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tacticaltortoise

Thousand Sons 10th Ed Codex Rumors

May 9th, 2025 (edited)
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  1. Originally broadcast: https://www.youtube.com/live/jVYcKNU1vb8
  2. Collated from two independent sources:
  3.  
  4.  
  5. ARMY RULE
  6. Access to 4 Rituals: Doombolt, Temporal Surge, full rerolls against a unit, and Twist of Fate
  7. Any psyker may cast rituals
  8. Each one can be attempted until it passes, but once succeeded a ritual can’t be used until next turn
  9. You roll 2d6 to cast, and decide to roll a 3rd d6. Essentially the spells have two "Warp Charge" values
  10. If you roll a double or triple you take d3 Mortal Wounds.
  11. All are Range 24" and require Line of Sight.
  12. Ritual Effects:
  13. Oaths is reroll 1s on the lower value. Or full rerolls on the higher value.
  14. Twist of fate is ap1 on the lower value. Or ap2 on the higher value.
  15. Doom bolt is d3 on the lower value or d3+3 on the higher value.
  16. Temporal Surge is D6" move on the lower value, and then flat 6 on the higher value
  17.  
  18. OVERALL CHANGES
  19. Weapons(I assume bolters) are back to baseline ap 2.
  20. A lot of weapon ranges have increased.
  21. Lost Cultists, but keep Forgefiends, Maulerfiends, Defilers, both varieties of predator.
  22. MFM points are apparently 10-20% below printed Codex points.
  23.  
  24. MAGNUS THE RED
  25. Magnus is +2 to cast and can attempt two rituals.
  26. Gaze of Magnus is S11 AP-2 Damage3 Dev Wounds.
  27. Tzeentch's Firestorm is s6 -1 Damage2 Ignore Cover.
  28. Strike melee profile is the same, sweep is now Damage 2.
  29. And he costs 420 now, blaze it.
  30.  
  31. AHRIMAN
  32. +1 to cast rituals.
  33. Redeploy 3 units at the start of the battle.
  34.  
  35. THOUSAND SONS SORCERER
  36. Regular sorcerer is like a Chaos Lord now.
  37. Gun is flat 6 attakcs, AP -1 damage 1 sustained 3
  38. Once per game damage increase ability effects his gun or melee attack, and grants +3 shots/attacks and +3str for that attack.
  39.  
  40. EXALTED SORCERER
  41. Still Revives Bodyguard models.
  42.  
  43. DAEMON PRINCE WITH WINGS
  44. 6” deepstrike and conditional charge (has to sacrifice a buff).
  45.  
  46. FOOT DAEMON PRINCE
  47. Keeps glamour (Stealth) aura and grants some sort of casting buff for rituals.
  48. Gains Lone Operative while within in 3” of a friendly unit.
  49.  
  50. SEKHTAR ROBOTS
  51. Flamer+Hellfyre missile racks, and either claw or melta
  52. Hellfyre has blast now
  53. Robots have a heavy flamer and str10 meltagun or melee claw, and then hellfire missile rack.
  54. Hit on 4+, Infiltrate, 4 wounds, T6, 3+/5++
  55. 80 pts for 2, 160 for 4
  56. Good synergy with ahriman redeploy.
  57. They get free overwatch/heroic as their datasheet ability.
  58.  
  59. SCARAB OCCULT TERMINATORS
  60. Hellfyre has blast now.
  61.  
  62. RUBRIC MARINES
  63. Increased to a 6” move and keep the same wound reroll ability.
  64. Icon of Flame gives ignore cover now, instead of rend.
  65.  
  66. TZAANGORS
  67. 6” scout and return to reserves if not within 9” ability .
  68.  
  69. TZAANGOR ENLIGHTENED
  70. Split into 2 datasheets:
  71. Spears deal mortals on the charge.
  72. Bowman have reactive fallback.
  73.  
  74. THOUSAND SONS RHINO
  75. Function like Razorbacks; disembarked units can get +1 hit AND +1 wound for psychic weapons if they target what the rhino shot.
  76.  
  77. DETACHMENTS
  78. "Vehicle Detachment"
  79. Vehicles may reroll 1 dice of 1 once per phase, while within 6” of a psyker reroll 1 dice of anything once per phase and Deadly Demise on 5+
  80. Enhancement for warpsmith style
  81. Strategem for sticky mortals
  82.  
  83. "Mutant Detachment"
  84. Affects tzaangors, mvbs and spawn:
  85. Units may suffer d3 mws for flat -1 to be wounded,
  86. When attacking they may suffer d3 mortals to reroll wounds of 1
  87. Makes tzaangors battleine, +1 oc
  88. Strat for a 4++
  89.  
  90. "Rubric Detachment"
  91. All is dust for detachment rule (+1 sv vs. Damage 1 weapons)
  92. Strat to reduce damage by 1(making 2 damage weapons affected by all is dust).
  93.  
  94. "Index-Like" (Cult of Magic)
  95. Abilities are a choice between: +1 to wound for psychic, +6 inch range for psychic, Devastating for Psychic
  96. All options once per game now (like Gladius Doctrines)
  97. Strat like gladius to put a unit in one "doctrine" for the turn.
  98. Arcane Vortex & Umbralefic Crystal enhancements are the same.
  99. Lord of Forbidden Sorcery only allows double doom bolt once per game for exalted sorc only.
  100. Destined by Fate strat retained.
  101.  
  102. "Daemon Detachment"
  103. Allied daemons may cast army rule spells.
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