Sunday, 19 June 2022

Horus Heresy: Thousand Sons Preview

Hi all

Evening Bunnies, tonight we’re having a look at the new Horus Heresy 2.0 rules for the 15th Legion: Thousand Sons. A few things have changed but overall I feel things are more streamlined, especially now the convoluted psychic phase has been folded into the core phase: gone are the days of long and clunky psychic rounds for fans of Magnus.





Legiones Astartes (Thousand Sons) introduces the provision ‘Cult Arcana’. This applies to any Infantry or Cavalry units making them into Psykers. Characters must select a Minor Arcana Cult Temple option; Raptora, Pyrae, Pavoni, Corvidae, Athanaen. Independent Characters have the upgrade option to select a Core Psychic Discipline for a points addition. All Thousand Sons units gain access to unique armoury choices too.


These Cult Temples can be selected during army list creation meaning the player can tailor their list if a certain theme or style is desired. There are no points costs for picking any Cult Temple. All of the Minor Arcana are activated by choice and involve a Psychic Check by the player. If successful they gain a specified ability. Failing any check results in Perils of the Warp.


Raptora: the unit gains a 6++ save when Moving or Running in the moment phase.

Pyrae: upon a successful Charge, the unit gains Hammer of Wrath Flame attacks.

Pavoni: when Moving or Running the unit gains bonus movement distance plus they ignore Difficult Terrain penalties. 

Corvidae: When the unit makes a Shooting attack, the first wound is allocated by the player not the opponent. 

Athanaen: when making a Shooting attack, the targeted enemy unit drops their Leadership by 1 for Pinning or Moral Checks.



ADVANCE REACTION

Like each legion in second edition, a unique Advance Reaction is available to the player - ‘Fortress of the Mind’. Used during the opponent’s Shooting phase, a targeted Thousand Sons unit gains a 3++ save providing a Psychic Check is passed. If it fails then they gain 5++ but both the attacker and targeted unit suffer Peris of the Warp. 



WARLORD TRAITS

Here Thousand Sons armies have a choice of three unique warlord traits, however, no specific loyalist offering this time around. All sound useful but suit particular playstyles. 


‘Evoker of pain’, specifically for traitor lists, allows the player’s Warlord (and a joined unit) to ignore Perils of the Warp by passing the wounds to an enemy unit in range or locked combat. The downfall is that without an enemy in close range wounds are taken as normal. This trait gives an additional Assault-phase reaction. 


‘Magister of Prospero’ means an extra dice may be rolled, discarding the highest when taking Psychic Checks. An additional reaction, this time in the Movement phase, is also gained here. 


‘Eidolon of suffering’. The warlord can forgo the use of Psychic powers and weapons to gain Adamantium Will. Additionally, in specific conditions the warlord may gain the Rage special rule when another psyker,friend or enemy, uses powers in range on a 2+. A bonus reaction in the Shooting phase is available to the player. 




RITES OF WAR

Detachments of Thousand Sons are given two unique choices here. Carried over from the old edition, ‘The Guard of the Crimson King’ is available, with the main characteristic being the player can take Sekhmet Cabal units as Troops.. Additionally, they can select a total of six Infantry units to gain Deep Strike with the Fear special rule on their arriving turn. Either Magnus, Ahriman or a psychically-upgraded Praetor must be taken. Not a tough restriction since it fits the theme I'd say.


The alternative ROW is ‘The Achaeon Configuration’ and an interesting feature is that the player may take Catellax-Achea as non-compulsory Troops and they gain the Line sub-type when in range of a Thousand Sons psyker. Very interesting. The benefit of bringing these automata is that Thousand Sons units can divert Perils of the Warp wounds into them, essentially making them heath batteries. There are a few restrictions on this ROW but I think they're in keeping with the theme here; a Praevian consul must be taken, the Castellax-Achea unit must be 2 or more in strength, at least one Techmarine covenant must be taken.



ARMOURY

Introducing more flavour to a Thousand Sons detachment there are a number of unique wargear choices open to the player. 


‘Aether-fire Cannons’ sees the player presented with the option of exchanging plasma weapons for their Aether-fire equivalents at no additional cost. iFor a slight reduction in range, -1 Strength and dropping Breaching the weapons lose the Gets Hot! special rule, gain Rending & Achean Force special rules. This variant Force rules gives +2 Strength if a Psychic Chek is passed.


‘Asphyx Shells’ means Bolt Pistol or Bolter weapons can be exchanged for a unique Thousand Sons variant gaining the Shred special rule at a slight range reduction. Very exciting on Shooting attacks. Surprised this doesn’t cover Heavy Bolters.


‘Achea-pattern Force Weapons’ sees Thousand Sons Characters take Achea-pattern force weapons in place of power weapons. They have the same stats as normal Force weapons but gain the Achean-Force special rue. 



PRIMARCH
Magnus is back and grabs the most expensive Traitor Primarch award next to Horus. HIs profile is quite different from that seen in the previous edition errata with only a single variant available. His Warlord trait gives all Infantry the Adamantium WIll special rules and an additional Assault-phase reaction. He carries his familiar unique wargea; The Horned Raiment, Blade of Ahn-nunurta, Psyfire Serpenta. As benefiting his palace as master of the arcane he knows all Core Psychic Disciplines and Minor Arcana switching between them as he desires. 


Sekhment Terminator Cabal

One immediate change here is that Sekhment are fixed to Cataphractii-terminator armour unlike having the choice in previous editions. Equipped with their signature Achea-pattern force weapons but with the option to switch out for more traditional wargear if desired. 


Contemptor-Osiron

This unit is now clearly listed with a specific Elite unit entry rather than being a contemnptor upgrade. Minor Arcana is a specific upgrade for this unit, not an automatic special rule plus  you can further upgrade to an Osiron Magnus Dreadnought for access to a Core Psychic Discipline. 


Castellax-Achea Automata

The very distinctive Thousand Sons automata is retained for the new edition but can be fielded in squads of one to five. Either weapon option can be taken as a mix in this squad. 


Khenetai Occult Cabal

The favourite Blade Occult are listed with an updated profile for squads of five to ten. Their signature melee weapons are taken as standard with options for flame weapons if desired. They have their own, specific Psychic power rather than one from Minor Arcana. 




Like in previous editions we have unit profiles for the infamous Thousand Sons Ahriman and Amon. It’s also a welcome return for the plastic Ahriman miniature on shelves for anyone wishing to collect him. 



SUMMARY

I’m very happy to see clarity on the Thousand Sons unit markings in this book and the new Rite of War with new Warlord Traits gives me a few ideas for lists i’d like to field. It’s time to dust off the Thousand Sons collection and translate into realspace. See you out there Battle Bunnies.

Kiral Red

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