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==The Nine Cults== So with the introduction of Psychic Awakening: Ritual of the Damned, the Thousand Sons have received expanded rules and details on how to dedicate your detachments to one of the nine cults of the legion, with each cult granting a psychic power that is automatically known by every psyker who isn't named or a birdman in addition to the other powers he already knows, a warlord trait and a relic. Note that you can only take the relic if your warlord is from the same cult as the relic (this has been FAQ'd; you can also take the relic if Magnus is your warlord). ===Cult of Change=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfChange.jpg|100px|left|]] The Cult of Change is anathema to order. They are the great unravellers, launching their armies wherever civilisation and reason exist. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will. Thematically the Cult represents the [[Lord of Change| Fickle Whims]] of Tzeentch, ensuring that no one direction is fully travelled as the great plans of Tzeentch unfold; leading entire worlds to fall into anarchy before waiting till the last minute to decide the status quo was fine all along. Mechanically the Cult is focused on debuffing your opponents units and interfering with their psychic phase, whilst simultaneously buffing your Warlord and own psychic abilities. <div class="mw-collapsible-content"> *'''Psychic Power- Disturb Reality (Warp Charge 6):''' Select one enemy unit within 12"(18" with BoS) of the caster. -1 Ld and Attack until YOUR next Psychic phase. *'''Warlord Trait- Fickle Nature:''' You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back. *'''Relic- Capricious Crest:''' Once per turn, when a Psychic test is taken for a model that is within 18" of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent's army, you can change any roll of 6 to a roll of 1. </div></div> ===Cult of Duplicity=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfDuplicity.jpg|100px|left|]] The Cult of Duplicity is unique within the Legion in that it both is, and is not, guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in their purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a singular, terrifying plan. Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group. Mechanically the Cult provides a great deal of pre-game and in-game manipulation of units whilst recharging your own or your opponents command points. <div class="mw-collapsible-content"> *'''Psychic Power- Sorcerous Facade (Warp Charge 7):''' Select a {{W40kKeyword|Cult of Duplicity}} unit within 6" (12" with BoS) of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy mode. That unit is treated as having moved this turn. :* <span style='color:green;font-size:100%'>'''''DA JUMP:'''''</span> {{W40kKeyword|Chaos}} edition! Even better, in fact, since it doesn't restrict you to just {{W40kKeyword|Infantry}}. Send your opponent into fits by lobbing Defilers and Leviathan Dreadnoughts clean over their front line! *'''Warlord Trait- Duplicitous Tactician:''' At the start of the first battle round, before the first turn begins, select up to D3 {{W40kKeyword|CULT OF DUPLICITY}} units from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a {{W40kKeyword|TRANSPORT}} model, all units embarked inside remain so when it is set up again. *'''Relic- Perfidious Tome:''' At the start of the battle round, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. It's something that has tactical applications (even if you and your opponent are all out of Command Points you have a 4+ of getting a CP) but at the same time might have devastating consequences, your opponent just might be one command point short of achieving his strategy to win the game and "Oh, fuck, I just rolled a 1!" </div></div> ===Cult of Knowledge=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfKnowledge.jpg|100px|left|]] The Cult of Knowledge are drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies and in the fabric of reality itself. Thematically the Cult represents the librarian and collector aspects of the Old Legion. Searching far and wide for the most obscure tomes and treatises that will give them a greater understanding of the universe, to provide an edge against their opponents. They then use this knowledge to change the tide of battle in Deus Ex-Machina ways. Mechanically the Cult provides minor re-rolling buffs and fails to show how ultimate knowledge of everything can help you win. <div class="mw-collapsible-content"> *'''Psychic Power- Psychic Delve (Warp Charge 6):''' Select one enemy unit with 18" (24" with BoS) of the caster. Reroll wound rolls of 1 for {{W40kKeyword|Cult of Knowledge}} units against it. *'''Warlord Trait- Ardent Scholar:''' When a psychic test is taken for this model, you can re-roll dice rolls of 1. *'''Relic- Incalandion's Cry:''' Model with warpflame pistol only. Incaladion's Cry replaces a warpflame pistol and has the following profile: Range 12" S6 AP-2 Damage 1 warpflame pistol. </div></div> ===Cult of Magic=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfMagic.jpg|100px|left|]] The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Their bloody campaigns are launched to secure arcane objects held by Imperial, xenos and other Chaos forces. These artefacts are then used as foci in the weaving of devastating spells. Thematically the Cult represents the raw power of the warp tamed and manifested by the most powerful Sorcerers in the Army. Mechanically the Cult is, unsurprisingly, based around boosting the psychic capability of your army, adding in an extra smite-like power and helping with casting. <div class="mw-collapsible-content"> *'''Psychic Power- Astral Blast (Warp Charge 6):''' Closest enemy unit within 9" (15" with BoS) suffers D3 mortals and each unit within 3" suffers 1 mortal. Only the 9" range is affected by BoS range increase. *'''Warlord Trait- Devastating Sorcery:''' When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1. *'''Relic- Arcane Focus:''' When a Psychic test is taken for a model with this Relic, add 1 to the total. </div></div> ===Cult of Manipulation=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfManipulation.jpg|100px|left|]] The Cult of Manipulation is deceptive, using its tendril web of influence to sway the actions of its enemies. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc. Thematically the Cult represents the lies and deceptions of Tzeentch to steal victory at the last moment. Mechanically the Cult provides some close-combat manipulation and the ability to steal the weapons of your opponent characters for a round. <div class="mw-collapsible-content"> *'''Psychic Power- Attempted Possession (Warp Charge 6):''' Select one enemy {{W40kKeyword|Character}} within 18" (24" with BoS) of the caster. Target suffers 1 mortal and -2 to psychic tests unit your next Psychic phase. *'''Warlord Trait- Beguiling Influence:''' Subtract 1 (to a minimum of 1) from Attacks characterstics of models in enemy units whilst their unit is within 1" of this Warlord. *'''Relic- Sorthis' Reflector:''' When a model with this Relic is chosen to fight with in the Fight phase, you can select one enemy {{W40kKeyword|INFANTRY}} model with a Leadership characteristic of 9 or less that is within 1" of that model. Select one melee weapon that enemy model is equipped with until the end of that phase, the model with this Relic is treated as only being equipped with that weapon, and it can only make attacks against that enemy model's unit. When resolving each of those attacks, you cannot re-roll the hit rolls and you cannot re-roll the wound rolls. </div></div> ===Cult of Mutation=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfMutation.jpg|100px|left|]] The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations. Thematically this Cult represents the guys who aren't afraid of letting Tzeentch [[Chaos Spawn|''Gift them freely'']] with multiple appendages and orifices. Mechanically the Cult gives you some terrain manipulation and boost the Close-Combat ability of your Warlord to be on par with a Chaos Lord. <div class="mw-collapsible-content"> *'''Psychic Power- Warp Reality (Warp Charge 6):''' Select a piece of terrain within 18" (24" with BoS) of the caster and an enemy unit with 3" of the terrain. Halve the Move characteristic and -1 to advance and charge rolls until your next Psychic phase. :* If you aren't against a little inter-god mingling, this can combo very impressively with the {{W40kKeyword|Chaos Daemon}} Fortifications, both of which count as terrain after being set up. Skull Alters have Daemonic Ritual and a very reasonable Power Level, and so can be dropped in wherever would would need them, though they do muck with Psychic Powers, which might not be your cup of warp juice. Fecluent Gnarlmaws, meanwhile, while a bit tasteless fluff-wise, combine beautifully with this Power. It helps keep enemy units nice and close, so that they can eat up the Mortal Wounds caused by the Gnarlmaw's Sickness Blossoms ability. Send Mr. Slimux out to plant some gardens and make sure the enemy sticks around to properly... ''appreciate'' them. *'''Warlord Trait- Touch of Vicissitude:''' When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage. *'''Relic- Exalted Mutation:''' {{W40kKeyword|SORCERER}} model only. Add 1 to Strength, Toughness and Attack characteristics to the model with this Relic. </div></div> ===Cult of Prophecy=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfProphecy.jpg|100px|left|]] The Cult of Prophecy is guided by incessant whispers that bleed from the warp. From these they divine the outcomes of multiple futures, and seek out events that can be twisted to their own purpose. Thematically the Cult represents Manipulation of the future with all the uncertainty of Tzeentch thrown in for good measure. Mechanically the Cult adds a little more dice manipulation shenanigans and the ability to infuriate your opponent trying to charge your Warlord by walking away after overwatch. <div class="mw-collapsible-content"> *'''Psychic Power- Divine the Future (Warp Charge 6):''' Roll a D6 and set it aside. Until your next Psychic phase, you may replace a single rolled dice for hit, wound, advance, charge, psychic, morale, or Deny the Witch rolls for a {{W40kKeyword|Cult of Prophecy}} unit. :* Don't cast this with your warlord. Since all psykers with the Cult of Prophecy keyword can cast it, it is best used by a backline Aspiring sorcerer. You should mainly focus on using it to make crucial morale tests if you roll low, or to make a long charge if you roll high. Combine this with gaze of fate to highly increase your chance of making a charge even from 9". *'''Warlord Trait- Guided by the Whispers:''' Once per turn, after this warlord fires Overwatch, it can immediately move up to 6" as if it were your Movement Phase. *'''Relic- Pythic Brazier:''' When a unit within 6" of a friendly {{W40kKeyword|Cult of Prophecy}} model with this Relic is chosen to shoot or fight with, you can re-roll one hit roll, one wound roll, or one damage roll. :* You mostly will want to use this in a detachment with Daemon engines that have D3 or D6 damage weapons, particularly Defilers. Since Daemonforge allows you to reroll all failed hits and wounds already, this relic allows you to just focus on rerolling the damage, which statistically can double the output of your Dd6 weapons. :* As per the Ritual of the Damned FAQ, this relic only affects friendly {{W40kKeyword|Cult of Prophecy}} units. </div></div> ===Cult of Scheming=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfScheming.jpg|100px|left|]] The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. Every conquest and withdrawal is a perfectly planned manoeuvre, a single step that leads towards some unseen master stroke. Thematically the Cult represents the [[Just As Planned|''Just As Planned'']] aspect of Tzeentch embracing the idea that win or lose you won in your own way (and participation medals all round). Mechanically the Cult offers some niche objective control and minor command point manipulation, thoroughly failing to deliver the above theme. <div class="mw-collapsible-content"> *'''Psychic Power- Seeded Strategy (Warp Charge 6):''' Select one friendly {{W40kKeyword|Cult of Scheming}} unit within 24" (30" with BoS) of the caster. Unit can shoot/assault after it Fell Back. *'''Warlord Trait- Grand Schemer:''' Whilst they are within 3", friendly {{W40kKeyword| CULT OF SCHEMING}} units gain the Disciples of Tzeentch ability, if such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker. *'''Relic- Cha'qi'thl's Theorem:''' Once per battle, in any phase, you can use Cha'qi'thl's Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic's controlling player (whichever comes sooner). Ignore the Command Point cost of that Stratagem. For obvious reasons, use only on 2-3 cp strats. </div></div> ===Cult of Time=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfTime.jpg|100px|left|]] The Cult of Time is similarly enthralled by the future, as well as the present and past. They view the flow of time as an unwrought resource that can be shaped into a weapon. By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged. Thematically the Cult are masters of manipulation of Temporal Realm, re-writing events and history to more favourable outcomes of their goals. Mechanically the Cult allows you to restore lost models to units, cast more powers per turn and squeeze an extra turn out of a character. <div class="mw-collapsible-content"> *'''Psychic Power- Time Flux (Warp Charge 5):''' An infantry unit within 6" (12" with BoS) of the user has a lost model revived with all its wounds restored. An unmodified 9+ to manifest the power revives d3 models instead. *'''Warlord Trait- Immaterial Echo:''' In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase. *'''Relic- Hourglass of Manat:''' The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining placing it as close as possible to its previous location and more than 1" away from any enemy model. **For maximum trolling (since you are a Disciple of Tzeentch after all) give to a character that you plan on casting Boon of mutation on (meaning not a daemon prince or sorcerer on disc) and cross your fingers for spawndon/daemonhood, if your plan miraculously/inevitably succeeds you get a new spawn/Daemon Prince with in addition to having your old character be brought back up with any buffs they may have got from Boon of mutation. </div></div>
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