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Warhammer 40,000/8th Edition Tactics/Thousand Sons
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===Relics=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Despite ten millenia of conflict the Thousands sons aren't keen to let loose their entire armouries of rare and powerful artefacts onto the battle field. Those relics that do get to leave the halls of Tizca, can be found here: <div class="mw-collapsible-content"> *'''Athenaean Scrolls:''' If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to Deny the Witch or ''attempt'' to ''negate'' the power by any means (stuff that makes casting harder without negating still works, like debuffs to psyker tests from e.g. Shadow in the Warp, and the wording seems to imply passive negation will also work, as is the case with Sisters of Silence). You can still suffer Perils, and if you die from Perils, the power does not go off. Totally useless if the enemy cannot deny in any way. Even if they have psykers or other denial, because most denial is on 2d6+0 (average 7), it's most useful when you can cast powers on double 3s (Smite, Temporal Manipulation and Weaver of Fates from Change, everything from Dark Hereticus that isn't Death Hex or Prescience, and Gaze of Fate and Flickering Flames from Tzeentch) or, even better, double 2s (Sorcerer in Terminator Armor with a Familiar, Smite, Infernal Gaze, Flickering Flames), but even in the latter case, it will only increase your odds of casting through a denial attempt from about 74% to about 77%. ''Far'' too niche for general use (that Sorcerer would actually usually be better off with a Prismatic Staff, if you did take him), but if you make a list totally reliant on a psyker (especially one with limited choices, like a Daemon Prince of Tzeentch) pulling a power off (like Warptime), can be a justified use of Relics of the Thousand Sons if you find yourself facing a denial-heavy list. *'''Coruscator:''' Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer/Exalted Sorcerer variant, tripling its rate of fire and improving its damage by slightly less than 1, statistically: Pistol 3 R12 S4 AP-2 D1d3; as with most pistol relics, it's seldom worth it. It's unquestionably strictly better than the stock weapon, because of the tripled rate of fire, and against anything with 3 or more wounds, doubled damage, giving you six times the normal output - but that's 6 times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Dark Matter Crystal are both usually better, so for almost any army and almost any matchup, this is worth neither your free relic slot nor the CP it would cost to bring it as an additional. Still, it's easier to find a spot for it than the Seer's Bane. **Alternate take: this is the one relic that is a flat damage buff. Nothing tricky or situational, and as a pistol it can even be fired into combat. It's just raw bonus damage for a unit that's getting stuck in, which is sometimes just what you need. *'''Dark Matter Crystal:''' Once per battle, at the end of your movement phase, you can select the bearer or a {{W40Kkeyword|Thousand Sons Infantry}} unit within 12" of the bearer and redeploy it anywhere on the battlefield more than 9" from enemy models, even if it was previously locked in combat. The chosen unit does not count as falling back if they were within 1" of an enemy. Your Daemon Prince Warlord will love this (as long as he's the bearer - if someone else is, he isn't a valid target), but it's absolutely excellent in general. Remember, it ''won't'' work on any of your fast attack, heavy, flyer, or lord of war choices, but will work just fine on any of your Troops, Flamers, or Terminators. *'''Helm of the Third Eye:''' If your army is ''Battle-forged'' '''and''' the bearer is on the battlefield, each time your opponent uses a stratagem, roll a die: on a 5+, you gain 1 CP. This has the potential to be extremely useful, but also has the chance to do absolutely nothing. As long as you manage to keep the bearer alive, chances are high you will get at least 1 free CP from it. Also very useful against armies like Imperial Guard who love to throw out stratagem after stratagem. *'''Prismatic Staff:''' Replaces a force staff, is a force staff. The bearer can shoot and charge in the same turn that they fall back. Because you can already fall back and shoot with anything with {{W40Kkeyword|FLY}}, you'll get the most ranged bang for your buck on a Sorcerer in Terminator Armor, or you can put it on a Sorcerer/Exalted Sorcerer on Disc, Tzaangor Shaman, or Jump Sorcerer for the melee. *'''Seer's Bane:''' Replaces a force sword or power sword, is a force sword, and the user's strength is doubled when targeting a psyker or any units that include any models with a leadership characteristic of 9 or higher. Like the Scrolls, this is too niche for general use, but a reasonable choice for the Relics of the Thousand Sons stratagem, if you are facing an army heavy in the units it works against, like Ultramarines (it procs on every Ultramarines unit, so long as the sergeant is alive) or Necrons. </div></div>
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