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==Arsenal== ===Melee Weapons=== You can swap your default force weapon for something else or take the second one. *'''Force Weapon''' - Pretty much all of your characters start with it. Sword is for dealing with MEQs, axe is for TEQS, and staff is good for everything else and if you plan to beat faces with Battle Form (by which I mean you don't roll and hope for it, but have it secured in one way or another). You may take the second one of the different type for extra versatility, but only do it if you're gearing for close combat death machine, at which point you'd be better with a staff and Battle Form anyway. *'''Hequa Staff''' - Basically a force halberd. It's free, so take it if you swap pistol for a combi-bolter - otherwise one extra attack is always better. *'''Force Dagger''' - AP2 on initiative, but -1S and it makes you easier to hit in challenge. It's very situational, and most times axe or sword show themselves better. If you desperately need AP2 on initiative it's always better to secure Battle Form or Dark Blade. *'''Force Rod''' - Force Sword that can conserve one warp charge per psy phase to use later. Generally you'd have spare charges only on turn one and maybe two, unless you took a few Malefic sorcs do vent them into summoning daemons. This is more useful in small points games though, where you can gather power for one epic psy-barrage that can win a game, and against armies that often hide large chunks of their armies behind BLoS, like Tau, Craftworlds or Corsairs. *'''Daemon Weapon''' - This is for when you go all in on close combat. Extra attacks and strength are cool, and even more so with Battle Form (S9 AP2 daemon mace FTW), but you lose Force and Innumerations. ===Ranged Weapons=== You start with your standard bolt pistol, and can swap it for: *'''Hand Flamer''' - Only make sense if you're going to assault something, so most times don't bother. *'''Combi-bolter''' - Almost triples damage compared to basic pistol, and allows you to fire from higher range. Complete opposite of a hand flamer it's your weapon of choice for sorcerers that would keep their distance and avoid close combat. *'''Combi-weapon''' - Same as above, but instead of twin-link you get one-use flamer, melta or plasma. You still gonna give that to sorcs speced to shooty disciplines. *'''Plasma Pistol''' - No. Like in every other Imperium or Chaos codex, it's still too expensive for what it does. *'''Inferno Promethium''' - Makes hand flamer and flamer part of combi-flamer AP3, and thus OK. *'''Psychoactive Bolts''' - Here for when you take them on the rest of the squad, and have a bolter rather than pistol. ===Armour=== Only available to HQ. *'''Terminator Armour''' - Cheaper 2+ armor, it takes away grenades and slows you down, being incompatible with disc. *'''Charmed Armour''' - Better 2+ armour, it's an artificer armour suit with one extra WoP slot on it. ===Robes=== Robes grant you extra WoP slots and some minor magic utility. Wizard hat not included. *'''Robes of Adept''' - Just one extra WoP slot, nothing special but cheap. *'''Robes of Ritualist''' - For those sorcerers who love to use Sacrifice, this robes make it safer and more reliable, and allow to buy more tokens. *'''Robes of Savant''' - Free minor psy powers. Makes a lot of sense for sorcs whose squads get activateable gear and/or are geared towards close combat. *'''Robes of Magister''' - 3++ and two WoP slots instead of one. Is it worth 30 pts, considering you already have 4++? Unless you go full close combat death machine, the answer is "no". ===Books=== More magic utility. Yay! *'''Book of Knowledge''' - One extra power to generate. More versatility only for 5 pts. *'''Book of Mysteries''' - One extra power from BRB. Well worth it if combined with Book or Tome WoPs to get one of the most powerful BRB spells you otherwise lack. Alternatively take it for Divination primaris for your Corvidae sorc, and pretend he's a Farseer. *'''Book of Dominion''' - Nice bubble of no Stupor and free Obey once per turn. Great for giving your vehicles bigger leash if you didn't take Tecnomancer. *'''Sacrificial scroll''' One-use item with pre-selected sacrifice-empowered spell that activates automatically (but still require warp-charges). Best used for game-changing spells, like Thief or Bend Fate. It help that you pick that spell during your deployment stage so you can tailor it against opponent's army composition. ===Words of Power=== Ultimate magic utility section. Robes and/or Charmed armour to have more than one. Because your big hero sorcs like Magister Templi or DP probably would need more than one. *'''Scroll''' - Slightly more reliability in power generation, but you have... *'''Book''' - Being able to secure powers you need is priceless. You're not forced to pre-pick all spells though, so leaving few powers to generate at the start may add a bit of versatility. *'''Tome''' - Ultimate for securing powers, as you pick them at the start of the game, taking exactly what you need against your opponent's army. It's not cheap though, and some other upgrades, like Magister Templi or Book of Magnus drastically lower it's value. Generally not advised on anything lower than ML3. *'''Mirror''' - This is what you take for your Sorcerer Squad to spam powers. Also occasionally could allow you to steal enemy or allied powers. *'''Calm''' - If you expect fighting a lot of Tyranids, take it, otherwise pass. *'''Storm''' - Fucking over enemy psykers in 12" range is fun, but you already have huge Warp Charge pool and DtW on 5+/4+. That being said, it can stop blessings. *'''Shield''' - 3+ Deny for everyone. Cheap, but it's only effective against armies that spam witchfires and maledictions - so mostly Daemons, vanila SM with Conclave and other TS. Not much use against Eldar and GKs, as their most used powers are blessings. *'''Sword''' - -1 to enemy DtW to the minimum of 6+. If you expect psyker-heavy armies, adamantium will or both combined, this is a way to pierce through their strong denies. *'''Onslaught''' - Spam more of the same powers. One of the most expensive WoPs but rightfully so, if you use it on a model with a lot of powers. *'''Phoenix''' - It's free, but unlike other WoPs using it would cost your sorc his precious wounds. It suddenly make more sense if that sorcerer have Leech power to sacrifice his overheal wounds. *'''Hawk''' - If you want to snipe models with Focussed Witchfires without spending extra warp charges, take this. *'''Devil/Angel''' - Reduce perils chance on Daemonology powers from 1/6 to your regular 1/36. Cheap and well worth it if you roll on Daemonology. ===Special Issue Wargear=== *'''Sacrificial tokens''' - You need them for supercharging psi powers. *'''Melta-bombs''' - For blowing up big things made of metal or flesh. *'''Jump pack''' - As usual. Unless you plan to join Sky Rubricator squad, don't bother. *'''Sigil of Mastery''' - Kind of like Mark of Chaos. It grants different boons depending on sorcerer's main discipline: **''Corvidae'' - Re-roll saves of 1. Not bad for survivability. DP already have that due to his Daemon of Tzeentch, but then again why do your DP run Corvidae? **''Pyrae'' - Flame and melta immunity. Very situational. **''Pavoni'' - +1W and poison immunity. Condidering you run Pavony to beat faces, it's a godsend. **''Athanaeans'' - Preferred enemy. Nice for spamming witchfires, especially if you're already BS5. **''Raptora'' - +1S and cannot be Pinned (if something pinns you through your fearless), concussed or knocked down. Not bad in close combat, but you should probably take other discipline for melee-oriented sorc/DP. *'''Disk of Tzeentch''' - Jetbike (so +1T) with +1A included. Attach your sorc to Discriders or Disc-riding Sorcerer Squad for maximum mobility. ===Golem Wargear=== Your generalized troops upgrades. Pretty much anything non-character have access to this. *'''Frag grenades''' - It's frag grenades. If you're going for close combat loadout that are not crystal axes, and cannot secure Drowse, this is pretty much mandatory. Otherwise pass. *'''Krak grenades''' - The usual. Might help a bit against vehicles and walkers, and it's cheap, but if you're sure you can keep that squad out of close combat (you have the means, after all), skip this too. *'''Bolt pistol''' As everything stars with a chainsword, this just means +1A. Auto-included for chopy ribricae, not so for shooty. *'''Psychoactive bolts''' - Turns your golems into Sternguard 2.0 for the cost of one Warp Charge. Choices are: **''+1 BS'' - only makes sanse against T7 Sv 3+/4+ monsters (basically only DE constructs). **''+1 S'' - the mode you would probably pick the most against MEQs, vehicles and monsters that aren't T7. **''+6" range'' - self explanatory. If you need a few inches to reach rapid fire this basically gives you +1 shot without downsides. Also [[Tau|30" single shot mode]]. **''Ignore cover AP5'' - root out teh cover campers, if they're Sv5+ or worse. **''Extra shot AP5'' - for Deamons, GEQs and Orks out of cover. *'''Crystal weapon''' - Power weapons lite. Two levels worse AP and only +1S Strength on the mace, but you can boost that up with Empower, and then again it's only 2 points per model. **''-2AP'' - Proper power weapon, for cutting through saves/ **''+1S'' - Extra strength for dealing with vehicles and MCs that does not fit your power weapon mode profile. Also good for mulching down GEQs if you get a lot of attacks (discriders on the charge). Maces get +2S for a total of 7 - great for busting open vehicles, not so against anything else because of AP of only 6. **''+1A'' - For mulching down GEQs if you ''don't'' have a lot of attacks *'''Combi-weapon''' - it's not listed in this section, but pretty much all rubricae squads get access to it. For the squad that is supposed to move into rapid fire range it's always a valid choice, but not so for those that are going to sit behind and fire single shot mode while their sorcs lob long-ranged witchfires or buff everything around them with blessings. *'''Chaos Icon''' - Teleport homer for termies and daemons, except it need to be activated beforehand. Summoned/allied daemons and daemon marine allies would be grateful for guidance. ===Vehicle Wargear=== Unlike CSM, you can only take one pintle-mounted weapon. *'''Combi-bolter''' - 4+ save against weapon Destroyed on your Vindicator. On anything else you'd be better with other pintle-mount. *'''Combi-weapon''' - Not bad on vehicles you expect to press forward, so mostly Rhinos. *'''Havoc launcher''' - ''The'' pintle-mount you want on anything mech save Vindicators and Rhinos. Because aside from it and Pyromancy you have little other ways of dealing with light infantry. *'''Reflecting Crystal''' - If you're playing WarmaHordes, you instantly recognize this as an Arc Node. If you don't, please stop reading this and go check WarmaHordes. Crystal isn't cheap, but it allows you to extend your sorcerer's reach and simultaneously frees that vehicle from the Sorcerer's Command leash without dropping it's BS.<br><br> *'''Searchlight''' - As usual. If you have a few spare points after flashing out your army, here's where you can dump them. *'''Dozer blade''' - You know what it is. *'''Extra armour''' - You already have 4+ save against crew stunned, but if you insist... *'''Daemonic Possession''' - Your possessed transports don't eat their passengers unlike CSM ones, and have better save against stuns at the cost of BS3, but the main reason you would take this is freeing the vehicle from the Sorcerer's Command leash. *'''Parasitic Possession''' - Comeback from the glory days of 3E, it allows your vehicle to repair itself by killing stuff. *'''Scrolls of Detention''' - Upgrade for a possessed vehicle, which removes BS penalty and doubles the chance of self-repair on Parasitic Possession. ===Reliquary=== Your artifacts. Unlike most other armies you buy this on top of your other gear, without givin up your force weapon or pistol. *'''The Book of Lorgar''' - Daemon summoning/banishing 101 manual written by Lorgar. 4 powers you can pick from Sanctic and Malefic are quite handy if you're hunting for Sanctuary and Vortex, but for some reason don't want to take Book WoP. The big cheese of this piece of wargear is the fact once per game it allows daemons to charge out of deepstrike/summon the turn they come on the board. Any daemons. This includes Mutilators, allied Greater Daemons, deep striking daemon vehicles or even the rape machines that Daemon Lords are. *'''Soul Mirror''' - One use telepathic thingie that allow you to completely screw one enemy character and his squad within 18", and even more so if he's a Psyker, or a Warlord (or both). Free psy powers are cool, and army-wide Interceptor could be extremely powerful against reserve-heavy lists. *'''Dreambreaker pistol''' - 30 pts for a bolt pistol that aren't even AP3? Well, it permanently drops enemy Leadership on hit, and if you kept your original pistol you can fire both. Nice thing to add to your Athaeneans Magister Templi. *'''Insatiable''' - Force staff without Concussive, that shoots nice infantry-eating blasts, and can generate you extra mastery levels for killing enemy characters. Sorc with a focus on killy spells can quickly go out of control with this thing. *'''Obsidian Casket''' - Dead xeno psyker in a little coffin can store your unused warp charges like a super Force Rod, and allow you to double-tap your powers much like Onslaught WoP. Add an Onslaught, and you can vomit out 4 of the same powers out of a single dude. *'''The Book of Magnus''' - 6 extra powers to pick (one from each discipline) and re-rolls on psychic tests. Add this to your disc-riding mirror-sorcerer squad deathstar for maximum versatility. *'''Doom Spear''' - +1S AP2 weapon on initiative, AND it could be thrown, ignoring cover and sniping models on 4+. This is the only ranged AP2 Force weapon in the game, which means ranged Instant Death even for 2+ models. Give this to a winged Prince to blow Tyrants and Bloodthirsters out of the sky and hunt down Riptides or Dreadknights. Also could be used for assassinating enemy special characters IF you combine it with a Bend Fate to pierce through their 2+ Look Out Sir rolls. That being said, it's ridiculously expensive.
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