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Warhammer 40,000/9th Edition Tactics/Thousand Sons
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===Pros=== * Almost every unit has a way to cut through armour saves. As the Inferno Bolt offers a reliable AP-2. * As Masters of Magic you get a +1 to cast on all your powers; so you can buff/debuff/shoot mind-bullets easier. * Exalted Sorcerers act as a mid-way point between a Choppy Murder Lord and Flimsy Spellcaster. * Fairly fresh sculpt-wise and also contains the first Primarch to be introduced to Modern 40k (Magnus). * Invulnerable saves everywhere, even your humble Rhino. * Lets you take the fight to the [[Primaris Space Marines|Space Chads]] as you have ascended to become [[Mary Sue|An Enlightened Mage Warrior Riding on a Disc of Magic.]] * Nine Sub-Factions to select from that influence your play style. * Stratagems, Relics and Powers with the Ability to Deep-strike pretty much everything. * Two BIG Psychic Disciplines, each containing 9 powers and Nine Cult powers to choose from, and multiple Psykers across the army as Sorcerers lead the rank-and file troops. The Thousand Sons are true masters of the Psychic Phase with access to a large toolkit of powers for any situation. Even Eldar, who have more psychic powers but less casters on the board, will watch in envy as you cast into the double figures. * You have the unique ability to modify psychic powers from giving them bonuses to casting, to increasing the range, to increasing the damage and even making them undeniable. * Tzaangor models (except those with Chainswords and Guns) as well as the Mutalith Vortex Beast can also be used for an Age of Sigmar Tzeentch army. Letting you eke out extra mileage for what you paid for. * Secondary objectives that require you to destroy units in the psychic phase or complete rituals will be a breeze for you due to how many potent psykers you have. * You have 2 wounds minimum on your marines. This means that suffering perils, while a problem, is less likely to remove multiple models, if any. * Speaking of perils, you now have a stratagem to ignore them.
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