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==Psychic Powers== Being the premier Sorcerers of 40K, the Thousand Sons get a whopping three disciplines to use (plus more based on their Cult). Whether you want to shit out mindbullets, buff allies, debuff enemies, or any combination of the above, the Thousand Sons will have it covered. Listed based on your random generation rolls: ===Dark Hereticus Discipline=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A slightly retooled version of the Psychic Discipline found in Chaos Space Marines. <div class="mw-collapsible-content"> #'''Infernal Gaze (Warp Charge 5):''' Pick an enemy unit within 18" (24" with BoS) to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as ''Smite'', it can target specific enemy units rather than just the closest. #'''Warptime (Warp Charge 6):''' Pick a friendly Chaos Marine unit within 3" (9" with BoS); that unit can immediately move as though it were the movement phase. Can't be applied more than once in a turn. Still FANTASTIC. Even better for the Thousand sons than other CSM legions as their legion trait lets you cast the spell from further away. Units moved with this power still suffer -1 to BS for moving with Heavy Weapons. #*Note: FAQ states that units that arrive from reserves or have been relocated cannot move except when piling-in or charging. #'''Prescience (Warp Charge 7):''' Pick a friendly Chaos Marine unit within 18" (24" with BoS); that unit adds 1 to their hit rolls (shooting and close combat) until the next psychic phase. Tougher than the others to pull off, but rightfully so, as this power can be a tremendous force multiplier for your army. However, do not cast this power on any unit that already hits on a 2+, unless it is carrying a lot of plasma and you're very determined to keep it alive through overcharging. You will be wasting the effect since a to hit roll of 1 always fails to hit, regardless of modifiers. #* Prescience provides greater gains in efficiency when cast on units with lower stats or a large number of shots, (e.g BS4+ becoming 3+ is an improvement of offensive output of 133%; BS3+ to BS2+ is 125%. Likewise, on units with better shooting attacks, the increased offensive output is more useful. Especially devastating on a unit that can both shoot and charge in the same turn, Such as Scarab Occult. As if you needed another reason to drop a Sorcerer behind them when they deepstrike. #* Think about this in a close combat standpoint. Cast this on a blob of Tzaangors and that's a lot more hits. But on the flip side it's smart to cast this on units like your Scarab Occult Terminators as they will hit on a 2+ in shooting and close combat as well as get DttFE on a 5+. Or if you're feeling really mean throw this on Magnus and see any high wound and high toughness imperium unit cry as he wipes an entire unit per turn #'''Death Hex (Warp Charge 8):''' Target an enemy unit within 12" (18" with BoS) - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6" bubble around the psyker, whereas Death Hex has a longer range that the Sons extend even further and can choose a specific target, which arguably makes it much more flexible. Since you're only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat. #'''Diabolic Strength (Warp Charge 6):''' Targeted model gains +2 strength, +1 attack. Magnus the Red can cast this, and is nasty as hell when he's under its effects. #'''Gift of Chaos (Warp Charge 6):''' Targets an enemy unit within 6" (12" with BoS). Roll a die. If you roll higher than the unit's highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. Or use it on an enemy squad and turn 4 to 6 single wound models to slag with one spell. #*This is diabolical if used right. In order to use it right, give the power to a sorcerer, put that sucker in terminator armor and deep strike him with other termies near the enemy's HQ and go to town, with BoS and a cheeky drop you can cast it the turn you arrive. unfortunately, the unspeakable costs points in matched play as per the rulebook FAQ. #*Alternatively you could just stuff a vanilla Sorcerer into a Rhino to get him to an enemy character. Add a havoc launcher and/or rubrics to butter up whoever you're going for. #*NOTE: This is only effective against low-toughness characters, so don't expect it to work on Space Marines or Orks. But against [[Imperial Guard|factions with important buffer characters]] or [[Dark Eldar|expensive low-toughness models]], it can shine. #* No use against Marines or Orks? Having a 1/3 chance(5 or 6) of instantly murdering a Captain or Warboss sounds pretty damn worth a try. Plus, there's nothing more brutally, cruelly, dickishly satisfying than watching your opponents honorable Captain, Warboss, Farseer, or even named characters devolve into a heap of screeching, flailing, chaos-infused flesh. #* Don't you dare try this on Tyranid HQs. You will fail miserably. </div></div> ===Discipline of Change=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A Psychic Discipline available to all Psykers in the Army. With the ability to change those used by Sorcerers leading Rubrics and Scarab Occult units you'll find yourself dipping into here often to replace Smite. <div class="mw-collapsible-content"> #'''Tzeentch's Firestorm (Warp Charge 7):''' Select an enemy unit within 18β³ (24" with BoS) of the psyker and visible to him. Roll 9 dice, the enemy unit takes a Mortal Wound for each roll of a 6. More *FUN than Infernal Gaze, for the same 1.5 MW on average per activation, while being at +2 difficulty. Against low-toughness targets, Gift of Chaos will do MUCH more work, but Firestorm has triple the range even before Brotherhood of Sorcerers is factored in, and it can hurt T6+. *enjoyment may vary #'''Boon of Mutation (Warp Charge 7):''' Select a friendly {{W40kKeyword|Thousand Sons}} '''Non-Daemon''' character within 3" (9" with BoS). Roll 2D6 and consult the chart on the Boon of Tzeentch stratagem to see which result applies to that character for the remainder of the game. It's the entire chaos boon table rolled into one spell without having to spend command points for the stratagem. This makes the chaos boon table actually worth checking as everything on the chart except for double 1's will benefit the character somehow and you can save your command points for if you do end up rolling snake-eyes. #'''Glamour of Tzeentch (Warp Charge 7):''' Target a friendly {{W40kKeyword|Thousand Sons}} unit within 12" (18" with BoS): enemies have -1 to hit rolls against that unit. Great for keeping a valuable unit (e.g. Magnus) alive. #'''Doombolt (Warp Charge 9):''' Deals D3 Mortal Wounds, 18" (24" with BoS), the target also gets its movement halved for a turn, and it also can't advance. Expensive, but can utterly ruin a target's Movement phase, especially against very speedy armies that heavily rely on both advancing and charging to get in close. #'''Temporal Manipulation (Warp Charge 6):''' Select a friendly {{W40kKeyword|Thousand Sons}} '''Model''' within 12" (18" with BoS) of the psyker, that model immediately heals D3 wounds. '''Just as planned, the god of change bestows us with a healing spell'''. The obvious choice is to use this to keep Magnus in peak form, however because it only specifies a T Sons model, you can also use this to heal your daemon engines, other characters, or your metal boxes. #'''Weaver of Fates (Warp Charge 6):''' A {{W40kKeyword|Thousand Sons}} unit within 18" (24" with BoS) gets +1 to their invulnerable save (up to a maximum of 3++) or a 5++ invuln if they do not have one. Same as it always was, it just decided to... Change... its home. </div></div> ===Discipline of Tzeentch=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A Psychic Discipline exclusive to Daemon Princes and Magnus. Other Psykers may take powers from this discipline through the use of the Chaos Familiar Stratagem. <div class="mw-collapsible-content"> #'''Boon of Change (Warp Charge 7):''' An ok, but not really power. Select a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18" (24" with BoS) and give it a mutation! D3 - 1 is +1 Attack, 2 is +1S, and 3 is +1T. Good for buffing up Magnus, a Daemon Prince, or one of your Daemon Engines. #'''Bolt of Change (Warp Charge 8):''' A targeted Smite. However, auto-causes an enemy unit within 18" (24" with BoS) to take d3 Mortal Wounds! If you kill a character, it becomes a spawn! Also it says clearly in the codex that you have to pay reinforcement points for the spawn in competitive games, which is fucking stupid. #'''Gaze of Fate (Warp Charge 6):''' If manifested, you can re-roll a single die roll later that turn. Free re-rolls are always useful and it does not eat a command point. #'''Treason of Tzeentch (Warp Charge 8):''' Looks cool on paper; in practice, not so much. You can choose an enemy character within 18" (24" with BoS), except the enemy warlord. It is then yours for the Shooting, Charge and Fight phases! Edit: as well as beating the WC8 you must also then roll HIGHER than the target's leadership on 2 dice, considering that most Characters have a higher-than-average Leadership value, this power becomes vastly unreliable and a very rare sight. #*Alternatively, if you have a decent number of LD-dropping factors in your force (mutalith vortex beasts cannot help, as they apply their debuff one phase too late, but some chaos allied units can) and the availability of a reroll, you can set up a rather easy grab. takes work and doesn't fit every list, but its doable in a pinch and can turn the game if you manage to take over the right target. #*Fun Fact: IG Tank Commanders have the leadership of a basic guardsmen squad which makes them a very good target for this. Watch the face on your opponent's face when they realize the tank they outfitted with all the best guns turns on them. #*You can have some mental moments with this power. For example, there is a stratagem in the knight codex that allows a knight to become a character... I know it's unlikely due to the high leadership, but the look on your opponents face when you steal their shiny new Valiant or Castellan is priceless #'''Flickering Flames (Warp Charge 5):''' A friendly {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18" (24" with BoS) gets +1 to wound rolls when shooting. Makes your Defilers, Forgefiends, and Heldrakes much scarier. Can also make Tzaangor Enlightened a credible threat to most vehicles, as they would wound on a 4+, plus whatever automatic wounds you rolled to hit. Another cheeky thing you can do is cast this on any sorcerers that are riding disks, as that gives them the daemon keyword; while not very flashy, a inferno bolt pistol wounding on 3s could be useful. Might make the coruscator do some work, still probably for fun games only. #'''Infernal Gateway (Warp Charge 8):''' If manifested, identify the nearest visible enemy model within 12" (18" with BoS) of the psyker. Enemy AND friendly units within 3" of the targeted model take d3 mortal wounds, or d6 if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras, but watch for friendly fire. </div></div>
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