Editing
Tactics - Thousand Sons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Pavonі=== Another killy discipline, albeit more well-rounded with useful maledictions, and more suited to killing big scary things rather then hordes of weak mooks. *'''Lightning''' - Not as good at terminator-killing as Bimancy Smite, it more then compensates for that by having Haywire, Concussive, and Blind. Haywire is OK for anti-tank, but you don't have the rate of fire to wreck a vehicle in one turn unless you focus it with multiple lightning-sorcs, concussive would be great against MCs if you manage to actually wound them (5+ for most), and blind is a solid gold against low-initiative armies that aren't orks (who's BS2 to start with) or Tau (who are immune to blind), so basically only 'Crons, though on occasion even Eldar would fail their tests. Do note that if you manage to concuss the solo MC, you would almost certainly blind it too, as blinding test happens at the end of the phase. Sacrifice doubles the dakka, which fixes the problem with vehicle-busting. #'''Agony''' - 4-shot autocannon, except due to it's "driver wounded" rule it cannot do the job autocannons are supposed to do (taking away their METAL BOXES). Use it to murder anything with a word "warrior" in it's name or to automatically stunlock key vehicles. Sacrifice gives you the choice between doubling the number of shots, or turning it into a krak-missile minigun - this still don't matter shit against vehicles, but against infantry and MCs the difference can be huge. #'''Living Bomb''' - Much like Spontaneous Combustion except not at all. It still kills one model and then turns it into a blast, but this time it's a Malediction, so it hits automatically can't be Look Out Seer'd and can be used while locked close combat, range is only 12", instead of dealing one wound you must roll more than twice the model's current wounds and remove it with no saves allowed, and blast is only S4 AP- with cover saves and FNP allowed. So it can be used to snipe characters on 3+ and 2-wound ICs on 5+, rather than sniping special and heavy weapons and wiping out chunks out of cover camping squads. Sacrifice version turns wounds test from double to regular, so you can have a chance to explode Calgar or even the Warmaster himself on 5+. #'''Enfeeble''' - Exactly as BRB one, and thus still awesome. Sacrifice makes this effect permanent, which means that on the next phase you may enfeeble them once more to stack penalties to their Toughness. Dropping Riptide T4 and then instakilling it with a lascannon feels great. Dropping it to T2 and blowing it up with a single bolt pistol shot - even more so. #'''Leech''' - Very similar to BRB Life Leech, it packs more dakka with lesser strengths, and instead of being able to heal nearby allied models it can overheal the Sorcerer. Sacrifice adds extra two shots, but more importantly it can restore multiple lost wounds (though you still can only have one overhealed wound). #'''Frenzy''' - Turns any squad within 12" into a madder version of Death Company: they get pretty much all close-combat-oriented buffs in the game, but lose the ability to use their guns as something more than clubs and spears and get old-school Rage where they go completely crazy and charge the closest enemy thing they see. It's obviously good on allies that are about to charge (Rubric golems being Fleshless are immune to it), or on shooty enemies. The later is still risky, as with a combination of Fleet, Rage, Counter-Attack, Hatred and Furious Charge even Fire Warriors could suddenly become badass in close combat, and that closest enemy unit they are about to charge is most likely the sorcerer who casted this power. Casting it from reflecting crystal, sorc dread, flying prince, through the Barrier or better Fire Wall is all valid strategies. Sacrifice basically removes all downsides on both blessing and malediction versions. #'''Battle Form''' - Iron Arm and Warp Speed with a bit of Endurance rolled together for the ultimate close combat buff. Only +2 compared to Biomancy powers' +3, but it also affects WS (important for duels). Most useful on DP, but even lowly aspiring sorc may kick some serious ass with a statline that can put Mephiston to shame. Sacrifice turns that +2 into +3 (Bolter-immune DP? yes, please!).
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information