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===Weapons=== The Armoury of the Thousand Sons shares a lot in common with the Chaos Space Marine and Loyalist armouries, with the Iconic Inferno Bolters and Soulreaper Cannons the stand-out exceptions. ====Ranged==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A large, but not exhaustive, list of the various types of weaponry used by the the forces of the Thousand Sons: <div class="mw-collapsible-content"> *'''Autogun''' - Now comes standard on Cultists, 24" Rapid Fire 1 S3 D1. *'''Autopistol''' - The other cultist option, 12" Pistol 1 S3 D1. Everything that can take this also has a chainsword or equivalent. *'''Baleflamer''' - 18" Assault 2D3 S6 AP-2 2D auto-hits, so roughly the same as Torrent range. *'''Bolt pistol <sup>Legends</sup>''' - Your standard sidearm for most troops. Boltgun profile with halved range and Pistol 1 instead of Rapid Fire. *'''Boltgun:''' The standard 40k infantry weapon, 24" Rapid Fire 1 S4 AP0 D1. Almost nothing you can field can actually wield one of these, outside of some forge world models (like a Chaos Rapier Carrier). *'''Combi-weapons:''' Many, if not all, of your Forge World vehicles can/must take these. **'''Combi-bolter''' - Literally 2 bolters in one, gaining Rapid Fire 2 rather than 1. **'''Combi-flamer''' - Being a combi-weapon means it can fire both modes in the same phase, but at -1 to hit. The flamer automatically hits. You work it out. Fantastic because you lose nothing over the Bolter but simply gain a lot of shots once you're in flamer range. **'''Combi-melta''' - The combi with the most different weapons. The melta is the star of the show, so just think it as that plus some anti-light ability. It's worth firing both parts against MEQ out of cover and lighter, but hit some big targets with it or it's a waste. **'''Combi-plasma''' - Can be fired safely, or overcharge,; the latter of which should never be done on most units without the ability to reroll 1s somehow. The bolter part actually does less work than on a combi-melta, it doesn't do anything the plasma gun can't. A plasma gun that hits light infantry harder. *'''Defiler Cannon''' - The Defiler's old battle cannon gets an upgrade. a 72" Heavy D6 S8 AP-2 D3 Blast profile. Since you will likely only have one of these, namely on your centerpiece Defiler, consider focusing your command rerolls onto its D6 shots. *'''Demolisher cannon''' - Your big-boom tank weaponry, sadly finds itself in a bit of a bad spot: Offering d6 shots and a very random d6 damage, this gun might be able to go after heavy infantry thanks to the Blast rule, but can also be good enough to hunt vehicles with a good roll. *'''Ectoplasma cannon''' - 36" Heavy 1d3 S7 AP-3 AP D3, Blast. Considering Forgefiends have three of these babies and don't immediately kill themselves on a single 1 to hit, these are plenty scary. Arguably another way to bring Plasma into your army. However the Heavy Hades Autocannons are mathematically equal or superior (i.e. score more unsaved wounds) against every combination of toughness/save up to 8/2+. On top of that they have more range. Take this in place of the daemon jaws where it's your only ranged option. It should be mentioned that three of these are cheaper (though only by 5pts) than jaws and two Hades autocannon and they have a solid range of 36", not to mention blast, which actually enables it to fire a full 9 shots at any unit that has 6+ models. *'''Fatecaster Greatbow''' - βBows? In my 40k?β Itβs more likely than you think. 30" Assault 1 S5 AP-1 D1 but ignores Look Out Sir! and always hits on an unmodified 2+. *'''Flamer:''' D6 autohits at S4 for your cultists. *'''Hades autocannon''' - 36" Heavy 4 S8 AP-2 D2, competes for the ranged weapon option on the Heldrake with the Baleflamer. It's had a hard time proving itself useful in comparison. **'''Heavy Hades autocannon''' - 48" Heavy 4 S8 AP-2 D2, higher range, strength, and average damage than the Ectoplasma cannons at the cost of slightly lower AP. A slightly better choice than the ectoplasma cannons, as they equal or outperform the ectoplasma cannons vs every combination of toughness/save up to 8/2+ except in fairly few scenarios when targeting units with 6+ models due to the Blast rule on the Ectoplasma Cannons. *'''Havoc launcher''' - It's a frag only missile launcher at +1S. A bit unreliable, but it makes your Rhinos into something resembling a battle tank. *'''Heavy bolter''' - 36" Heavy 3 S5 AP-1 D2. Will now finally be worth taking. Plus, they're good for one-shotting all those 2W marines. *'''Heavy flamer''' - It's a flamer with +1S and -1AP. See Flamer. *'''Heavy stubber''' - Marginally useful for an objective-camping or deepstrike meatshield cultist squad. *'''Heavy warpflamer''' - AP-2 heavy flamer. Carried by Scarab Occult Terminators. Mutually exclusive with the superior soulreaper cannon, so you'll never actually use this. *'''Helbrute plasma cannon''' - 36" Heavy D3 S8 AP-3 D2, each hit roll of 1 causes a mortal wound after all other shots have been resolved; you're generally better off taking the twin lascannon for the Helbrute, as it has longer range, consistent shots, higher strength, and much higher potential damage output. *'''Hellfyre missile rack''' - Only available to Scarab Occult Terminators, 36" Heavy 2 S8 AP-2 D1d3, solid addition for 10pts. *'''Inferno bolt pistol''' - An AP-2 bolt pistol that is for Exalted Sorcerers and Aspiring Sorcerers. *'''Inferno boltgun:''' The Rubrics' standard gun, an AP-2 bolter. Cost is baked into the unit and is exclusive to them. AP-2 is surprisingly effective. **'''Inferno combi-bolter:''' An AP-2 combi-bolter, popular on many of your vehicles, sorcerers in terminator armour, and scarab occult terminators. Literally twice as nice as an AP-2 bolter. Commonly found on Scarab Occult Terminators, Sorcerers in Terminator Armor, Helbrutes, Rhinos, Defilers, Predators, Vindicators, and Land Raiders. **'''Inferno combi-flamer:''' A flamer (''not'' a warpflamer, because GW hates you) strapped to an inferno bolter, where you can (and literally always will) fire both at -1 to hit, meaning the flamer profile won't notice (and on overwatch, neither will the bolter). Your Rhinos, Defilers, Predators, Vindicators, and Land Raiders can all take this, although be aware Forge World variants typically can't. **'''Inferno combi-melta:''' A meltagun strapped to an inferno bolter, where you can fire both at -1 to hit. Because the bolter profile has such an excellent AP, you'll usually find yourself firing both at lighter targets - both together is optimal against GEQ, MEQ, and TEQ, for example - but the melta alone at anything with the wounds to absorb the melta's damage. Found on sorcerers in terminator armor, as well as the same vehicles that can take inferno combi-flamers. *'''Lascannon''' - 48" Heavy 1 S9 AP-3 D1d6. It has the chance to output a redonkulous amount of damage with really high AP. That said, you'll fume for every damage roll of 1 you make. But that's what all the Glimpse of Eternity is for, isn't it? *'''Magma cutter''' - Interestingly Magma cutters have now become a 6" Assault 2 at S8 AP-4 D1d6+2, meaning they have a tiny bit of range and can be used while your Maulerfiends are munching on tasty vehicles. *'''Missile launcher''' - Your Helbrute's only off-arm ranged option. Choose between Heavy D6 S4 AP0 D1 and Heavy 1 S8 AP-2 D1d6, both at 48" range. *'''Multi-melta:''' It's a Heavy Meltagun with double the shots and range at 24", same profile as above. Anything that can take this (which is rare - usually the only models you actually stand a chance of fielding with these are Helbrutes and Contemptors) usually should, unless it has another absolutely incredible gun (which Contemptors do and Helbrutes don't), as they're criminally undercosted in every faction in 9E. *'''Plasma pistol''' - Same as the Plasma gun except 12" pistol 1 instead of 24" rapid fire 1. Also has the ability to '''OVERCHARGE''' for +1 S and D but with the same risk of instant death. Since you can use them in melee and they're only 5 points, they might finally be worth taking now. **When deciding whether or not you want to up-gun your sorcerer, you'll be choosing between this and the warpflame pistol. What it really comes down to is if you value the overcharge shot or not. But on average the warpflame pistol does way more damage unless the plasma pistol is being fired at a 2+ wound model, so keep that in mind. *'''Predator autocannon''' - Thankfully much improved. Similar to the Autocannon except Heavy'''2D3''' ''and'' an extra 1 Damage. That means on average double the fire rate and triple the total damage. Comes stock on the Predator Destructor. *'''Reaper autocannon''' - 36" heavy 4 S7 AP-2'''D1''', Deffy comes stock with one of these, usually used after the Battle cannon to try and pick off any survivors. Note the reaper version of the autocannon only does 1 damage per wound and is really just a glorified 4 shot Hv-Bolter without the extra damage given how the strength and toughness chart works in this edition. it's also free on the units that can take it. *'''Shotgun:''' 12" assault 2 S3 AP0 D1, carried only by cultist champions. *'''Soulreaper cannon''' - Exclusive to Rubric Marines and Scarab Occult Terminators, this bad boy is a 24" Heavy 5 S6 AP-3 D1 dakka cannon. Since the only two units that can bring it ignore the penalties to moving and shooting with heavy weapons, it's essentially an assault cannon with one less shot but two more AP that you can walk (not run, since you can't advance and shoot it) up the field to your heart's content with. It's cheaper by five points for Scarab Occults, it's also a steal. *'''Twin heavy bolter''' - 36" Heavy 6 S5 AP-1 D2. Mathematically, twice as good as a regular heavy bolter for less than twice the price. *'''Twin heavy flamer''' - Still has some of the issues of the standard flamer, but the extra dakka (2d6 hits) does come a long way to upping the hoard mulching potential for these. *'''Twin lascannon''' - Take 1 Lascannon and double-up on them, Heavy 2 instead of Heavy 1 but otherwise identical to regular lascannons. *'''Warpflame pistol''' - Flamer Pistol with massive AP, meaning you can inflict a bunch of auto-hits even in melee. Costs as much as the plasma pistol. Always take one when taking a squad of warpflamer rubrics, Pyric Flux will push this pistol from S3 to S4. *'''Warpflamer''' - An AP-2 Flamer exclusive to Rubric Marines. The last word in overwatch scenarios. Costs 6pts, and you'll always either give the entire unit (minus the sorcerer and Soulreaper carrier, if you have one) these or none at all. Murderous in Narrative play, though, where wargear has no cost. </div></div> ====Melee==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A large, but not exhaustive, list of the various types of melee weaponry used by the the Thousand Sons: <div class="mw-collapsible-content"> *'''Blade of Magnus''' - Magnus's big beatstick. Gives big red X2 strength, AP-4 and 3 damage, as well as dealing d3 MW if your target doesn't die, just in case. *'''Brutal assault weapon''' - Cultist melee weapon that gives them an additional close combat attack; free sidegrade to make classic choppy cultists. *'''Chainsword''' - Now a bit more than just a close combat weapon, gives an additional attack using its profile if you have one on you. Not bad for dual wielding. If you have two, you do indeed get two extra attacks. *'''Daemon jaws''' - The dino-head of the Forgefiend if you don't have the Plasma-Head. AP-1, D2. *'''Daemon Prince Weapons''' - Malefic Talons are stock, You can trade out a set of claws for either option for 10pts. **'''Daemonic axe''' - S+2 AP-2 D3. **'''Hellforged sword''' - S+1 AP-3 D3. **'''Malefic talons''' - SUser AP-1 D2, makes 1 additional attack; your Daemon Prince comes with one stock for free. ***Thousand Sons 9e has shaken up the Daemon Prince weapons considerably. The nerf to the Talons and buffs on the other two options push each into a niche. That said, the Hellforged Sword likely takes the spot as the best TAC option. *'''Defiler claws''' - Deffy doesn't suffer -1 to hit when he give you 6 wounds to the face. *'''Defiler scourge''' - Deffy DOES get 3 extra attacks with this if he's got one. This will get you 3x S12 AP-2 3Dam on top of his 3 claw attacks. *'''Disc of Tzeentch's blades''' - 1 additional S4 attack. *'''Divining Spear''' - S+1 AP-1 D2. Maybe not impressive with the low number of attacks that enlightened birdgoats get but it makes them a perfectly good harassment unit for the price. *'''Force weapons''' - Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers. **'''Force Staff''' - S+3 AP-1. Packs a punch in general, but is especially effective against GEQs, these also do well against armies like Harlequins who have an army-wide invulnerable save yet are still terribly squishy. **'''Force Axe''' - S+2, AP-2. Lost the unwieldy rule and is all the better for it, even if these are slightly more expensive than the other 2. These are now a jack of all trades and make a good fit for "take all comers" armies. **'''Force Sword''' - S+1, AP-3. Focused mostly on armour penetration, these are good at facing MEQs and completely strip armour from GEQs, however these become a terrible choice against invulnerable saves. Sadly, the fact it's d3 damage and not a flat 2 makes it [[Fail|worse than the Khopesh]]. *'''Helbrute fist''' - S:x2 AP:-3 D:3 just like a Thunder Hammer, but you don't have -1 to the attack roll. *'''Helbrute hammer''' - The other Helbrute option, Sx2 AP-4 and d6 damage, but imposes a -1 to hit penalty. Overall, the fist is much more reliable. *'''Heldrake claws''' - S:User with AP-1 and d3 damage and +1 to hit against flyers. You have to take them on your 'drakes. Use them to shred through some hapless character in the enemy backline. *'''Hideous mutations''' - The Spawn's claws and tentacles. Very respectable at AP-2 and 2 damage. *'''Lasher tendrils''' - The Maulerfiend's other option. Gives 6 extra attacks at AP-2 D1 to shred your way through any infantry you encounter. *'''Maulerfiend fists''' - Powerfist without the -1 to hit and with a d3+3 damage. Nasty. *'''Power scourge''' - Grants 3 additional attacks with this weapon, which hits at AP-2 and 2 damage. Helbrute with a Power Fist + Power Scourge? 5 Fist attacks, 3 Scourge attacks. *'''Power weapons<sup>Legends</sup>''' - Now all legends, no loss because they're just D1 Force Weapons sans the Fist: **'''Power fist''' - Sx2, AP-3, D3 damage. Lost the unwieldy rule like the axe, however it has a -1 to hit now. However it still packs a solid punch of d3 damage. Helbrute Power Fist ignores the -1 to hit and does a flat 3 damage per swing. *'''Prosperine Khopesh''' - A fancy master-crafted Egyptian sword that your Terminators come with by default and your Exalted Sorcerers can take for a mere 5 points. It's +1S AP-3 D2, so a [[Derp|better/more reliable Force Sword]]. Carve through marines to your hearts content. *'''Tzaangor blades''' - Chainswords with AP-1. Amazing. </div></div>
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