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32 minutes ago, HeadlessCross said:

The Flamer might be the same stats in that it has everything the same but might be Twin Linked. 

I did consider this, here's to hoping you are right. Here is also hoping the pre-order announcement goes up this sunday. 

Do you think it will?

 

It would certainly be good for TS players to not be left behind. 

 

I'm surprised we haven't seen anything of the limited edition codex yet. Not that anyone other than scalpers will get it. 

2 hours ago, The Praetorian of Inwit said:

I'm surprised we haven't seen anything of the limited edition codex yet. Not that anyone other than scalpers will get it. 

They did show some of it on stream, they just completely forgot it in the article.

 

Screenshot2025-05-03013154.thumb.png.36fbc630468ae74aea04429797d07ed2.png

On 5/1/2025 at 5:18 PM, darkseren1ty said:

sekhatar robots:

T7 6W 3+/5++
infiltrate/stealth.

BS4+ but can improve to 3+ if led by sorc. Melta gun S10 AP4 D6 (melta 2). Free overwatch. 

 

Was not expecting Infiltrate, that could be interesting. Suprise Ninja Chozo Statues making a mess of the front line while the rest ofthe army gets into gear.  

I do approve of the recent influx of infiltrate options across multiple armies, especially for not actually traditionally stealthy sneaky beaky units, like rising out of the ground poxwalkers, vibing on the battlefield goremongers, and "I do what I want" Tormentors.

Posted (edited)

On Dakka the poster demontalons posted some TS rumors that are a little bit different from those that were posted here earlier:

 

Quote

https://www.dakkadakka.com/dakkaforum/posts/list/60/815861.page#11748887

 

Fresh leaks (take with salt etc etc)

Tson Leaks(Semi Verified)
Army rule
4 spells, doombolt, double move, full rerolls against a unit, and unkown
Any psyker may cast
2d6 or take d3 to get 3d6 on the cast
Once succeeded a spell can’t be used until next turn


Overall changes
Weapons(I assume bolters) are back to baseline ap 2


Units
Magnus is +2 to cast, supposedly nerfed but cheaper

Ahriman
+1 to cast
Redeploy 3 rule

Thousand Son Sorcerer
Has a +d3 attack/strength once per battle ability

Exalted sorcerer
Revive

Winged prince
6” deepstrike and conditional charge(has to sacrifice a buff)

Foot Demon prince
Keeps glamour aura
Some casting buff
Lone op while within in 3” of a unit

Sekhetar
Flamer+Hellfyre missile racks, and either claw or melta
Hellfyre has blast now
Infiltrate/-1 to hit ability(could be stealth)
Hit on 4+
Sqauds of 2-4

Scarab Occult Terminators
Hellfyre has blast now

Rubric Marines
6” move

Tzaangors
6” scout and return to reserves if not within 9” ability

Enlightened split into 2 sheets
Spears have mortals on the charge
Bowman have reactive fallback

Rhino
Ability to tag unit then give a buff(either +1 to hit and wound or rerolls, conflicting sources)


Detachments

Vehicle Detachment
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 explode on 5+
Enhancment for warpsmith style
Strategem for sticky mortals

Mutant Detachment
When attacked take d3 reroll saves of 1
When attacking take d3 mortals to reroll wounds of 1
Makes tzaangors battleine, +1 oc
Strat for a 4++

Rubric Detachment
All is dust for detachment rule
Strat to reduce damage by 1(making 2 damage weapons affected by all is dust)

Index-Like
Same rules as index
Options other than devs seemed to have been buffed
All options once per game now
Enhancment for umbralific crystal
Destined by Fate retained

Daemon Detachment
Allied daemons may cast army rule spells

 

Edited by Anon

Yep this came from someone who was in contact with the book allegedly

 

By the way the supposed Thousand Sons Sorcerer ability for +d3 Str and Attacks is for his psychic shooting attack and not melee attack, which would make a lot more sense. The person who is getting info from a guy who supposedly saw the book has corrected this.

 

 

On 5/5/2025 at 4:03 PM, Naryn said:

Sounds pretty fun, although only four spells is a real heartbreaker. Curious to learn more.

While kinda lame it's only four spells, keep in mind that Eldar only have two more choices than that and hardly spend every token they get. If the four choices themselves are strong, it'll be fine. Rather that than the current Cabal system. 

Posted (edited)

I would like to add that today Tzeentch Daemons are flagged as Scintillating Legion, and are in the Thousand Sons filter on the Warhammer website. They were not listed under Thousand Sons yesterday. Cultists are not there. Terminator sorcerer is. I didn't notice any other losses.

 

From what I was told from various players who are equally obsessed with their faction as I am with ours, WE/EC/DG had the same updates (demons under their faction) during the week leading up to their Sunday Preview. 

 

If you want to see for yourself: https://www.warhammer.com/en-US/shop/warhammer-40000/armies-of-chaos/thousand-sons

 

 

 

-Arch

Edited by Archaeinox
11 minutes ago, Archaeinox said:

I would like to add that today Tzeentch Daemons are flagged as Scintillating Legion, and are in the Thousand Sons filter on the Warhammer website. They were not listed under Thousand Sons yesterday. Cultists are not there. Terminator sorcerer is. I didn't notice any other losses.

 

From what I was told from various players who are equally obsessed with their faction as I am with ours, WE/EC/DG had the same updates (demons under their faction) during the week leading up to their Sunday Preview. 

 

If you want to see for yourself: https://www.warhammer.com/en-US/shop/warhammer-40000/armies-of-chaos/thousand-sons

 

 

 

-Arch

 

Well the Cultists going was expected since the Cultists we were supposed to use have been gone for a while (the Cultists of the Abyss ones).
Termie Sorc staying is fun, Tanks, Spawn and Daemon Engines still present.

The Vindicator is still there, was 100% sure that was going regardless.

 

Seems that's it?

UK site is updated and the same stuff is there.

Certainly on board with next weekend as pre-orders, Archaeinox's evidence is solid. 

2 sets of rumors at this point, not sure what to go with. We will know next week as preview copies start to float around. Always typical after pre-order announcement. My question will be if SW release (the first main box only) releases alongside us, overshadowing our meagre showing:biggrin:. I would lean toward yes. 

4 hours ago, Ahzek451 said:

My question will be if SW release (the first main box only) releases alongside us, overshadowing our meagre showing:biggrin:. I would lean toward yes. 

 

According to a gentleman in the SW Discord, he has said we are releasing "alongside" SW.  He gave SW some other confirmations in that TWC remain but the characters do not, etc.

 

 

Posted (edited)

From Tactical Tortouse 40k who had some more tidbits from someone that supposedly has the book, so as always, as much salt as you need. Basically what Archaeinox already posted but a few more bits. But this seems to be from another source so the chance that this might be legit, IMHO is a bit higher. 
 

  1. ARMY RULE
  2. Access to 4 Rituals: Doombolt, Temporal Surge, full rerolls against a unit, and Twist of Fate
  3. Any psyker may cast rituals
  4. Each one can be attempted until it passes, but once succeeded a ritual can’t be used until next turn
  5. You roll 2d6 to cast, and decide to roll a 3rd d6. Essentially the spells have two "Warp Charge" values
  6. If you roll a double or triple you take d3 Mortal Wounds.
  7. All are Range 24" and require Line of Sight.
  8. Ritual Effects:
  9. Oaths is reroll 1s on the lower value. Or full rerolls on the higher value.
  10. Twist of fate is ap1 on the lower value. Or ap2 on the higher value.
  11. Doom bolt is d3 on the lower value or d3+3 on the higher value.
  12. Temporal Surge is D6" move on the lower value, and then flat 6 on the higher value
  13.  
  14. OVERALL CHANGES
  15. Weapons(I assume bolters) are back to baseline ap 2.
  16. A lot of weapon ranges have increased.
  17. Lost Cultists, but keep Forgefiends, Maulerfiends, Defilers, both varieties of predator.
  18. MFM points are apparently 10-20% below printed Codex points.
  19.  
  20. MAGNUS THE RED
  21. Magnus is +2 to cast and can Magnus attempt two rituals
  22. Gaze of Magnus is S11 AP-2 Damage3 dev wounds.
  23. Small gun is s6 -1 Damage2 ignore cover
  24. Strike melee profile is the same, sweep is Damage 2.
  25. And he costs 420 now, blaze it
  26.  
  27. AHRIMAN
  28. +1 to cast rituals
  29. Redeploy 3 units at the start of the battle.
  30.  
  31. THOUSAND SONS SORCERER
  32. Regular sorcerer is like a Chaos Lord now.
  33. Gun is flat 6 attakcs, AP -1 damage 1 sustained 3
  34. Once per game damage increase ability effects his gun or melee attack, and grants +3 shots/attacks and +3str for that attack.
  35.  
  36. EXALTED SORCERER
  37. Still Revives Bodyguards.
  38.  
  39. DAEMON PRINCE WITH WINGS
  40. 6” deepstrike and conditional charge (has to sacrifice a buff).
  41.  
  42. FOOT DAEMON PRINCE
  43. Keeps glamour (Stealth) aura and grants some sort of casting buff for rituals.
  44. Gains Lone Operative while within in 3” of a friendly unit.
  45.  
  46. SEKHTAR ROBOTS
  47. Flamer+Hellfyre missile racks, and either claw or melta
  48. Hellfyre has blast now
  49. Robots have a heavy flamer and str10 meltagun or melee claw, and then hellfire missile rack.
  50. Hit on 4s, infiltrate, 4wounds t6, 3+/5++
  51. 80 pts for 2, 160 for 4
  52. Good synergy with ahriman redeploy
  53. They get free overwatch/heroic as their rule
  54.  
  55. SCARAB OCCULT TERMINATORS
  56. Hellfyre has blast now.
  57.  
  58. RUBRIC MARINES
  59. Increased to a 6” move and keep the same wound reroll ability.
  60. Icon of Flame gives ignore cover now, instead of rend.
  61.  
  62. TZAANGORS
  63. 6” scout and return to reserves if not within 9” ability .
  64.  
  65. TZAANGOR ENLIGHTENED
  66. Split into 2 datasheets:
  67. Spears deal mortals on the charge
  68. Bowman have reactive fallback
  69.  
  70. THOUSAND SONS RHINO
  71. Function like Razorbacks; disembarked units can get +1 hit AND +1 wound for psychic weapons if they target what the rhino shot.
  72.  
  73. DETACHMENTS
  74. "Vehicle Detachment"
  75. 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+
  76. Enhancement for warpsmith style
  77. Strategem for sticky mortals
  78.  
  79. "Mutant Detachment"
  80. Affects tzaangors, mvbs and spawn:
  81. Units may suffer d3 mws for flat -1 to be wounded,
  82. When attacking they may suffer d3 mortals to reroll wounds of 1
  83. Makes tzaangors battleine, +1 oc
  84. Strat for a 4++
  85.  
  86. "Rubric Detachment"
  87. All is dust for detachment rule (+1 sv vs. Damage 1 weapons)
  88. Strat to reduce damage by 1(making 2 damage weapons affected by all is dust).
  89.  
  90. "Index-Like" (Cult of Magic)
  91. Abilities are a choice between: +1 to wound for psychic, +6 inch range for psychic, Devastating for Psychic
  92. All options once per game now (like Gladius Doctrines)
  93. Strat like gladius to put a unit in one "doctrine" for the turn.
  94. Arcane Vortex & Umbralefic Crystal enhancements are the same.
  95. Lord of Forbidden Sorcery only allows double doom bolt once per game for exalted sorc only.
  96. Destined by Fate strat retained.
  97.  
  98. "Daemon Detachment"
  99. Allied daemons may cast army rule spells.

 

Edited by Ahzek451

I can see a few people being disappointed that we're down to 4 Spells, but A) They're Actual Spells now and B) Doombolt, Temporal Surge and Twist of Fate were the 3 main ones you used anyway. Full Rerolls spell is also a very nice thing to have in your pocket.
If the above is a transcript I note that it doesn't mention the Termie Sorc (which is notably still on the Webstore post "We added Daemons" update).

Icon of Flame losing the AP bonus and becoming Ignores Cover is a little annoying, but the trade-off is understandable and Rubrics now actually moving at Walking Pace instead of shuffling is very useful.

Tzaangor Enlightened once again going back to Enlightened and Skyfyres being different units is funny.
Helfyre Missiles having Blast is a nice Bonus.

Regular Sorc being "basically a Chaos Lord" is pretty good. Gun looks OK (I'm assuming that's the Psychic).
Ahriman getting a Redeploy makes sense with the new Army Rule. Also makes Ahriman less of a "must take" since he isn't now single handedly dragging up the Army Rule power.

very much like the look of that Rhino ability.

All is Dust returning looks like a fun detachment rule.

Posted (edited)

If the Army rule is true, I do appreciate it as an attempt to change the incentive of sorcerers in your army to farm cabal points. Will have to wait for the finer details and practice, but it looks like you can now feel like you don't have to include a certain amount of sorcerers to maximize cabal points. 

18 minutes ago, darkseren1ty said:

so basically.. less herohammer. More rhinos

The rhino thing is a bit goofy isn't it? we can see this with the other 3 legions. Somebody at GW wants to sell flush out all the rhino kits lol. But it would be fun to bring back the humble rhino and have it be really fun to use for once. Something more than a bolter/combi weapon and a transport. Now we just need to see some love for the land raider...

Edited by Ahzek451
Posted (edited)
On 5/8/2025 at 8:11 PM, Archaeinox said:

I'd be shocked if we came alongside them. The SW box with the codex absolutely must come out soon, if they want the Wave + Codex for SW in a few weeks. Wolves are def soon in any case.

You called it. No wolves this week, just wood elves alongside us. Looking forward to codex reviews dropping very soon. 

Edited by Ahzek451

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