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Tactics - Thousand Sons
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===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.
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