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Tactics - Thousand Sons
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==Special Rules== *'''Old Enemies''' - TS are better against their archenemies at range, but Wolves become much more effective once they come into melee (in which you already suck). Almost everything in the army have this. *'''Fleshless''' - Grant immunity to Biomancy and Pavony powers save primarises (attached sorceres however could be affected), and Living-metal-esque save against stunned and shaken. First one mostly means you cannot buff your golems and dreads with Biomancy/Pavony, but the last one is great for both vehicles and their passengers. *'''On the Sorcerer’s Command''' - the big downside rule. Without the rubric sorcerer nearby your soldiers and vehicles enter the Stupor state in which you basically lose control of their actions. Do note that you don't check for this at the start of your movement phase, like with Tyranid Instinctive Behavior - you basically test for this at the start of ''each'' turn. Always keep your sorcerers in the back (or in the middle of the unit, in case enemy have deepstrikers and outflankers), and beware of snipers and barrage weapons, unless you want chunks of your army suddenly turning into expensive paperweights. *'''Rubric Golem''' - Rubric Marine bundle rule, that combines Fearles, SaP, 4++, Fleshless and On the Sorcerer’s Command. *'''Golem Driver''' - Vehicle bundle, much like the previous one, except with 5++ and no SaP so dustdreads can actually run and overwatch. *'''Rubric Sorcerer''' - The third bundle for Sorcerers. Grant Fearless, Psyker, 4++ and the following: **'''High Sorcery''' - 5E style psychic tests, based on Leadership tests. You only generate random D3 warp charges but this is not a problem with 97% warp-charge effectiveness compared to regular 50% or even Conclave 83%. The real downside is that Leadership-reducing effects (Shadow in the Warp, Mindshock Probe) hits your sorcerers hard and you cannot up chances by throwing in more charges. **'''Innumerations''' - -1 to all Leadership test results, effectively granting Ld11. This mostly affects psychic tests. **'''Power of Rubric''' - your know one more power, and deny on 4+ against enemy psykers of equal or lower power. **'''Soul Shield''' - 4+ save against perils **'''Cults of the Thousand Sons''' - Each of your sorcerers must pick a cult and generate at lest half of his powers from it, but at the upside it also gets primaris from that cult **'''Sacrifice''' - Supercharged mode for psychic powers, it consumes a sacrifice token you must buy pre-battle or acquire through special rules, and forces extra dice on Ld test drastically increasing chances of failure and Perils. In return you get empowered version of the spell which most armies cannot deny due to -2 modifier it forces on DtW. Using this rule not always worth it, due to almost 50% chance of fail followed by perils, and on top of that Sacrifice bonuses on many psy powers are only really good in certain situations. *'''Soul Hunter''' - Allows your Sorcerer to generate Sacrifice tokens from his kills. *'''Daemon Engine''' - Same as CSM, but it doesn't come with that once-per game damage booster. *'''Rare''' - Limits units to 1+ per detachment and 0+ in allied one. *'''Indirect Effect''' - witchfires with this effect are denied like they are blessings psyker casts on himself and doesn't count as psy powers, so, for example, they can affect Culexus assassin (as no amount Blankness can protect him from falling rocks). *'''Cauterize''' - FB flaming attacks that ignore FNP and shut down IWND. Most times it is as useless as Soul Blaze, but at least it doesn't throw more tokens on the board. Also, just like Soul Blaze it does not affect Avatar of Khaine, but most things with this rule are ineffective against MCs anyway.
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