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===Relics=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Despite ten millennia of conflict the Thousand Sons aren't keen to let loose their entire armouries of rare and powerful artifacts onto the battle field. Those relics that do get to leave the halls of Tizca can be found here: <div class="mw-collapsible-content"> <tabs> <tab name="Sorcerous Arcana"> *'''Athenaean Scrolls:''' Exalted Sorcerer only. Once per game you can trigger this and select one power the bearer knows that isn't Smite or a Cult power. For the rest of the game, the bearer can cast this spell by rolling an additional d6 and dropping one of them. ** Note the wording here, it says you can drop ONE of the dice, not the lowest. Could help you potentially avoid perils should you roll double sixes. **3d6 drop lowest ''radically'' spikes your casting reliability. WC 5 goes from 83.33% to 94.91% and WC 9 goes from 27.78% to 52.31%. Combine with other buffs like Witch-Warrior and/or the Cult of Time's Warlord Trait that lets you cast another power if you cast on a 9+ for major shenanigans. *'''Change-Wrought Chalice:''' Tzaangor Shamans only. This allows the beastman to learn an additional power from either the Vengeance or Change discipline. **Still can only cast one without a stratagem, so dubiously useful. *'''Chronos Tutorum:''' Model with a Warlord Trait only. Once per game in the command phase you can use this and gain an additional Warlord Trait, so long as nobody else is using it. *'''Conniving Plate:''' {{W40Kkeyword|Arcana Astartes}} only. Grants the bearer a Termie-tough 2+ save as well as a debuff that forces enemies to allocate only half of their total attacks (rounding up as per FAQ) on the bearer - which can infuriate beatsticks who rely on chainswords or other extra-attack shenanigans in order to try and overwhelm you. As spelled out in the FAQ, excess attacks are lost if they can't be allocated to another model. *'''Egleighen's Orrery:''' Each command phase, you can mark an enemy unit that the bearer can see. Until your next command phase, the bearer gains an aura that lets {{W40Kkeyword|Thousand Sons Core}} units within 6" of them ignore any modifiers to hit or wound the targeted unit as well as punch past any damage-mitigation abilities like the Death Guard's. Very good if you can stack up on a {{W40Kkeyword|CORE}} unit and mark a hard target. *'''Helm of the <s>Third</s> Daemon's Eye:''' Whenever the enemy uses a stratagem and the bearer is on the field, you gain a CP on a 5+. 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. *'''Paradoxical Chatterfowl:''' {{W40Kkeyword|Infantry}} only. Each fight phase, roll a d3 for one enemy model within 3" of the bearer. This enemy suffers a penalty to WS, BS, and Psychic tests equal to that number. Another useful setback for your enemies, especially for Grey Knights spamming Hammerhand or other elite beatsticks. That said, it only works when they're right next to you, so you'd best have something to kill them with or else waste the relic. *'''Pentakairic Armour:''' Infernal Masters only. The bearer learns an additional pact and can negate the damage done by the first attack made on them each turn. The pact is plenty handy, as these guys are the only ones who can use them, and the damage-nullification can help you shut down the potential las-fusil eliminator or lascannon from across the board. *'''Prism of Echoes:''' The bearer doubles the first range (as per FAQ) of all Blessing powers they cast. *'''Seer's Bane:''' Replaces a force sword or khopesh with an S+2 AP-4 Dd3 super force weapon. What makes it even deadlier is when you swing this beast on an enemy psyker, where that Strength becomes x2 instead of +2 and the damage increases to Dd6 - enough to probably make those grey knights eat constantly-mutating shit. Against anyone else, though, it's at best saved for a stratagem. **Deceptively powerful, even against non-psykers this will comfortably out-damage any other weapon you have against hard targets (3+/2+). *'''Thrydderghyre:''' Replaces a Disc of Tzeentch (so Exalted Sorcerers, Tzaangor Shamans, and Legendary Sorcerers). This steadfast steed allows its rider to cast after falling back and charge after advancing, allowing a bit of flexibility. On top of this, the rider can consolidate 6" and isn't forced to jump to the nearest foe, which can make you a massive nuisance if you want to ignore their big heroes or DISTRACTION CARNIFEXES. *'''Umbralefic Crystal:''' Once ever in your command phase, you can re-deploy the bearer or one friendly {{W40Kkeyword|thousand sons infantry}} unit within 6" of the bearer and drop them anywhere on the field as long as they're 9" away from an enemy unit. Of course, the Cult of Duplicity won't see much need in such a thing, but it's at least a guaranteed drop. Note that a Daemon Prince can use this on himself - the bearer doesn't need to satisfy any keywords to use it on themselves, only on others. *'''Warpweave Mantle:''' A psychic booster and overall delayer. While this model is wounded, they gain +1 to their psychic tests. Also, any enemies that roll an unmodified 9 or higher when trying to charge the bearer will ''always fail'', meaning that your opponent's charge range is now shrunk to a minuscule 9" (and even within that range, if they roll too high, they bounce off). ** This can and will stop most enemies from charging you when they arrive via reinforcements. It won't protect units around your sorcerer, though. </tab> <tab name="Aspiring Magister"> These relics can be assigned using the Aspiring Magister stratagem (1CP; Requisition) to an Aspiring Sorcerer or Scarab Occult Sorcerer. They are otherwise just like all other relics. *'''Coruscator:''' Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer, Exalted Sorcerer, Aspiring Sorcerer, or Infernal Master. The pistol triples its rate of fire and improves its strength and damage by 1 and its range by 6: Pistol 3 18" S5 AP-2 D2; as with most pistol relics, it's seldom worth it, ''but'' it's notably the best weapon you can get with Aspiring Magister for an Aspiring Sorcerer(more on this below). It's unquestionably strictly better than the stock weapon because of the tripled rate of fire, but that's three times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Umbralefic 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. ** Give it to an Aspiring Sorcerer if you somehow feel like you have CP to spare. It does scale with Infernal Fusillade after all. **For an Aspiring Sorcerer, your gun choices are an inferno bolt pistol, a warpflame pistol, the Incandaeum plus a pistol, or this. As discussed above, it's legitimately radically better than an inferno bolt pistol. A warpflame pistol will land 3.5 A*D at S3. The Incandaeum will land 3.5 A*D at S5, and you should slap yourself if you think it's worth a CP to save 5 points and go from S3 to S5. The Coruscator will land 4 A*D after accounting for accuracy, ''more than any other gun the Aspiring Sorcerer can take''. And it does it at the same S5 as the Incandaeum and the same AP-2 as all the gun options being discussed here. ***The Stave Abominus doesn't upgrade you at all against any target with 3 or more Wounds, and Skaeloch's Talon is only, under even very optimal conditions, like fighting a Dark Eldar Haemonculus (T4 W6 Sv6+/6++/5+++, so the improved S and D both help to their full extent and the loss of AP is meaningless), around 2.5 times as good as the staff it replaces, and most of the time it will be worse than that. The Coruscator is always ''at least'' 3 times better than the pistol it replaces. That's what makes this the only relic remotely worth considering if you're going to use the Aspiring Magister stratagem on an Aspiring Sorcerer. *'''Incaendeum:''' Replaces a force stave with a multi-purpose tool. As a melee weapon, it's no different, but as a gun it's a heavy warpflamer that's been changed to Assault: 12" Assault d6 S5 AP-2 D1 that auto-hits. While overwatch was never going to be a thing with a loner hero, it does give you the means to handle a herd without wasting a valuable power on them and risking Perils for it. **This is the best option here for using Aspiring Magister on a Scarab Occult Sorcerer, because the Assault profile means it can be fired simultaneously with your combi-bolter, giving you purely additional damage. For similar reasons it's ok on a Tzaangor Shaman or Sorcerer in Terminator Armor (in both cases it will be purely additional damage, as opposed to anyone else who can take it, where it overlaps a gun they already have, reducing the benefit of taking it), but they can just access the rest of the relic list, and there are better choices on there. It can be funny on a Warpflamer Rubric squad, especially if you're already giving them Pyric Flux. *'''Skaeloch's Talon:''' Replaces a force stave with Sx2 AP0 D2d3, i.e. +1S, +1AP, x2D. While this sounds absolutely devilish, that lack of AP will hobble you severely against anything wearing power armor. Hell, it might screw you over even with anything that has a 4+ save. The only blessing is that you'll usually be able to wound things on a 4+ or better. Will genuinely hurt the vast majority of targets more effectively than the stave it replaces, but this is a relic, not a mere weapon to be bought with points. **Remember, trading a point of AP for a point of S is a ''nerf'' against most targets - treat this as a double-damage force stave but worse. *'''The Stave Abominus:''' Replaces a force stave. It is stuck at D1 rather than Dd3, but it lets the sorcerer double the number of attacks he can make, meaning his output goes up against W2 and W1 targets and otherwise remains the same. Would be absolutely horrific if Sorcerous Might applied to relics, but alas. Has some value on a Paradigm of Change or a Battle-Psyker but those are rarely the best upgrades in general. </tab> </tabs> </div></div>
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