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==Stratagems== These help to reflect the unique (and not so unique) tactics and strategies used by the Thousand Sons on the battlefield: <tabs> <tab name="Battle Tactics Stratagems"> *'''Ensorcelled Infusion (1 CP):''' Pick a vehicle within 6" of a psyker during the shooting phase. That vehicle improves the AP of its guns by 1 for the phase. ** There's a fair bit of abilities that ignore AP-1 and -2 floating around, so this might come in handy. Also, Contemptor with Volkites suddenly becomes an additional threat. *'''Fated Mutation (1 CP):''' Pick a unit of {{W40Kkeyword|Chaos Spawn}} that are fighting. You get to pick what mutation they use as well as add +1 to the number of attacks they roll up. This makes them more of an actual threat and might make people think twice before considering your gribblies to be mere speedbumps. *'''Infernal Fusillade (1 CP):''' Pick one {{W40kKeyword|ARCANA ASTARTES INFANTRY}} unit army that is chosen to shoot in your shooting phase. Until the end of that phase, models in that unit can make an additional shot with their bolt weapons. This is nerfed from its previous incarnation which let you shoot twice, but your bolt weapons are AP-2 which can really fuck someone's day up, so a single extra shot for 1CP isn't a horrible deal. It also works on pistols, so don't forget to take that extra shot with your aspiring sorcerer if they're within 12". *'''Inhuman Savagery (2 CP):''' Pick one {{W40kKeyword|Tzaangor}} unit during your fight phase. This unit can re-roll to hit. This is pretty much here to compensate for the lack of any better re-roll auras from the Shaman. *'''Unwavering Phalanx (1/3 CP):''' Use this stratagem in your opponent's shooting phase, when a unit of Rubric Marines or Scarab Occult Terminators from your army is selected as the target for an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP, otherwise it costs 3CP. **This modifies the ''characteristic'', not the damage dealt - if you're shot by a D1 weapon that on 6 to wound deals an extra point of damage, this stratagem can't do anything about it. *'''Vengeance for Prospero (1 CP):''' Use this stratagem before fighting. For the rest of the turn, the unit can re-roll any hit and wound rolls against {{W40kKeyword|SPACE WOLVES}}. Sadly you lack Death to the False Emperor, but this will at least guarantee that what resistance you put up is the best it can be. *'''Wrath of the Wronged (2 CP):''' During the Shooting Phase or the Fighting Phase select an {{W40kKeyword|ARCANA ASTARTES INFANTRY}} unit. They add 1 to all their to wound rolls for the rest of the phase. </tab> <tab name="Epic Deeds Stratagems"> *'''Biomechanical Mutation (1 CP):''' Whenever a vehicle is about to suffer a mortal wound, this can help it ignore that MW on a 5+++. *'''Great Sorcerer (1 CP):''' One of your psykers can cast an additional time this turn. Expect to use this a lot. *'''Malignant Pact (1 CP):''' If an Infernal Master fails to make a pact, you can spend this and throw a wound on a nearby {{W40kKeyword|Thousand Sons INFANTRY/Cavalry}} unit to make that pact auto-pass instead. ** The Infernal Master is himself a {{W40kKeyword|Thousand Sons INFANTRY}} model so he's an option for this. So are Scarabs and Rubrics, which can heal themselves to full if their sorcerer has Rites of Coalescence; since both happen in the command phase it's basically free real estate if the opportunity presents itself, since you can pick the order those effects will resolve. *'''Malevolent Machine Spirit (2 CP):''' One {{W40kKeyword|Thousand Sons Machine Spirit}} unit counts as having full wounds for the rest of the turn, which can be helpful in all the ways it would for the loyalists. *'''Masters of the Immaterium (1 CP):''' Use this Stratagem if a {{W40kKeyword|THOUSAND SONS PSYKER}} from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp. *'''Metaphysical Focus (1 CP):''' Allows a psyker to cast after performing a psychic action. **Probably a better pick than the Loyal Thrall Legion Command upgrade. ***It depends. Loyal thrall is just 15 pts, and Psyker Characters have more options for Psychic Secondaries. Plus there's the ''Echoes From The Warp'' Ritual+Psychic action to let you farm CP if you need it. A one time cost of 15 pts is worth a lot less than a CP you'd rather put on more casts, flat 3 MW, dam -1, or bringing a model back. [[Just as planned|If you have a plan]], Loyal Thrall means you have a dedicated VP/CP farmer. [[Not as planned|MPF is for when SHTF.]] **RAW, it says that any Psyker that performed an action can cast one psychic power. RAW, an aspiring sorcerer could perform a psychic action and then cast a power, despite being able to only cast 1 normally. ***That being said, the Tyranid FAQ says that abilities that let you perform an action then cast have Psychic Actions count as ''one cast'' from the unit's casting pool, similar to Loyal Thrall. This Strat is worded pretty clearly to let you cast once more, with no distinction between 1 cast wonders and 2 cast sorcerors. If you think this'll be an issue, discuss it with your opponent beforehand. [[Fail|Thanks GW, we knew it was a lie when you said removing USRs in favor for datasheet rules would be a good idea]] *'''Psychic Dominion (1 CP):''' Whenever one of your psykers is about to deny an enemy psyker, they can add an additional d6 to the deny test so long as there's a friendly psyker unit that can also deny within 6". **Magic is your wheelhouse after all, you'd do good to make sure that everyone else knows this. *'''Sorcerous Might (1 CP):''' A sorcerer or exalted sorcerer fighting with a non-relic force stave adds +1 to the stave's damage (so d3+1 damage). Honestly, it's just a minor insurance policy. *'''Unholy Susurrus (1 CP):''' Allows a psyker to hot-swap one power it knows for another during the psychic phase (the change is permanent until you use this strat again), turning you into a bit of a swiss army knife. *'''Warped Regeneration (1 CP):''' Triggered after a psyker casts with a successful roll of 9+. This unit can now regain d3 wounds or resurrect one model. The wounds will matter more to terminators or characters, but a risen rubric marine is nothing to scoff at either. </tab> <tab name="Requisition Stratagems"> *'''Aspiring Magister (1 CP):''' Aspiring Sorcerers and Scarab Occult Sorcerers can pick one of the following relics: Coruscator, Skaeloch's Talon, Incaendium, or the Stave Abominus. ** On a Warpflamer squad, Incaendium can grant the Aspiring Sorcerer a better warpflame pistol; becoming 5 points cheaper and gaining S5 in exchange for 1 CP. *'''High Acolytes (1 CP):''' Typical "additional model(s) with a WT" stratagem. *'''Sorcerous Arcana (1 CP):''' Your standard relic stratagem. </tab> <tab name="Strategic Play Stratagems"> *'''Aetheric Saturation (1 CP):''' Pick a {{W40kKeyword|Psyker Character}} within 12" of a Mutalith during the psychic phase. They can sacrifice casting one power to regain d3 wounds. This can only be done once per turn, so it's more of a top-off than an emergency repair. *'''Coruscating Beam (3 CP):''' Use during the command phase while your warlord is on the field. Pick one point visible to them. On the next command phase, pick a second point that's 9" apart and visible to the warlord. Draw a line between the two points and roll a d6 for each unit the line crosses (-1 if it's a {{W40kKeyword|CHARACTER}}, +1 if the unit has 11+ models). On a 4+, deal 1d3 mortal wounds. You probably won't bother with this one, it's extremely underwhelming for its cost, even if it no longer forces your warlord to be immobile. *'''Empyric Reservoir (1 CP):''' During the psychic phase, pick a unit within 6" of a Mutalith. If they grant cabal points, they now contribute an additional d3 Cabal Points. *'''Implacable Guardians (1 CP):''' Use during the opponent's shooting phase. One {{W40kKeyword|ARCANA ASTARTES Character}} (barring Magnus cuz he's too fat) can't be targeted so long as he's next to some Rubric Marines or Scarab Occult Termies. It's their job, and it's not like they're gonna flee if they suffer casualties anyways. *'''Inescapable Forewarning (2 CP):''' Pick an enemy unit that's dropping in as reinforcements within 18" of an {{W40kKeyword|ARCANA ASTARTES Psyker}}. One unengaged {{W40kKeyword|ARCANA ASTARTES Core}} unit within 6" of the psyker can open fire on these new reinforcements as if it were the shooting phase. The uses for this are plenty, especially considering how plentiful the psykers are for your army. ** Note that Scarab Occult and Rubrics are both psykers and core, which could enable them to use this stratagem even if stranded without another psyker floating around (you brought lots of warpflamer+soulreaper Rubricae, right?). This stratagem is also usable with Helbrutes and Contemptors, so if someone tries to sneak up on one your psykers, you could have good transfer student/grandpa soften them for you for 2CP. *'''Risen Rubricae (2 CP):''' Use this Stratagem when you set up a {{W40kKeyword|RUBRIC MARINES}} unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle. Imagine a unit of 9 warpflamer Rubrics with a Sorcerer that has a warpflame pistol and Pyric Flux. Drop them behind cover and watch your opponent cower in fear. *'''Selfless Automata (2 CP):''' Use this Stratagem at the end of your opponent's Charge phase. Select one enemy unit that finished a charge move within engagement range of any {{W40kKeyword|ARCANA ASTARTES CHARACTER}} from your army that phase; one non-engaged unit of Rubric Marines or Scarab Occult Termies from your army that is within 12" of that enemy unit can perform a Heroic Intervention as if they were a {{W40kKeyword|CHARACTER}}, and when doing so can move up to 2D6" instead of up to 3". That unit from your army must end that move within 1" of that enemy unit and not within 1" of any other enemy units, otherwise it does not move. *'''Slow and Purposeful (1 CP):''' OH BOY! IT'S BACK! This allows for a {{W40kKeyword|ARCANA ASTARTES Infantry}} unit to move yet count as if they're stationary. What's this good for? Your base rubric marines double-tapping with their bolters of course! And...nothing else. Woo. *'''Vector Strike (1 CP):''' After moving your Heldrake, roll a d6 for one non-character unit or a character with more than 9 wounds it flew across. On a 2+, it deals d3 MWs (3 if that model can also fly). Nothing wrong with some off-turn mayhem, and it can definitely help nail the more irritating battlesuits. *'''Webway Infiltration (2/3 CP):''' Do the Eldar thing, and deep strike ''any'' {{W40kKeyword|THOUSAND SONS INFANTRY}} unit from the webway, arriving more than 9" from the enemy. Can spend three CP to deep strike two units instead. **Use on a Tzaangor unit with Brayhorn (+1 charge), cast Gaze of Fate, keep a CP for an additional re-roll and enjoy your turn 2 charge (GW hates turn 1 deepstrikes... unless you bought Drop Pods, apparently). </tab> <tab name="Wargear Stratagems"> *'''Arcane Smokescreen (1 CP):''' Use during the enemy shooting phase. A {{W40kKeyword|THOUSAND SONS SMOKESCREEN}} can pop their magical smoke grenades, making any shots against them take -1 to hit. As per FAQ change this also can be used on a Defiler. *'''Malefic Scroll (1 CP):''' After a psyker model that isn't Magnus casts smite but before rolling for the number of mortals dealt, pop this to deal 3 wounds instead of rolling for the amount, so pop this when you only cast high enough for 1d3 and 1 CP for 1 mortal wound right now is worth it to you. *''' Soul Reap (1 CP):''' Models with Soulreaper Cannons fire twice as many shots against big blobs of 11+ models. *'''Warpflame Gargoyles (1 CP):''' Any ''non''-{{W40kKeyword|HELBRUTE}} {{W40kKeyword|ARCANA ASTARTES}} {{W40kKeyword|VEHICLE}} can roll a D6 for each other unit within 3" ''(friend or foe)'' at the start of a Fight Phase, subtracting two if the unit being rolled for is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|CHARACTER}}. On a result of a 4+, the unit suffers 1d3 mortal wounds. ** Great on any of your melee vehicles, like <s>Maulers and properly built Defilers.</s><sub>These both lack Arcana Astartes</sub> There's nothing like the feeling of giant demonic monstrosity burning everything around it as it rips apart your enemies. </tab> </tabs>
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