What's Broken in the Thousand Sons Codex?
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:
- Healthy - things are okay and no changes unlikely needed until the next codex
- Unhealthy - things aren’t critical here, but aren’t fine either; urgent changes may not be needed but would help
- Broken - things are bad, urgent changes are needed
The Army
Unit | Rating | Notes |
---|---|---|
Ahriman | Healthy | Staple taken in many lists; the re-roll to cast is worth the price |
Exalted Sorcerer | Healthy | Staple taken in many lists; lots of options with relics and upgrades |
Infernal Master | Healthy | The newcomer continues to shine; perhaps at risk of being *unhealthy* due to being a crutch to support Terminators |
Sorcerer | Healthy | Very well priced for what they do |
Terminator Sorcerer | Healthy | Perhaps slightly overpriced when compared to Exalted Sorcerers but not enough to make them unreasonable to take |
Daemon Prince | Healthy | Not taken very often but is still very easy to justify in any list; offers solid melee potential |
Troops | ||
Rubric Marines | Healthy | The stable troop option now, as we all likely want it to be; great options and support throughout |
Cultists | Unhealthy | Cheap cannon fodder and taken from time to time in lists still; no support at all is overboard |
Tzaangors | Unhealthy | Little support, no rules for all the build options in the box, overpriced? |
Elites | ||
Helbrute | Broken | One of the few Core units but expensive and awful weapon loadout options; unreasonably slow |
Scarab Occult Terminators | Healthy | Arguably the best unit in the codex, lists are built around them |
Tzaangor Shaman | Broken | Does nothing but also priced like it does nothing; Has nothing really to support |
Contemptor Dreadnought | Healthy | Best shooting platform available, good options, and Core |
Deredeo Dreadnought | Broken | Penalized for sitting in the middle of the Contemptor and Leviathan; pricing is out of wack |
Leviathan Dreadnought | Healthy | Despite not having Core it sees play due to being tanky with relatively good weapon options |
Decimator | Broken | Incredibly overpriced and the Soulburners lure you into the trap of taking these things - not worth it |
Fast Attack | ||
Chaos Spawn | Healthy | Great melee and counter assault unit; good support; priced well |
Tzaangor Enlightened | Broken | See previous article |
Dreadclaw Drop Pod | Unhealthy | Surprisingly effective but not a mainstay; better options for mobility |
Flyers | ||
Heldrake | Broken | Expensive, fragile, very little output and very little support |
Fire Raptor | Broken | Overpriced and very little support; hobbled by current edition's rule set |
Storm Eagle | Broken | Overpriced and very little support; hobbled by current edition's rule set |
Xiphon Interceptor | Broken | Overpriced and very little support; hobbled by current edition's rule set |
Hell Blade | Unhealthy | Price saves it from being Broken; okay output; lacks support |
Hell Talon | Broken | Overpriced and very little support; hobbled by current edition's rule set |
Heavy Support | ||
Land Raider | Broken | Over priced and lacks a role |
Predator | Broken | Over priced, no support, weak weapons |
Vindicator | Broken | Over priced, no support, weak range |
Defiler | Broken | Over priced, no support, too big |
Forgefiend | Broken | Over priced, no support |
Maulerfiend | Broken | Over priced, no support |
Mutalith Vortex Beast | Broken | Over priced, hampered by it's own rule restrictions |
Land Raider Achilles | Broken | Over priced and lacks a role |
Land Raider Proteus | Broken | Over priced and lacks a role |
Rapier | Unhealthy | Delicate and tough to protect but unique weapons like the Laser Destroyer have some use; could be cheaper |
Sicaran | Broken | Over priced, no support, weak weapons |
Vindicator Laser Destroyer | Unhealthy | Effective vs Knights but otherwise dismissed by "Transhuman" |
Whirlwind Scorpius | Broken | Over priced, no support, weak weapons |
Dedicated Transports | ||
Rhino | Unhealthy | Over priced, no support, out-classed by the meta but cheap enough to see some play |
Termite Drill | Unhealthy | Over priced, no support, decent weapons and rules gives it some play |
Lords of War | ||
Magnus the Red | Broken | Over 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 |
---|---|---|---|---|
Mutation | Healthy | Healthy | Broken | Has potential but overshadowed by better options |
Prophecy | Broken | Unhealthy | Broken | "Fate" system underwhelming vs meta alternative |
Time | Healthy | Healthy | Healthy | Sees consistent play competitively |
Scheming | Healthy | Unhealthy | Unhealthy | Good units already have obsec and relic is restrictive |
Magic | Healthy | Healthy | Broken | Relic is a joke vs ritual costs |
Knowledge | Healthy | Unhealthy | Broken | Re-rolling 1s is okay; Relic is too weak |
Change | Broken | Unhealthy | Broken | Power has limited uses; Relic is too restrictive |
Duplicity | Healthy | Healthy | Healthy | Still the king |
Manipulation | Unhealthy | Healthy | Healthy | Sneaky 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 Mutation | Healthy | If you use Chaos Spawns, you know how good this is |
Ensorcelled Infusion | Healthy | |
Unwavering Phallanx | Healthy | |
Wrath of the Wronged | Healthy | |
Infernal Fusilade | Healthy | Not seeing use currently due to meta |
Ensorcelled Infusion | Healthy | |
Inhuman Savagery | Healthy | Good stratagem for a bad unit |
Vengeance for Prospero | Healthy | Magnus did nothing wrong |
Great Sorcerer | Healthy | |
Malignant Pact | Healthy | Good combo with Rites upgrade on Terminators |
Unholy Susurrus | Healthy | |
Biomechanical Mutation | Unhealthy | Too limiting for what you get |
Metaphysical Focus | Healthy | |
Psychic Dominion | Healthy | |
Malevolent Machine Spirit | Broken | Expensive; limited options; doesn't "act at full" |
Masters of the Immaterium | Healthy | |
Sorcerous Might | Healthy | |
Schemes of Change | Healthy | |
Risen Rubricae | Healthy | |
Webway Infiltration | Healthy | |
Implacable Guardians | Healthy | |
Coruscating Beam | Broken | Expensive; damage is too limited |
Vector Strike | Broken | Should just be a built-in ability |
Inescapable Forewarning | Healthy | |
Selfless Automata | Healthy | |
Empyric Resevoir | Unhealthy | D3 is not enough |
Slow and Purposeful | Healthy | |
Aetheric Saturation | Unhealthy | Should just be a built-in ability |
Soulreap | Broken | Too limited to make use of it |
Warpflame Gargoyles | Unhealthy | Not enough damage |
Arcane Smokescreen | Healthy | |
Malefic Scroll | Unhealthy | Doesn'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 Firestorm | Healthy | The new 9th version is a solid and useful upgrade |
Glamour of Tzeentch | Healthy | |
Doombolt | Healthy | |
Temporal Manipulation | Unhealthy | Needs a way to scale for larger targets |
Weaver of Fates | Healthy | Solid upgrade vs 8th edition |
Baleful Devolution | Broken | Needs an option for smaller units |
Cacodaemonic Curse | Broken | Very ineffective in almost all situations |
Pyric Flux | Healthy | |
Perplex | Healthy | |
Gaze of Hate | Healthy | |
Twist of Fate | Healthy | |
Dark Blessing | Healthy | |
Presage | Healthy | |
Swelled by the Warp | Healthy | |
Temporal Surge | Unhealthy | Restrictions limiting options in the codex |
Psychic Stalk | Broken | Difficult is too high for slaying just 1 model |
Desecration of Worlds | Unhealthy | Solid idea but too restrictive to proc wounds |
Infernal Pacts
Pact | Rating | Notes |
---|---|---|
Bladed Maelstrom | Broken | Too restrictive and most targets simply shrug this off |
Fires of the Abyss | Unhealthy | Okay power but really needs better scaling since you only get 1/turn |
Capering Imps | Unhealthy | Requiring visibility holds this back |
Diabolic Servant | Broken | Only works on the infernal master and cabal bonus is pitiful |
Glimpse of Eternity | Healthy | |
Malefic Maelstrom | Healthy |
Warlord Traits
Power | Rating | Notes |
---|---|---|
Arrogance of Aeons | Healthy | |
Seeker After Shadows | Broken | Actions don't need 3D6 and generating 1 cabal pt is pitiful |
Undying Form | Healthy | |
Lord of Forbidden Lore | Healthy | |
Otherworldly Presence | Healthy | |
Aetherstride | Healthy |
Secondaries
Secondary | Rating | Notes |
---|---|---|
Mutate Landscape | Healthy | |
Burn Empires | Broken | Needs a way to complete faster |
Wrath of Magnus | Healthy | |
Sorcerous Prowess | Unhealthy | Shouldn't be limited to just enemy characters |
Relics
Secondary | Rating | Notes |
---|---|---|
Athaenean Scrolls | Healthy | |
Conniving Plated | Healthy | |
Coruscator | Unhealthy | Relatively weak for relic weapons |
Egleighen's Orrery | Healthy | |
Helm of the Daemon's Eye | Broken | Needs to do something else/better than the cabal ritual |
Incandaeum | Unhealthy | Weak for a relic weapon |
Paradoxical Chatterfowl | Broken | Great ability, too difficult to make use of it |
Pentakairic Armour | Broken | Offers no substantial bonus that's needed |
Seer's Bane | Healthy | |
Skaeloch's Talon | Broken | Weak for a relic weapon |
Change-Wrought Chalice | Broken | Offers no substantial bonus that's needed |
The Chronos Tutorum | Healthy | |
The Prism of Echos | Healthy | |
Stave Abominus | Broken | Weak for a relic weapon |
Thrydderghyre | Healthy | |
Umbralaefic Crystal | Healthy | |
Warpweave Mantle | Healthy |
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:
- Complete Ability Overhauls
- Adding abilities to profiles
- Making up new abilities/functions
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:
- Predator Annihilator
- Predator Destructor
- Mutalith Vortex Beast
- Chaos Vindicator
- Chaos Land Raider
- Chaos Rhino
Magnus the Red
- Reduce Wounds to 16
Points Updates
The following section contains only the units that have changes being made to them.
HQ | |
Sorcerer in Terminator Armour
| 95 pts +5 pts |
Thousand Sons Daemon Prince
| 140 pts +25 pts +10 pts +10 pts |
Troops | |
Tzaangors
| 6 pts +5 pts +10 pts |
Elites | |
Helbrute
| 85 pts +5 pts +5 pts +10 pts +10 pts +20 pts |
Tzaangor Shaman | 60 pts |
Chaos Deredeo Dreadnought
| 160 pts +10 pts +5 pts +10 pts |
Chaos Leviathan Dreadnought
| 180 pts +10 pts +5 pts +10 pts |
Decimator
| 140 pts +10 pts |
Fast Attack | |
Tzaangor Enlightened | 14 pts |
Flyers | |
Heldrake | 145 pts |
Heavy Support | |
Chaos Land Raider
| 200 pts +5 pts +5 pts +5 pts +5 pts |
Chaos Predator Annihilator
| 100 pts +5 pts +5 pts +5 pts +5 pts +15 pts +20 pts |
Chaos Predator Destructor
| 100 pts +5 pts +5 pts +5 pts +5 pts +15 pts +20 pts |
Chaos Vindicator
| 110 pts +5 pts +5 pts +5 pts +5 pts +10 pts |
Defiler
| 145 pts +5 pts +5 pts +5 pts +10 pts +15 pts +20 pts +10 pts |
Forgefiend
| 110 pts +10 pts +10 pts |
Maulerfiend
| 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 Cannon | 36" | Heavy D3 | 7 | -3 | 4 | Blast |
Heavy Hades Autocannon | 48" | Heavy 4 | 8 | -2 | 3 | |
Predator Autocannon | 48" | Heavy 6 | 7 | -2 | 3 | |
Divining Spear | Melee | Melee | +1 | -2 | 2 | |
Incaladion's Cry | 12" | Pistol D6 | 6 | -3 | 2 | Each time an attack is made with this weapon, this attack automatically hits the target. |