Still, even if you have a grudge against somebody, insulting him across dozens of screenshot images seems immature, petty and, well, it's harassment. You can be sued if you get caught, though I think in an Internet of anonymity, it's more likely you'll get your account shut down by a moderator and your images deleted. My advice is: don't.
Anyway, back to leaks. I'll focus mostly on the Thousand Sons, but not on the named characters because, y'know, I'm all about my dudes and I don't really want Ahzek Ahriman or Magnus running around with Ignatius (my dude). I'm sure they have better things to do during the Heresy than follow Ignatius around. So what changes do we have in 3.0?
First, the Armory of the Thousand Sons. We no longer have aetherfire blasters. So our special plasma guns are now back to being ordinary plasma guns. Also, plasma guns simply have Breaching 6+ now, with Breaching 5+ in maximal fire mode, but Overload (which means 1 wound if we roll a 1, the old Gets Hot! rule). We retain Achea Force Swords, which are swords only, and is a 5-point upgrade for a power sword, but only for Characters with the Command or Champion sub-type. So my Sergeants' Achea kopeshes are now normal power swords, not Achea force swords. No big deal. It gets Breaching (5+) but is otherwise base AP3, and gives +1 Strength. Also has the psychic trait, but that does nothing. No bonuses, nothing.
We get a Prime Advantage for Troops (the special sun-ring thing in the new Force Organization Chart) called Telekine Shift, which means when we rush, we make a Willpower check, and passing it gives us Antigrav and Move Through Cover. Fail, and the unit can't move.
Our new Legion Trait, or Legion Tactica as they call it, gives all our non-vehicle models (so our Walkers and automata get it too!) a bonus +1 to our base Willpower, giving our basic infantry 8, and the Psyker Trait. Gambit allows us to swap a Focus Roll with the model's Willpower characteristic. We get a Prosperine Convocation detachment that gives us a single Troops slot with Prime Advantage, a Fast Attack, an Elites and a Heavy Transport. Our Advanced Reaction is the same as before, as far as I can tell, us making a Willpower check during shooting to get a 3++ invulnerable save if we pass or 5++ if we fail, but also Perils of the Warp. Warp Rupture, which means suffer 13 minus Willpower wounds (most of the time, it'll mean 5 wounds on your basic infantry, which you can only make invulnerable saves for).
Castellax-Achea Automata are now 80 points, but you can only take one per slot. No more maniples. Bro, what?! I have 4 of these guys and the Tactical Support detachment only lets me field 2. So I need 2 Tactical Support detachments to field both. And apparently, they use the same slot as my plasma tactical support squads now. Uh, that's not good.
I won't lie, though. Plasma now sucks so bad I'm not sure I'll be running my plasma squads anyway. Might as well stick to my Castellax-Achea Automata. Their Achea force claws are 2 damage and have Breaching 5+, which is cool, and the Aether-fire cannon is also 2 damage but Breaching 6+. Not many changes. Their Psychic Conduit rule allows them to tank Perils of the Warp for your Thousand Sons psykers using Prosperine Arcana, which means they take a single wound (Mortal Wound) instead of Tactical Status.
Khenetai Occult Cabal has 3 attacks each, are WS5, and have paired Achea force swords that give +1 attack, but otherwise are the same as above. They get a psychic reaction that gives them a 5++ invulnerable save if they pass Willpower, a Blessing during the Assault phase that gives their Achea Force Swords Precision (5+)
The Contemptor-Osiron Dreadnought is 200 points, retains his gravis force blade, which is now Damage 2 (but still Strength 9) and can upgrade the Damage if you use Force. Has Reaping Blow (2) too, whatever that is. He can also select one psychic discipline - Biomancy, Pyromancy, Telekinesis, Divination, Thaumaturgy or Telepathy, for a set number of points. I think he gets access to Prosperine Arcana so there's no stopping you from doubling on them? So you can take Biomancy and Pavoni to give him +2 Toughness during Shooting Reactions and +2 Strength and +2 Toughness when he charges. It will cost you points, though.
We now have a "Prosperine Sorcerer" and he's different from a Librarian Consul, which still exists, by the way. He gets a Prosperine spirestave and gets bonuses to his psychic weapons (+1 Strength for ranged and melee), and instead of getting psychic disciplines like a Librarian does, he gets Biomantic Slam from Biomancy, Wildfire from Pyromancy and Immovable Force from Telekinesis. They are specific psychic weapons, though, which you'll see below. No Prosperine Arcana, though.
Sekhmet Terminators have Achea force swords that they can replace with lightning claws, power fists, chainfists and thunder hammers. Suck it, Cenobite Knights! Hah! Our special Terminators get to keep all their options! Yes, and they can swap their combi-bolters for volkite chargers or a combi-weapon from the Legion Combi-weapons list. 1 in 5 can swap for a plasma blaster (mine), reaper autocannon or heavy flamer. Cataphractii Terminators and Tartaros Terminators have the same options! My army isn't invalidated at all! My Terminators keep their volkite chargers! WOOHOO! What was that about my army being invalidated or shelved? Okay, never mind, I still feel kind of bad for the Blood Angels, Dark Angels and Space Wolves players. Hopefully they get their options back in Legacies PDF. The only difference is that Terminators are now Toughness 5. They keep their 2 wounds, and Sekhmet Terminators are WS5, but now they're Toughness 5, which is really cool. No need to worry about Instant Death now that we have multi-damage weapons, while it makes them slightly impervious to small arms. Not bad!
Speaking of which, Tartaros Terminators now cannot take power fists. I'm pretty sure that's an error that will be corrected soon. It's weird because that's how you primarily build them from the kit (unless you kitbashed them like me), but yeah, selling power fists plastic Tartaros Terminators and telling us, nope, they can't take them in the rules, seems...dumb. Hopefully that gets errata-ed. Doubt we'll even need the Legacies PDF for that.
Anyway, back to Thousand Sons rules. Prosperine Arcana.
As you can see, our rules got overhauled. Nice. In addition to getting a bonus +1 to our Willpower and our whole army (except vehicles) becoming Psykers, we can upgrade each non-vehicle and non-automata unit with one of five Prosperine Arcana. Also, we don't suffer Perils of the Warp like normal if we do normal psychic powers - instead, we suffer D3 wounds at AP2 that we can only use invulnerable saves. Or 1 if we pass them off to our poor Castellax-Achea automata.
Also, only one model per unit can use a psychic weapon when shooting with a Prosperine Arcana.
Raptora has Crushing Force, which is a one-shot 12" Strength 9 AP4 D2 Armorbane Force (D) shooting attack, and a Kine Shield Blessing Reaction that gives the unit 4+ Shrouded Damage Mitigation if you pass Willpower.
Pyrae gives an Inferno Shield blessing that smacks each enemy unit in melee (after they hit you) with D6 Strength 4 AP- D1 hits. We also get Burning Grasp, which is melee psychic weapon that's Strength 8 AP3 D2 Critical Hit (6+) Breaching 5+ and Armorbane. Only a single hit, though.
Pavoni is Stoneform, a reaction blessing that gives +2 to Toughness if you pass the Willpower. We also get Bloodboil, which is 12" Strength 4 AP2 D2 Poisoned 2+. Only one shot, though.
Corvidae fires Fated Shots, a Blessing that gives the unit 5+ Rending for their non-blast ranged weapons if they pass their Willpower check. Path of Consequence is a curse that gives an enemy unit -2" to their Movement and force them to take a Dangerous Terrain test if they move.
Athanaean gives them Clarity, a Blessing that removes all Tactical Statuses from any unit within 18". They also get Emanation of Dread, which is 24" 3 shots Strength 4 AP- D1, but causes Panic (1).
Nice glowup and upgrades! I think this might be better. Maybe? I like the psychic weapons now, they are cooler, and Corvidae with 5+ Rending on tactical squads might be insane. Whoa. Just make everyone Corvidae now, and the Dreadnoughts Pavoni. Heh.
Oh, right. Speaking of psychic powers, I might as well throw them here because Thousand Sons.
Let's start with Biomancy. You get Impact (Strength), Biomantic Slam - a psychic melee weapon that is -3 Initiative, Strength 12 AP2 D2 Force (D) Armorbane, but only one attack, and Biomantic Rage, which gives you +2 Strength and +2 Toughness when you charge if you pass your Willpower.
Pyromancy gives you Explodes (4+). Hah! Go out with a bang. You also get Wildfire, which is 18" Strength 4 AP4 D1, but one shot Blast 5", with Panic (1) and Force (S). For melee dudes, you have conflagration that's -1 Initiative, 6+D3 attacks, Strength 5 AP4 D1 Deflagrate (5) for close combat.
Telekinesis is a Reaction Blessing that gives a 3+ Shrouded Damage Mitigation against shooting. Immovable Force is 18" 3 shots Strength 6 AP4 D1 with Pinning (2) and Force (shots) psychic weapon. You also gain 4+ Shrouded by default.
Divination gives you Duellist's Edge (2) and Every Strike Foreseen Gambit. That means you can hit your enemy on a 2+ regardless of your WS if you pass Willpower, and you don't suffer Perils of the Warp. Foresight's Blessing gives you 5+ Precision.
Telepathy gives Fear (1). Mind-burst is a curse that forces an enemy unit to Fall Back after removing Tactical Statuses from them, force them to make a Leadership check after that, which if they fail, they become Routed. But you can't Move or Rush. Cursed Whispers are psychic weapon that's 18" 2D6 shots Strength 3 AP- D1 Stun.
Thaumaturgy gives Hatred (Psykers)...wait, what!? Hey! Don't hate my Thousand Sons! You can Resurrect through Resurrection, a Blessing Reaction that brings back slain models after they get shot if you roll a 4+ for each of them. If you pass Willpower, of course. Oh, and Perils of the Warp occur after you resurrect your dudes, so no trying to revive them after you eat like 5 wounds from Perils of the Warp. Tranquility is a Curse (oh man, it's funny if you take this out of context) that gives a -2 penalty to Willpower of an enemy unit when manifesting psychic powers or psychic reactions, and weakens Strength of psychic weapons by 1.
So how does this affect my listbuilding? Is my Thousand Sons army from 2.0 invalidated? Aside from Numerologist Cabal, who has yet to get any rules (probably in Legacies PDF or a future Journal Tactica), certainly not. I can build around them.
Let's start off with the Crusade Primary Detachment. I have a Praetor in Cataphractii Terminator, a Librarian Consul, a Praevian Consul (though I have no idea if he can unlock Castellax-Achea automata or if we are forced to take a Castellax battle-automata from Liber Mechanicum with him), and I'll buy a new Centurion and kitbash him into a Thousand Sons one. That gives me 5 auxiliary detachments. For the Troops, I'll take two Tactical squads, because why not? The Logistical Benefit from Prime Advantage for one of the two, I'll use it to bring an Contemptor-Osiron Dreadnought.
My first auxiliary detachment will be a Heavy Support for my second Contemptor-Osiron Dreadnought. Next would be Shock Assault for my Cataphractii Terminators (and maybe Sekhmet Terminators if Games Workshop ever restocks them). 3rd and 4th would be the Tactical Support for 4 Castellax-Achea automata. The last would be an Armored Support for my 2 Predators with plasma executioner cannons.
That's pretty much about it! Sure, I can't take plasma tactical support squads anymore, but that's fine because 1) plasma sucks and 2) I'd rather take Castellax-Achea automata anyway. I also don't know if I have enough points. Worst case scenario, I'd swap my Praevian Consul for a second Centurion (because quite frankly, if he does absolutely nothing for my Castellax-Achea automata, I don't see a reason to take him) and take a 3rd Tactical Support detachment for my plasma tactical support squads instead. There you go. I'm fielding the exact same army as before, minus the Techmarine, Praevian and Numerologist Cabal.
Frankly speaking, it's all about playing around with what you have. Aside from invalid weapons options (which I desperately hope they'll provide in Legacies), you should most likely be able to play around and field almost the same exact army as before, just that you'll need more Command Characters, Consuls, Centurions, etc.