
The army leans heavily into Psychic powers, with almost every unit of infantry in the army having access to Psychic powers and most of the army’s tricks revolving around dealing mortal wounds and pulling off shenanigans in the Psychic phase.Īs an army, Thousand Sons are a bit tougher than standard Chaos Space Marines but much less durable than Death Guard. Thousand Sons are a very particular side of Chaos: A group of Chaos Space Marines dedicated to Tzeentch, led by sorcerers and staffed mainly by mutated beastmen and automated suits of armor filled with the dusty remains of their former inhabitants. But how does the book stand up to the current batch of codexes? Is it another broken, overpowered book ready to dominate the meta, or something less dramatic? In this review we’ll dive deep into the new book and answer these questions and more.īefore we begin however we’d like to extend a large “thank you” to Games Workshop for providing us with a preview copy of the Codex for this review. Designed from the ground-up for 9th edition, we finally have a view of the Thousand Sons that takes the edition’s new rules into account and incorporates the ideas from Psychic Awakening around Great Cults. With this new Codex, the Thousand Sons have been given a fresh start. Ritual of the Damned improved the army’s lot considerably but following the release of 9th edition and the loss of the ability to ignore escalating Smite costs, there was little to recommend in the army beyond Magnus and Ahriman.

As a standalone force the army tended to hover around the lower tiers of playability, typically showing up in souped Chaos Space Marine lists with an Ahriman-led detachment – often a Supreme Command – supporting other Chaos Space Marines. The Thousand Sons were “blessed” with one of the early codexes in 8th edition, a book that was relatively weak from the jump even by 8th edition standards, despite having access to Ahriman and Magnus, two of the game’s most powerful units.
