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Warhammer 40,000/8th Edition Tactics/Thousand Sons
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===Thousand Sons Codex Uniques=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Your unique stratagems to distinguish the army: <div class="mw-collapsible-content"> *'''Baleful Vortex (1 CP):''' Pick a Mutalith Vortex Beast. It can use another power this turn. *'''Cabalistic Focus (1 CP):''' +2 to a casting roll for a {{W40kKeyword|THOUSAND SONS PSYKER}} within 6β³ of at least 2 other {{W40kKeyword|THOUSAND SONS PSYKER}}. Lend Magnus your energy! Too sad it is only for ONE cast and not the whole phase, so choose wisely. **Use when magnus is casting his Smite for a much better chance at nailing something with 2D6 mortal wounds. *'''Coruscating Beam (3 CP):''' use during shooting if you have a thousand sons warlord that did not move. Instead of shooting with the warlords weapon, pick two points that are 9" apart and visible to the warlord. Draw a 1 millimeter wide line between the two points and roll a d6 for each unit the line crosses (-1 if it's a {{W40kKeyword|CHARACTER}}). On a 4+, deal 1d3 mortal wounds. You probably won't bother with this one, it's extremely underwhelming for its cost, definitely needs a buff. *'''Cycle of Slaughter (2 CP):''' Choose a {{W40kKeyword|TZAANGOR}} unit at the end of the Fight phase, it can fight again. This works on all Tzaangor units whether its a big group of footsloggers or a flerd of enlightened getting two rounds of +1 damage on their divining spears. **Note that while this is a Tzaangor-only stratagem, it also costs 1 CP less than similar stratagems from other armies, such as Grey Knights' Honor the Chapter, which lets you save CP for other things. *'''Fated Mutation (1 CP):''' Just before a unit of Chaos Spawn fights in the Fight Phase, you can choose the result of the ''Mutated Beyond Reason'' ability, rather than rolling for it. In addition you can also reroll the number of attacks each model makes during that phase. *'''Inferno Bolts (1 CP):''' use before the battle. select one Thousand Sons vehicle. One of its combi-bolter, combi-melta, combi flamer, or twin heavy bolters gets an upgrade. Its AP becomes -2 for the bolter part of the weapon. Not bad on a Land Raider. Sadly also not too good on a LR, as you pay 1 CP for AP- 2 on your twin-heavy bolter instead of -1... *'''Relics of the Thousand Sons (1/3 CP)''' Your standard relic stratagem. 1 Point nets you an additional relic. 3 Points nets you two. *'''Sorcerous Pact (1 CP):''' Use this stratagem when a {{W40kKeyword|Thousand Sons Character}} attempts to summon a unit of {{W40kKeyword|Tzeentch DAEMONS}} to the battlefield using a daemonic ritual. You can roll up to four dice, and your character will not suffer any mortal wounds for rolling doubles or triples. Fuck knows what happens if you roll quadruples. *'''Soul Flare (1 CP):''' Use when a Thousand Son Aspiring Sorcerer or Scarab Occult Sorcerer is slain. Roll a d6 for each enemy unit within 6" and subtract 2 if the unit is a character. On a 4+, cause a mortal wound. Very situational, but potentially useful if your Rubric Marines or Scarab Terminators get swamped. *'''The Flesh Change (1 CP):''' At the start of any phase, pick a {{W40kKeyword|THOUSAND SONS CHARACTER}}... they die. But you now set up a free Chaos Spawn within 6" of the fallen character and 1" away from an enemy model. The Stratagem explicitly says this does not cost reinforcement points in matched play. On paper this sounds like garbage, but it also says <u>any phase</u> so presumably you can use it in the opponent's phase too. *'''Vengeance for Prospero (1 CP):''' use this stratagem before fighting. For the rest of the turn, the units Death to the False Emperor triggers on a 4+ instead of a 6+ if targeting {{W40kKeyword|SPACE WOLVES}}. *'''Warpflame Gargoyles (1 CP):''' Any {{Template:W40kKeyword|VEHICLE}} (but not a {{W40kKeyword|HELBRUTE}} or Heldrake) 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 D3 mortal wounds. ** Great on any of your melee vehicles like Maulers and properly built Defilers. There's nothing like the feeling of giant demonic monstrosity burning everything around it as it rips apart your enemies. *'''Webway Infiltration (1/3 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 points to deep strike two units instead. **Use on a Tzaangor unit with Brayhorn (+1 charge), cast Gaze of Fate, keep a CP for additional reroll and enjoy your turn <s>1</s> 2 charge (GW hates turn 1 deepstrikes... unless you bought Drop Pods, apparently). </div> </div>
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