if you don’t have one already. Not only is their Warp Blast going to be versatile and deadly but they also come with a nasty aura ability, too:

Pushing out a few of those Rituals to 36″ seems like that could be pretty potent. I’ll leave it to you to figure out how to make that work best.

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The Thousands Sons will bring all the Warp Pain you can handle and more in 10th Edition!

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Author: Adam Harrison
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