What's Broken in the Thousand Sons Codex?

Competition, April 02, 2022

And how do we fix it?

Where do we even start?

Picking up on my last article there’s a lot of things I pointed out that are suffering in the current iteration of the Thousand Sons 9th edition codex. I wanted to dive a bit deeper into more of the issues that seems to be lurking in the book. The tough part is that there are a lot of things that could be better but not everything inherently broken.

What does “Broken” even mean?

The best way to try and focus on these things is to break it down into the aspects of the book that need the most attention. The rating system I have for this is very simple:

  1. Healthy - things are okay and no changes unlikely needed until the next codex
  2. Unhealthy - things aren’t critical here, but aren’t fine either; urgent changes may not be needed but would help
  3. Broken - things are bad, urgent changes are needed

The Army

Unit Rating Notes
AhrimanHealthyStaple taken in many lists; the re-roll to cast is worth the price
Exalted SorcererHealthyStaple taken in many lists; lots of options with relics and upgrades
Infernal MasterHealthyThe newcomer continues to shine; perhaps at risk of being *unhealthy* due to being a crutch to support Terminators
SorcererHealthyVery well priced for what they do
Terminator SorcererHealthyPerhaps slightly overpriced when compared to Exalted Sorcerers but not enough to make them unreasonable to take
Daemon PrinceHealthyNot taken very often but is still very easy to justify in any list; offers solid melee potential
Troops
Rubric MarinesHealthyThe stable troop option now, as we all likely want it to be; great options and support throughout
CultistsUnhealthyCheap cannon fodder and taken from time to time in lists still; no support at all is overboard
TzaangorsUnhealthyLittle support, no rules for all the build options in the box, overpriced?
Elites
HelbruteBrokenOne of the few Core units but expensive and awful weapon loadout options; unreasonably slow
Scarab Occult TerminatorsHealthyArguably the best unit in the codex, lists are built around them
Tzaangor ShamanBrokenDoes nothing but also priced like it does nothing; Has nothing really to support
Contemptor DreadnoughtHealthyBest shooting platform available, good options, and Core
Deredeo DreadnoughtBrokenPenalized for sitting in the middle of the Contemptor and Leviathan; pricing is out of wack
Leviathan DreadnoughtHealthyDespite not having Core it sees play due to being tanky with relatively good weapon options
DecimatorBrokenIncredibly overpriced and the Soulburners lure you into the trap of taking these things - not worth it
Fast Attack
Chaos SpawnHealthyGreat melee and counter assault unit; good support; priced well
Tzaangor EnlightenedBrokenSee previous article
Dreadclaw Drop PodUnhealthySurprisingly effective but not a mainstay; better options for mobility
Flyers
HeldrakeBrokenExpensive, fragile, very little output and very little support
Fire RaptorBrokenOverpriced and very little support; hobbled by current edition's rule set
Storm EagleBrokenOverpriced and very little support; hobbled by current edition's rule set
Xiphon InterceptorBrokenOverpriced and very little support; hobbled by current edition's rule set
Hell BladeUnhealthyPrice saves it from being Broken; okay output; lacks support
Hell TalonBrokenOverpriced and very little support; hobbled by current edition's rule set
Heavy Support
Land RaiderBrokenOver priced and lacks a role
PredatorBrokenOver priced, no support, weak weapons
VindicatorBrokenOver priced, no support, weak range
DefilerBrokenOver priced, no support, too big
ForgefiendBrokenOver priced, no support
MaulerfiendBrokenOver priced, no support
Mutalith Vortex BeastBrokenOver priced, hampered by it's own rule restrictions
Land Raider AchillesBrokenOver priced and lacks a role
Land Raider ProteusBrokenOver priced and lacks a role
RapierUnhealthyDelicate and tough to protect but unique weapons like the Laser Destroyer have some use; could be cheaper
SicaranBrokenOver priced, no support, weak weapons
Vindicator Laser DestroyerUnhealthyEffective vs Knights but otherwise dismissed by "Transhuman"
Whirlwind ScorpiusBrokenOver priced, no support, weak weapons
Dedicated Transports
RhinoUnhealthyOver priced, no support, out-classed by the meta but cheap enough to see some play
Termite DrillUnhealthyOver priced, no support, decent weapons and rules gives it some play
Lords of War
Magnus the RedBrokenOver priced, no support, weak weapon and delivery options


As you may have noticed I cut off a lot of the other Lord of War options as most of those are simply designed/pointed for fun games and shouldn’t really be factored into the discussion.

Cults

Cult Psychic Power Warlord Trait Relic Notes
MutationHealthyHealthyBrokenHas potential but overshadowed by better options
ProphecyBrokenUnhealthyBroken"Fate" system underwhelming vs meta alternative
TimeHealthyHealthyHealthySees consistent play competitively
SchemingHealthyUnhealthyUnhealthyGood units already have obsec and relic is restrictive
MagicHealthyHealthyBrokenRelic is a joke vs ritual costs
KnowledgeHealthyUnhealthyBrokenRe-rolling 1s is okay; Relic is too weak
ChangeBrokenUnhealthyBrokenPower has limited uses; Relic is too restrictive
DuplicityHealthyHealthyHealthyStill the king
ManipulationUnhealthyHealthyHealthySneaky good trait and relic but power holds them back


While I’m sure you have your own opinions on these I’m sure that for the most part we’re close. The winners, for now, are still Time and Duplicity. These two just offer the better package for the army when playing within the competitive mission set.

Stratagems

Stratagem Rating Notes
Fated MutationHealthyIf you use Chaos Spawns, you know how good this is
Ensorcelled InfusionHealthy
Unwavering PhallanxHealthy
Wrath of the WrongedHealthy
Infernal FusiladeHealthyNot seeing use currently due to meta
Ensorcelled InfusionHealthy
Inhuman SavageryHealthyGood stratagem for a bad unit
Vengeance for ProsperoHealthyMagnus did nothing wrong
Great SorcererHealthy
Malignant PactHealthyGood combo with Rites upgrade on Terminators
Unholy SusurrusHealthy
Biomechanical MutationUnhealthyToo limiting for what you get
Metaphysical FocusHealthy
Psychic DominionHealthy
Malevolent Machine SpiritBrokenExpensive; limited options; doesn't "act at full"
Masters of the ImmateriumHealthy
Sorcerous MightHealthy
Schemes of ChangeHealthy
Risen RubricaeHealthy
Webway InfiltrationHealthy
Implacable GuardiansHealthy
Coruscating BeamBrokenExpensive; damage is too limited
Vector StrikeBrokenShould just be a built-in ability
Inescapable ForewarningHealthy
Selfless AutomataHealthy
Empyric ResevoirUnhealthyD3 is not enough
Slow and PurposefulHealthy
Aetheric SaturationUnhealthyShould just be a built-in ability
SoulreapBrokenToo limited to make use of it
Warpflame GargoylesUnhealthyNot enough damage
Arcane SmokescreenHealthy
Malefic ScrollUnhealthyDoesn't scale with larger casts


As you may note I did not rate the “upgrade” or list building stratagems, these generally tend to be pretty common across most codexes.

Psychic Powers

Power Rating Notes
Tzeentch's FirestormHealthyThe new 9th version is a solid and useful upgrade
Glamour of TzeentchHealthy
DoomboltHealthy
Temporal ManipulationUnhealthyNeeds a way to scale for larger targets
Weaver of FatesHealthySolid upgrade vs 8th edition
Baleful DevolutionBrokenNeeds an option for smaller units
Cacodaemonic CurseBrokenVery ineffective in almost all situations
Pyric FluxHealthy
PerplexHealthy
Gaze of HateHealthy
Twist of FateHealthy
Dark BlessingHealthy
PresageHealthy
Swelled by the WarpHealthy
Temporal SurgeUnhealthyRestrictions limiting options in the codex
Psychic StalkBrokenDifficult is too high for slaying just 1 model
Desecration of WorldsUnhealthySolid idea but too restrictive to proc wounds


Infernal Pacts

Pact Rating Notes
Bladed MaelstromBrokenToo restrictive and most targets simply shrug this off
Fires of the AbyssUnhealthyOkay power but really needs better scaling since you only get 1/turn
Capering ImpsUnhealthyRequiring visibility holds this back
Diabolic ServantBrokenOnly works on the infernal master and cabal bonus is pitiful
Glimpse of EternityHealthy
Malefic MaelstromHealthy


Warlord Traits

Power Rating Notes
Arrogance of AeonsHealthy
Seeker After ShadowsBrokenActions don't need 3D6 and generating 1 cabal pt is pitiful
Undying FormHealthy
Lord of Forbidden LoreHealthy
Otherworldly PresenceHealthy
AetherstrideHealthy


Secondaries

Secondary Rating Notes
Mutate LandscapeHealthy
Burn EmpiresBrokenNeeds a way to complete faster
Wrath of MagnusHealthy
Sorcerous ProwessUnhealthyShouldn't be limited to just enemy characters


Relics

Secondary Rating Notes
Athaenean ScrollsHealthy
Conniving PlatedHealthy
CoruscatorUnhealthyRelatively weak for relic weapons
Egleighen's OrreryHealthy
Helm of the Daemon's EyeBrokenNeeds to do something else/better than the cabal ritual
IncandaeumUnhealthyWeak for a relic weapon
Paradoxical ChatterfowlBrokenGreat ability, too difficult to make use of it
Pentakairic ArmourBrokenOffers no substantial bonus that's needed
Seer's BaneHealthy
Skaeloch's TalonBrokenWeak for a relic weapon
Change-Wrought ChaliceBrokenOffers no substantial bonus that's needed
The Chronos TutorumHealthy
The Prism of EchosHealthy
Stave AbominusBrokenWeak for a relic weapon
ThrydderghyreHealthy
Umbralaefic CrystalHealthy
Warpweave MantleHealthy


How do we fix it?

Now that I’ve tried to identify all the things in the book that need to be adjusted, let’s shift the focus towards how to fix it. All of us, even myself, are guilty of looking at rules and thinking “it just needs this change and everything is fine” - when we all know it’s never that easy. I’m the first to admit that many of the changes I’ve going to offer in here are geared towards trying to address each and every problem as it exists. My expectation would never be that all of these changes get adopted all at once. My goal is to help foster ideas and focus them on the elements of the book at that need them.

That being said, I’m trying to keep these suggestions as realistic as I can. To me, this means certain updates/changes are not possible, such as:

With that, let’s jump into the log of changes that I’d like to see fix these issues.

Thousand Sons Future Errata

Page 47 - Arcane Focus
Change the last sentence to read
‘Until the end of the phase, each time you would use a Cabbalistic Ritual on this unit, it costs D3 fewer Cabal points (to a minimum of 1).’

Page 49 - Attempted Possession
Change the first bullet point to read:
‘The unit suffers D3 mortal wounds’

Page 53 - Empyric Reservoir
Change the last sentence to read
‘If that model generates Cabal points, generate D3+3 additional Cabal points’

Page 53 - Soulreap
Change the ability to read:
‘Each time an attack is made with this weapon against a unit that contains 6 or more models, make 2 additional hit rolls instead of 1’

Page 53 - Malefic Scroll
Change the last sentence to read:
‘That manifestation inflicts 3 mortal wounds instead of D3 or 6 mortal wounds instead of D6 (no dice roll is made).’

Page 54 - Seeker After Shadows
Change the second bullet point to read:
‘If your army is a Cabal of Sorcerers (pg 71), each time you generate Cabal points, if this Warlord is on the battlefield, you generate D3 additional Cabal points.’

Page 55 - Bladed Maelstorm
Change the first bullet point to read:
‘That unit suffers D3 mortal wounds.’
Change the second bullet point to read:
‘Until the start of your next Command phase, halve that unit’s movement and subtract 2 from Advance and Charge rolls made for that unit.’

Page 55 - Fires of the Abyss
Change the ability to read:
‘If this pact is successful, the closest enemy unit within 15” of and visible to this Infernal Master suffers 3 mortal wounds.’

Page 55 - Capering Imps
Change the first sentence to read:
‘If this pact is successful, select one enemy unit within 24” of this Infernal Master.’

Page 55 - Diabolic Savant
Change the first bullet point to read:
‘At the start of your next Psychic phase, if your army is a Cabal of Sorcerers (pg 71), you generate D3 additional Cabal points.’

Page 58 - Baleful Devolution
Change the power to read:
Witchfire:Baleful Devolution has a warp charge value of 8. If manifested, select one enemy unit that is not a Character and within 18” and visible to the Psyker. Roll a number of D6 equal to the result of the Psychic Test: for each roll of 6, the enemy unit suffers D3 mortal wounds. If that unit contains 5 or fewer models’, the enemy unit suffers 1 mortal wound instead of D3.’

Page 58 - Cacodaemonic Curse
Change the power to read:
Malediction:Cacodaemonic Curse has a warp charge value of 8. If manifested, select one enemy unit within 18” of this Psyker. Until the start of your next Psychic phase, whenever that unit makes an attack, an unmodified wound roll of 1-3 always fail, irrespective of any abilities that the weapon or the model making the attack may have.’

Page 59 - Temporal Surge
Change the power to read:
Blessing:Temporal Surge has a warp charge value of 8. If manifested, select one friendly THousand Sons Infantry, Thousand Sons Calvary, Thousand Sons Beasts, or Thousand Sons Monster unit within 6” of the Psyker. That unit can make a Normal Move.’

Page 84 - Warp Vortex
Change the ability to read:
Warp Vortex: In your Shooting phase, this model can use a number of Vortex Powers as specified in its characteristics table above. Each time this model does so, select one of the powers below that has not yet been manifested by this model this turn and resolve its effects’

Balance Dataslate

Add the Core keyword to the Keywords section of the following datasheets:

Magnus the Red

Points Updates

The following section contains only the units that have changes being made to them.

HQ
Sorcerer in Terminator Armour
  • Inferno Combi-melta
95 pts
+5 pts
Thousand Sons Daemon Prince
  • Wings
  • Daemonic Axe
  • Hellforged Sword
140 pts
+25 pts
+10 pts
+10 pts
Troops
Tzaangors
  • Brayhorn
  • Herd Banner
6 pts
+5 pts
+10 pts
Elites
Helbrute
  • Inferno Combi-bolter
  • Multi-melta
  • Twin-Heavy Bolter
  • Heavy Flamer
  • Twin-Lascannon
85 pts
+5 pts
+5 pts
+10 pts
+10 pts
+20 pts
Tzaangor Shaman60 pts
Chaos Deredeo Dreadnought
  • Aiolos Missile Launcher
  • Hellfire Plasma Carronade
  • Volkite Falconet Battery
160 pts
+10 pts
+5 pts
+10 pts
Chaos Leviathan Dreadnought
  • Cyclonic Melta Lance
  • Hellforged Hunter-killer Missile
  • Storm Cannon
180 pts
+10 pts
+5 pts
+10 pts
Decimator
  • Soulburner Petard
140 pts
+10 pts
Fast Attack
Tzaangor Enlightened 14 pts
Flyers
Heldrake 145 pts
Heavy Support
Chaos Land Raider
  • Inferno Combi-bolter
  • Inferno Combi-flamer
  • Inferno Combi-melta
  • Havoc Launcher
200 pts
+5 pts
+5 pts
+5 pts
+5 pts
Chaos Predator Annihilator
  • Inferno Combi-bolter
  • Inferno Combi-flamer
  • Inferno Combi-melta
  • Havoc Launcher
  • Heavy bolter
  • Lascannon
100 pts
+5 pts
+5 pts
+5 pts
+5 pts
+15 pts
+20 pts
Chaos Predator Destructor
  • Inferno Combi-bolter
  • Inferno Combi-flamer
  • Inferno Combi-melta
  • Havoc Launcher
  • Heavy bolter
  • Lascannon
100 pts
+5 pts
+5 pts
+5 pts
+5 pts
+15 pts
+20 pts
Chaos Vindicator
  • Inferno Combi-bolter
  • Inferno Combi-flamer
  • Inferno Combi-melta
  • Havoc Launcher
  • Vindicator Siege Shield
110 pts
+5 pts
+5 pts
+5 pts
+5 pts
+10 pts
Defiler
  • Inferno Combi-bolter
  • Inferno Combi-flamer
  • Inferno Combi-melta
  • Twin-Heavy Bolter
  • Twin-Heavy Flamer
  • Twin-Heavy Lascannon
  • Defiler Scourge
145 pts
+5 pts
+5 pts
+5 pts
+10 pts
+15 pts
+20 pts
+10 pts
Forgefiend
  • Ectoplasma Cannon
  • Heavy Hades Autocannon
110 pts
+10 pts
+10 pts
Maulerfiend
  • Lasher Tendrils
125 pts
+10 pts
Mutalith Vortex Beast 130 pts
Lord of War
Magnus the Red 400 pts

Weapon Updates

The following represent updated profiles for various ranged and melee weapons

Weapon Range Type S AP D Abilities
Ectoplasma Cannon36"Heavy D37-34Blast
Heavy Hades Autocannon48"Heavy 48-23
Predator Autocannon48"Heavy 67-23
Divining SpearMeleeMelee+1-22
Incaladion's Cry12"Pistol D66-32Each time an attack is made with this weapon, this attack automatically hits the target.