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Warhammer 40,000/10th Edition Tactics/Thousand Sons
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===Characters=== *'''Exalted Sorcerer<sup>CoS 2</sup>:''' Your main wizard lord, giving your rubrics an ever-necessary 4++ to keep them alive. If you feel the need for a power weapon that isn't subject to any anti-psychic shenanigans (of which you're not going to find many), you can grab a Prosperine Khopesh as a sidearm. <tabs> <tab name="On Foot"> His offensive spell is Astral Blast spell, which he can use to hit mobs. Very important since he comes with a unique power (with chance of backfiring) that lets him restore a restores one model on a 2+ and two on a 6. With how often they'll go down, you'll need to keep your squad as full as possible. </tab> <tab name="Disc of Tzeentch"> While given a bonus wound and speed bump, he remains just as able to join his rubricae. His offensive spell is Arcane Fire, a super-powered heavy flamer, while Binding Tendrils allows him to slow down enemies by halving the movement of an enemy within 18" while taking -2 to any advance and charge rolls they make. </tab> </tabs> *'''Infernal Master<sup>CoS 2</sup>:''' Gives your rubrics ''[Sustained Hits 1]'' on all their weapons and once per turn can make a single hit, wound, damage or saving roll you make for him into an unmodified 6, which would've been a lot better on anyone other than him. Has the Screamer Invocation spell, quite figuratively making him an actual Yu-Gi-Oh Duel Master now. *'''Thousand Sons Daemon Prince<sup>CoS 2</sup>:''' A big beatstick of a daemon wizard with a solid combat loadout, with his hellforged sword/axe/claw being a monstrous set of force weapons. **A note on their weapons: unlike the other sorcerers, the DP ''doesnt'' have any offensive spells, but its hellforged weapons are ''Psychic,'' which can be boosted by '''Kindred Sorcery''', but also makes them vulnerable to opponents with a resistance to Psychic attacks. <tabs> <tab name="On Foot"> A bit tougher not just on account of being T10, but also because of their 6" ''Stealth'' aura to protect fellow sorcerers. He also has a single-use buff that lets a single squad of dustbins gain ''[Precision]'' so they can snipe out the most annoying character they see. </tab> <tab name="Winged"> The flying menace of the legion. Anyone he flies over is a potential victim for a bombing run (which, sadly, will be ineffective since it only hits for 1 MW on a 6 and you only roll 9d6), but he more importantly has the ability to fly back into reserves and redeploy elsewhere if you keep him out of too much trouble. For a giant flying monster, do expect to use it to throw off the enemy. </tab> </tabs> *'''Thousand Sons Sorcerer<sup>CoS 1 or 2 for Terminator</sup>:''' Gives your rubrics '''[Lethal Hits]''' to auto-wound anything on a 6 to hit. <tabs> <tab name="Sorcerer"> Fortunately gives his rubricae the incredible ability to make enemies unable to shoot them from beyond 18". His offensive spell is Fires of the Abyss, a very rapid-fire barrage with ''[Sustained Hits 3]''. </tab> <tab name="Terminator"> The only hero who can join your Scarab Occult. He has a spell that marks an enemy within 18" for death by letting friendly units re-roll 1s to hit. Coruscating Flames gives him one of the only anti-heavy weapons available to the army, but with only three shots, it'll only be enough for a couple plinks since it requires hitting a 4+ to deal ''[Devastating Wounds]'' on those tanks and monsters. </tab> </tabs> *'''Tzaangor Shaman<sup>CoS 1</sup>:''' The lone hero for your Tzaangors, giving them a 5+ FNP as well as a +1 to hit. Shocking Orbs gives him a shockingly powerful blast weapon that's only let down by lacking any AP, meaning it can be warded off by terminator armor unless you trigger ''[Devastating Wounds]''. ====Epic Heroes==== *'''Ahriman<sup>CoS 3</sup>:''' The great psychic culling has affected many psykers, and Ahriman shows just how painful that feels. His powers got gutted and now all he does is let the unit he leads add 1 to wound rolls as well as a single-use ability to use a single ritual on him for free. The only real weapon he has aside from his Black Staff (not shabby at A5 WS2+ S7 AP-1 D3, but not something you'd want to throw into all fights) is his Psychic Stalk, a ''[Precision]'' 18" A1 BS2+ S6 AP-1 D1d6 power that lets him snipe out enemy characters. That said, he does provide 3 Cabal Points. **'''Ahriman on Disc of Tzeentch:''' See above? Same except moves 10" and has 6 wounds and '''FLY'''. He can still join a rubric squad for protection. *'''Magnus the Red<sup>CoS 4</sup>:'''
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