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==Wargear== ===Weapons=== The Armoury of the Thousand Sons shares alot 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 (0pts)''' - Now coming standard on Cultists, S3 D1 Rapid Fire with a 24" range. *'''Autopistol (0pts)''' - The other cultist option, a S3 D1 12" pistol. *'''Baleflamer (20pts)''' - S6 AP-2 D6 2D auto-hits at 18 inches, so roughly the same as Torrent range. Allows you to avoid the Heldrake's mediocre ballistic skill. *'''Battle cannon (0pts)''' - The former classic pie plate now rocks a Heavy D6 S8 AP-2 Damage D3 profile. Since you will likely only have one of these, namely on your centerpiece Defiler, consider focusing your command rerolls onto its D6 shots. *'''Bolt pistol <sup>Legends</sup>(0pts)''' - Your standard sidearm for most troops. Boltgun profile with halved range and Pistol 1 instead of Rapid Fire. *'''Boltgun <sup>Legends</sup>(0pts)''' - The standard 40k infantry weapon, simple as ever with S4 Rapid Fire 1 and a 24" range. Now AP-0, which kinda sucks. *'''Combi-weapons''' - All are bolters with another weapon strapped on. Under the new ruleset, you can use the other weapon as many times as you want. You can even fire both, though you take a -1 BS penalty if you do so. All of these cost precisely the same as the special weapon + 2 points. Allows your unit Champions to actually contribute to the shooting. **'''Combi-bolter (2pts)''' - Literally 2 bolters in one, gaining Rapid Fire 2 rather than 1. **'''Combi-flamer (8pts)''' - 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 (15pts)''' - 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 (11pts) <sup>Legends </sup>''' - Can be fired safely, or overcharged; 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. ***NOTE: When you shoot both halves of combi-plasma on overcharge, even with the ability to re-roll 1's you can still be slain if you roll a 2. This is because the re-roll is done ''BEFORE'' the modifier to the roll is included, turning all of your 2's into 1's after the fact, thus slaying the model outright. *'''Demolisher cannon (0pts)''' - 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 doesn't have enough shots to go after heavy infantry but might be good enough to hunt vehicles with a good roll. *'''Ectoplasma cannon (20pts)''' - Heavy D3, S7, -3 AP, D3 damage. 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 Hades Auto-cannons 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. So basically its a no-brainer -- only take this in place of the daemon jaws where its your only ranged option. *'''Fatecaster Greatbow (2pts)''' - “Bows? In my 40k?” It’s more likely than you think. 24" Assault 2 S5 AP-1 D1. *'''Flamer:''' D6 autohits at S4 for your cultists. *'''Hades autocannon (20pts)''' - 36" Heavy 4 S8 AP-1 D2, higher range, strength and average damage than the Ectoplasma cannons at the cost of lower AP. Strictly a better choice than the ectoplasma cannons, as they equal or outperform the ectoplasma cannons vs every combination of toughness/save up to 8/2+. *'''Havoc launcher (6pts)''' - It's a frag only missile launcher at +1 strength. A bit unreliable, but it makes your Rhinos into something resembling a battle tank. *'''Heavy bolter (10pts)''' - Three shots with S5, AP-1 and great range. Will now finally be worth taking. Plus, they're a steal. *'''Heavy flamer (14pts)''' - It's a flamer with +1S and -1AP. See Flamer. *'''Heavy stubber (2pts)''' - Only 2 points, marginally useful for an objective-camping or deepstrike meatshield cultist squad. *'''Heavy warpflamer (17pts)''' - AP -2 Heavy flamer. Carried by Scarab Occult Terminators. If you deepstrike them, you're out of flamer range. Replaces the ICB, not great, and you're better off with a SRC anyways. *'''Helbrute plasma cannon (16pts)''' - 36" Heavy D3 S8 AP-3 D2, each hit roll of 1 causes a mortal wound after all other shots have been resolved, generally better off taking the twin lascannon for the Helbrute, as it has longer range, more consistent shots, higher strength, higher AP, much higher potential damage output. The one caveat is that if you roll a 1 with the Plasma cannon and the Helbrute survives you get a free Crazed roll so it has the potential to cause more damage but it is much more inconsistent and probably still not worth it. *'''Hellfyre missile rack (15pts)''' - Only available to Scarab Occult Terminators, 24" Heavy 2 S8 AP-2 Damage D3, Can now finally, ''finally'', be fired in addition to the model's other weapons. *'''Inferno bolt pistol (0pt)''' - An AP-2 bolt pistol that is for Exalted Sorcerers and Aspiring Sorcerers. *'''Inferno boltgun (0pts)''' - The Rubrics' standard gun, an AP-2 bolter. Costs nothing and is exclusive to them. A really nice gun, for the absolutely cheap price of nothing you get an AP -2 Bolter? Yes please! *'''Inferno combi-bolter (3pts)''' - Same as the above but with twice the shots. Yes please. *'''Lascannon (25pts)''' - 48" Heavy 1 S9 AP-3 D6, probably one of the strongest heavy weapons in 8th ed with 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 Gaze of Fate is for, isn't it? *'''Magma cutter (6pts)''' - Interestingly Magma cutters have now become a 6" pistol 1 at S8 AP-4 D3, meaning they have a tiny bit of range and can be used while your Maulerfiends are munching on tasty vehicles. *'''Missile launcher (20pts)''' - Your Helbrute's only off-arm ranged option. Choose between Heavy D6 S4 AP0 D1 and Heavy 1 S8 AP-2 Damage D6 both at 48" range. *'''Multi-melta (22pts)''' - It's a Meltagun with double the range 24" same profile as above. *'''Plasma pistol (5pts)''' - Same as the Plasma gun except 12" pistol 1 instead of 24" rapid fire 1. Also has the ability to '''SUPERCHARGE''' for extra strength and damage 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 range plus 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 (40pts)''' - 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 but can be swapped for the (also improved) Twin lascannon. *'''Reaper autocannon (10pts)''' - 36" heavy 4 S7 AP-1 '''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 given how the strength and toughness chart works in this edition. *'''Shotgun (0pts)''' - 12" assault 2 S3 AP0 D1, if the target is within half range it gets +1 strength. Carried only by cultist champions. *'''Soulreaper cannon (10pts)''' - Exclusive to Rubric Marines and Scarab Occult Terminators, This bad boy is a 24" Heavy 4 S5 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 a shorter range, higher AP heavy bolter that you can run up the field to your heart's content. For just as many points as a Heavy Bolter, it's also a steal. *'''Twin heavy bolter (17pts)''' - 36" Heavy 6 S5 AP-1 D1. Mathematically, twice as good as a regular heavy bolter for less than twice the price. *'''Twin heavy flamer (28pts)''' - 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 (40pts)''' - Take 1 Lascannon and double-up on them, Heavy 2 instead of Heavy 1 but otherwise identical to regular lascannons. *'''Warp Bolter (3pts)''' - 24' Assault 2 S4 AP-1 D2. Exclusive to the Index daemon prince. *'''Warpflame pistol (3pts)''' - Flamer Pistol with massive AP, meaning you can inflict a bunch of auto-hits even in melee. Cheap as shit. *'''Warpflamer (8pts)''' - An AP-2 Flamer exclusive to Rubric Marines. The last word in overwatch scenarios. Costs half of the Rubric carrying it, so might be worth it to include one or two in a squad. 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 turning slain characters into a spawn that you still have to pay for in matched play. Good weapon with a REALLY bad effect. Never pay for a chaos spa-whanoblblblblnfkjsdn, in matched play, it’s a waste of points. *'''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''' - All of these have the same cost. **'''Daemonic axe''' - -1 to hit, S+1 AP-3 D3. ''Never'' take this - it only beats a second set of talons against T8/2+/5++ or worse, which is incredibly niche. **'''Hellforged sword''' - SUser AP-2 D3. ''Never'' take this - a second set of talons costs the same amount for the same damage output, but does it with attacks, not damage, which is better against hordes. **'''Malefic talons''' - SUser AP-2 D2, makes 1 additional attack; your Daemon Prince comes with one stock for free. The second one, which costs the same amount as the other options, adds another 2 additional attacks (3 total). ***As a result, this is ''always'' better than a sword and ''almost always'' better than an axe, so it should be your automatic choice. *'''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 D1 but is increased to D2 on the charge. *'''Force weapons''' - Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers. *'''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 D2 to shred your way through any infantry you encounter. *'''Maulerfiend fists''' - Powerfist without the -1 to hit and with a flat 3 damage. *'''Mechatendrils''' - Gives the Warpsmith two extra basic melee attacks. *'''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''' - Got a general reshuffling this edition, with each option getting changed to make it generally more balanced. **'''Power maul<sup>Legends</sup>''' - S+2 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. **'''Power axe<sup>Legends</sup>''' - S+1, 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. **'''Power sword''' - S User, AP-3. Focused entirely on armour penetration, these are good at facing MEQs and completely strip armour from GEQs, however these become a terrible choice against invulnerable saves. **'''Power fist<sup>Legends</sup>''' - 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. *'''Tzaangor blades''' - Chainswords with AP-1. Amazing. </div></div> ===Relics=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Despite ten millenia of conflict the Thousands sons aren't keen to let loose their entire armouries of rare and powerful artefacts onto the battle field. Those relics that do get to leave the halls of Tizca, can be found here: <div class="mw-collapsible-content"> *'''Athenaean Scrolls:''' If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to Deny the Witch or ''attempt'' to ''negate'' the power by any means (stuff that makes casting harder without negating still works, like debuffs to psyker tests from e.g. Shadow in the Warp, and the wording seems to imply passive negation will also work, as is the case with Sisters of Silence). You can still suffer Perils, and if you die from Perils, the power does not go off. Totally useless if the enemy cannot deny in any way. Even if they have psykers or other denial, because most denial is on 2d6+0 (average 7), it's most useful when you can cast powers on double 3s (Smite, Temporal Manipulation and Weaver of Fates from Change, everything from Dark Hereticus that isn't Death Hex or Prescience, and Gaze of Fate and Flickering Flames from Tzeentch) or, even better, double 2s (Sorcerer in Terminator Armor with a Familiar, Smite, Infernal Gaze, Flickering Flames), but even in the latter case, it will only increase your odds of casting through a denial attempt from about 74% to about 77%. ''Far'' too niche for general use (that Sorcerer would actually usually be better off with a Prismatic Staff, if you did take him), but if you make a list totally reliant on a psyker (especially one with limited choices, like a Daemon Prince of Tzeentch) pulling a power off (like Warptime), can be a justified use of Relics of the Thousand Sons if you find yourself facing a denial-heavy list. *'''Coruscator:''' Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer/Exalted Sorcerer variant, tripling its rate of fire and improving its damage by slightly less than 1, statistically: Pistol 3 R12 S4 AP-2 D1d3; as with most pistol relics, it's seldom worth it. It's unquestionably strictly better than the stock weapon, because of the tripled rate of fire, and against anything with 3 or more wounds, doubled damage, giving you six times the normal output - but that's 6 times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Dark Matter Crystal are both usually better, so for almost any army and almost any matchup, this is worth neither your free relic slot nor the CP it would cost to bring it as an additional. Still, it's easier to find a spot for it than the Seer's Bane. **Alternate take: this is the one relic that is a flat damage buff. Nothing tricky or situational, and as a pistol it can even be fired into combat. It's just raw bonus damage for a unit that's getting stuck in, which is sometimes just what you need. *'''Dark Matter Crystal:''' Once per battle, at the end of your movement phase, you can select the bearer or a {{W40Kkeyword|Thousand Sons Infantry}} unit within 12" of the bearer and redeploy it anywhere on the battlefield more than 9" from enemy models, even if it was previously locked in combat. The chosen unit does not count as falling back if they were within 1" of an enemy. Your Daemon Prince Warlord will love this (as long as he's the bearer - if someone else is, he isn't a valid target), but it's absolutely excellent in general. Remember, it ''won't'' work on any of your fast attack, heavy, flyer, or lord of war choices, but will work just fine on any of your Troops, Flamers, or Terminators. *'''Helm of the Third Eye:''' If your army is ''Battle-forged'' '''and''' the bearer is on the battlefield, each time your opponent uses a stratagem, roll a die: on a 5+, you gain 1 CP. This has the potential to be extremely useful, but also has the chance to do absolutely nothing. As long as you manage to keep the bearer alive, chances are high you will get at least 1 free CP from it. Also very useful against armies like Imperial Guard who love to throw out stratagem after stratagem. *'''Prismatic Staff:''' Replaces a force staff, is a force staff. The bearer can shoot and charge in the same turn that they fall back. Because you can already fall back and shoot with anything with {{W40Kkeyword|FLY}}, you'll get the most ranged bang for your buck on a Sorcerer in Terminator Armor, or you can put it on a Sorcerer/Exalted Sorcerer on Disc, Tzaangor Shaman, or Jump Sorcerer for the melee. *'''Seer's Bane:''' Replaces a force sword or power sword, is a force sword, and the user's strength is doubled when targeting a psyker or any units that include any models with a leadership characteristic of 9 or higher. Like the Scrolls, this is too niche for general use, but a reasonable choice for the Relics of the Thousand Sons stratagem, if you are facing an army heavy in the units it works against, like Ultramarines (it procs on every Ultramarines unit, so long as the sergeant is alive) or Necrons. </div></div>
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