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===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>
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