What to expect in the Thousand Sons Codex

Analysis, January 17, 2021

What can the new 9th Edition Deathguard Codex tell us about what to expect in the Thousand Sons Codex?

The Power Creep

As we’re seeing more codexes released for 9th edition, what’s becoming obvious is that GW intends to push the power levels well beyond where they were in 8th edition. This month Deathguard marks the latest example. While we can debate why, the reality is its happening and we can now start to expect that with these new rules armies are going to feel strong. It means rules or ideas that could seem “too good” may, in reality, fit right into 9th edition’s narrative.

The “Big” Release?

Let’s start with the big question hanging over the army right now - are Thousand Sons going to get the “Big Release” they need? Thousand Sons players know what I’m talking about but I’m sure readers of other armies will ask - but didn’t they get their release in Wrath of Magnus? Let’s address this one first - no.

In 2016 (now 5 years ago), Thousand Sons receive the introduction of their first Codex along with the following:

In addition, they ported over models from Age of Sigmar:

While this might look like a Big Release - it really was just an Initial Release. Contrast this with what Deathguard received shortly after Thousand Sons and it’s a stark difference in depth and identity of what the army was. Thousand Sons have have since had to make do with these initial options not just since their 8th Edition Codex, but through multiple campaigns (Vigilus / Psychic Awakening).

So far, we’ve seen just about every army receive new models through the early releases in 9th. Necrons, especially, have received the kind of release I think we can expect to see for Thousand Sons. Rumors are already flying around that GW is preparing for a massive year of new models. I think we can start putting two and two together and begin expecting to see more than just a couple token models. Thousand Sons are due for a major update, including multiple new models and 9th Edition is making it sound like it’s time.

Army Design & Legion Trait

What’s already been clear from Ritual of the Damned is that the Thousand Sons army will center round the 9 Cults. Theres also still good value in the Legion Trait - which increases psychic power range. What’s missing is something that benefits all units in the army, not just psykers. There needs to be something significant about a Thousand Sons Helbrute or a Thousand Sons Predator beyond the fact that they can be targeted by psychic powers.

This is where the Deathguard Codex gives us some clues. While Deathguard has a similar concept to Cults with their Plague Companies, they’ve taken the original Deathguard legion trait and broken it out into a different benefit for different units. Infantry get one benefit, then Vehicles get another, and so on.

New Thousand Sons Legion Trait

What it might look like:

What this does is improve the invulnerable saves for units like Demon Engines and any unit on a Disc of Tzeentch. Vehicles without an invulnerable save gain one - Predators, Helbrutes, Chaos Spawns. Demon Princes would need to be excluded so they don’t scale up to 3++. However, it might not be too much to give Ahriman a 3++ on a Disc of Tzeentch - remembering our power-creep thesis at the beginning of this article.

Cult Updates

The cults were introduced relatively recently and theres a good chance these remain mostly in-tact. Each will have it’s own unique Warlord Trait, Relic, and Psychic Power. What we may see added is an additional Stratagem unique to each Cult - which can then be used to give each cult more of it’s own identity. Perhaps we see one cult with a stratagem for Demon Engines, or another with something for Cultists, and one more for something with Tzaangors - each Cult designed to enhance a certain type of unit within the army.

Stratagem and Psychic Powers

One of the things they got right, in general, were Stratagems and Psychic powers in the 8th Edition Codex. Similar to what we’ve seen in the Deathguard Codex for 9th, I wouldn’t expect to see any shakeup to the psychic powers - it’s a really solid part of the army that isn’t really in need of any changes to get adapted to 9th.

Where I do expect to see some changes are the Stratagems - and again, we saw this in the new Deathguard book. What’s clearest from these changes are that the Thousand Sons stratagems will become more unique to the legion and less shared from the Chaos Space Marine codex. Think about stratagems like Killshot, Demonforge, or Firefrenzy - which are all likely to disappear in the new edition book. In their place we should see a host of new stratagems to speak much more to the identity of the Legion.

New Stratagem: Psychic Helbrute

We’ve been hammering home the community’s demand for this for a long time - and I think the message will be heard. We’ll see our Helbrutes have access to psychic powers in 9th edition.

Updates to Existing Units

As seen with Deathguard, we’re going to see a host of new changes to our existing model lineup. Let’s dig right in:

Rubric Marines

Inferno Boltguns

Do we see these get an update? Before the 8th edition Space Marine codex, these bolters had carved out a nice niche with a great profile for killing any power-armor unit. Do they improve the damage on the bolters to 2? I think the will - keeping the range at 24”.

Icon of Flame

We should see an update to the rules for this upgrade. Currently, it’s just a waste of 5pts - you get a very slim chance of getting a free mortal wound.

Soulreaper Cannon

This gun is almost certainly in for a profile update. At 10pts, it’s far out-classed by alternative heavy weapons available to Havocs - such as the Reaper Chaincannon. We likely see a profile, along with a points, update to this weapon making it much more attractive in the current setting.

Cultists

The key change here is GW has become aware of the issue trying to adjust points for Chaos Space Marines without affecting other armies. Since Deathguard and Thousand Sons don’t have access to the Cultist re-deployment stratagem, they are no where near as powerful or potent. As with Deathguard, this change separates these units into their own making it easy to have a different (lower) cost than we currently see today.

Tzaangors

Tzaangor Blades These should remain the same with AP-1 and granting an additional attack.

Great Blades These cost 5pts more and increase to AP-2 with D3 damage.

Pistol / Chainswords Chainswords are upgraded to Astartes profile (AP -1) still granting an additional attack. However, Pistols are upgrade to Inferno Bolt Pistols granting AP-2. Remember, Tzaangors have a 4+ BS so, while this is a big upgrade, it’s not as effective as a space marine with the pistol.

Scarab Occult Terminators

With the latest changes, we’re on the right track to seeing Scarab Occult Terminators return to being a viable option in the best lists. They still lack punch in close combat today, which is where the increase in strength and damage to their swords will help them along. We’re likely to see a slight points adjustment but don’t be surprised to see them remain mostly the same from a profile standpoint. One thing I do think they improve is the invulnerable save, as Tartaros Armor has always had a standard 4++.

Tzaangor Shaman

Since we’ve seen 9th edition “cap” the hit modifiers at no more than +1/-1, there really isn’t reason for the Shaman aura to remain +1 hit. I think they help adapt the aura to what Tzaangor represent in the army: fast front-line assault units.

Tzaangor Enlightened

Something has to change with these guys and I’m not sure we have an idea yet of what it will be. They represent the only true Fast-Attack option the Thousand Sons have. They suffer mostly from being design before the Rule of 3 was introduced - making it impossible to take more than 27 of them in your army despite the fact that the units were designed thinking you could. What I can think of here is that we see their unit size increased to 20. In addition we may see a profile update to their Bows or Spears - but right now it’s too tough to tell what it could be.

Mutalith Vortex Beast

The Mutalith is actually a pretty well-designed and unique unit to the Thousand Sons. What it’s searching for is a role. Is it a Maulerfiend? Is it a support unit? Does it just dish out mortal wounds? One thing we need to see in the new codex is an attention to identity and synergy within the army. In this case, there needs to be less overlap with other units and the Mutalith should take on a unique role at its slot. Seeing Mutaliths on the table represents the Thousand Sons codex much stronger than a Maulerfiend painted up in Thousand Sons colors as it’s only available to Thousand Sons.

Rhinos, Predators, Land Raiders, Helbrutes

Magnus, the Red

The big thing everyone has clued in on has been Mortarion’s changes in the new Deathguard book. While Mortarion has been the tanky option, Magnus has been the offensive alternative of the two Demon Primarchs dating back to the 8th edition Codexes. Similar to Mortarion, gaining 3 Warlord Traits really boosts Magnus’s ability to either start on the table and assault right away or reserve him for turn 1 and do the same when he comes in on turn 2. The big thing missing from Magnus right now, which he should have, is the ability to get out of being tar pitted, which is to say, throwing lots of bodies at him. Theres no real good reason for this other than his weapon profile was never updated to take this into account. Giving him a sweep attack fixes this.

New Models

This is where things get interesting. While we know we’re going to see new models, the question is what type of models could we expect to see. Theres a variety of stuff from Age of Sigmar that could be ported over however, I doubt this is the direction they go. In the initial release they needed to add models to fill out the codex without doing the full release like Deathguard received. The easy answer was to bring models over from an existing range and set them up within the army - and it worked well!

However, now is different - it’s time to see new models, unique to the legion.

The Osiron Dreadnought

This is currently a unique Contemptor Pattern dreadnought from the Heresy era that Thousand Sons had access to. Lore-wise there are no barriers to bringing this model over into the main model range and it’s reasonable to think they could update it to a plastic kit. The reality is, I think, we’re more likely to see them double-down on Helbrutes as the dreadnought slot within Thousand Sons, keeping a bespoke Osiron profile out of the codex for now.

Silver Towers

This is one of the models I see them introducing to the Thousand Sons. It’s had a model before, they’ve been featured in the lore, and would look incredible as a model similar to the Monolith that Necrons have. Rules-wise we could see this fill a Flyer slot offering all sorts of options from being a slow-moving Gunship to transport.

Fast Attack Vehicle

Thousand Sons currently have options here - Chaos Spawns or Tzaangor Enlightened. What’s missing is a vehicle option, perhaps similar to Blight-Haulers and Blight-Drones in the Deathguard army. I’d expect these options to be something similar to perhaps a Talos or fast-moving construct that puts out more firepower than it does from close-combat attacks. Armed with Soulreaper Cannons this unit could give the Thousand Sons a great gun platform capable of moving up the field quickly to provide early-game support to objectives that Rubric Marines just can’t get to as quickly.

Infantry Anti-Armor

Just because they’ve turned to dust doesn’t mean the legion has give up on it’s ability to bring infantry-based anti-armor weapons to the battlefield. A Rubric-like unit capable of carrying Lascannons, Soulreaper Cannons, Ectoplasma Cannons, or Missile Launchers would give the Thousand Sons a much-needed option. The issue now is all Heavy Support options are themselves vulnerable to anti-armor fire themselves.

Conclusion

We’re in for a great ride in 9th edition and it’s almost certain, at this point, we’re going to see new models finally available to the Thousand Sons. While the downtime for now sucks and we’re left struggling for options as more codexes roll out, we’ll be on our feet again when 9th Edition codex drops.