40K Deep Thought: Fixing the Thousand Sons
Magnus and his Thousand Sons are coming to take vengeance on the Space Wolves – but they are going to need a LOT of work.
If there is any one who bitches the most in the Grimdark, it’s CSM players. But even within that faction, it’s probably the Thousand Sons fans who have had the hardest road.
Let’s take a quick look back at the various incarnations of the Thousand Sons over the decades to see just how rough of time they have had for decades:
2nd Edition
Welcome to 1996. Note the connection between the Thousand Sons marines and their Sorcerer leaders existed even back at this time. They had basic stats, but were fearless and immune to psychology. 3-10 models and a choice of boaters, CCWs or 1-3 special or heavy weapons gave the early Rubrics a lot of weapon options on the tabletop. Back then the Mark of Tzeentch was a 4+ save against psychic powers.
3.5 Edition
Welcome to 2002! The mark of Tzeentch granted the Rubrics Slow and Purposeful and +1W (2 apiece). The squad size was big at twenty, but the Mark removed all weapon upgrade options, so they were bolters only. If you took the Aspiring Champion, he became a Sorcerer automatically. These guys were much more a blob of mindless automatons than their 2nd edition counterparts. This is remembered by many as the beginning of the bad times for the Thousand Sons. On the plus side, there were rules for Rubric Terminators.
Current Edition
The modern Rubrics. These guys keep the bolster only option, and traded their 2W for AP:3 bolters and a 4+ Invulnerable thanks to the Mark of Tzeentch. They are still insanely overcosted for what they can do on the tabletop and are rarely seen off their dusty display cabinets.
How to Fix the Rubrics
As we have seen in earlier 40K Campaign books, I assume that when Warzone Fenris Pt.2 arrives it will have both new units and new formations. The Thousand Sons desperately need both. I’ve created a lot of minidexes over the years, and am one to err on the side of minimal changes rather than wholesale change.
Looking back over rules for the last 20 years I would start here:
- Give the Rubrics back special and heavy weapon options. They had them in 2nd edition and on the modern tabletop – even AP:3 bolters just won’t cut it.
- Make Rubric Terminators. These existed in the 3.5 codex and is one of the fan favorites. While you’re at it, give them cool weapon options that the standard power armor Rubrics don’t have.
- Slash their cost severely. I don’t have an exact number, but it feels like these guys need at least a 1/3 point reduction before anyone would ever consider them.
- Psychic Upgrades. If these guys are led by costly Sorcerer squad upgrades, you better reward the players for buying the serg. upgrade. I would suggest a set of “minor psychic powers” (read as a set of 1-3 special abilities you can choose from each turn) that buff the Rubrics in a variety of ways.
- Formations. Building upon the last point, make the Thousand Sons formation heavily emphasize psychic powers, either to buff the Rubrics (say ignore cover, or some type of save), or special abilities to compensate for their obvious drawbacks (say magical teleportation).
One thing is sure: the Thousand Sons have been formidable on the tabletop in the distant past of 40K. Magnus has been plotting his revenge on the Space Wolves for 10,000 years – so let’s hope he’s taken the time to upgrade his Rubrics in the meantime.
~What do you think the Thousand Sons need to come roaring back to the tabletop?