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==Stratagems== These help to reflect the unique (and not so unique) tactics and strategies used by the Thousand Sons on the battlefield: ===Codex Chaos Space Marine Copy-Pastes=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Your bread and butter stratagems reprinted from Codex:Chaos Space Marines. <div class="mw-collapsible-content"> *'''Blasphemous Machines (1 CP):''' Use before a vehicle attacks in the shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing heavy weapons or for advancing and firing assault weapons. *'''Boon of Tzeentch (1 CP):''' The infamous boon table returns, now on 2d6 and triggered after a non-{{W40kKeyword|DAEMON}} (note that this means putting your Sorcerers on Discs will deny you access to this Stratagem) {{W40kKeyword|THOUSAND SONS CHARACTER}} kills any {{W40kKeyword|CHARACTER}}, {{W40kKeyword|VEHICLE}}, or {{W40kKeyword|MONSTER}} in the Fight phase. A single {{W40kKeyword|CHARACTER}} can benefit from it multiple times, and duplicates turn into 7. Notably, the benefits you get differ from the ones in the vanilla codex. **2: Spawndom. Replace your character with one of the gribbly things, set up within 6" of his former position and 1" away from enemy models. **3: All of the character's ranged weapons get a 6" range boost. **4: +3 movement **5: 6+ FNP save or +1 if you already have this ability **6: +1 to psychic tests **7: Pick any result other than Spawndom or Daemonhood. **8: Enemies targeting this character get -1 to hit rolls in the Fight phase. **9: +1 to damage of melee weapons. **10: +1 T **11: +1 W **12: Daemonhood. As Spawndom, but replace the character with a Daemon Prince of Tzeentch instead. *'''Chaos Familiar (1CP):''' Use at the start of your Psychic Phase; a {{W40kKeyword|THOUSAND SONS PSYKER}} can swap one power known for another from the Dark Hereticus, Tzeentch, or change disciplines. Notably better than the vanilla one available to the Chaos codex due to having three disciplines to choose from. As always, great for giving your Aspiring Sorcerer's something that isn't a debuffed Smite. The wording also allows you to switch into a power from any of the 3 spell lists, even if they normally could not take a spell from it. *'''Daemonforge (1 CP):''' Select a {{W40kKeyword|THOUSAND SONS DAEMON VEHICLE}} in either the Shooting or Assault phase. You can re-roll all failed to hit and to wound rolls for the rest of the phase. A Forgefiend is now scary again and a Tendril Maulerfiend can do some serious shredding. *'''Fire Frenzy (1 CP):''' Use on a {{W40kKeyword|THOUSAND SONS}} Helbrute unit that did not move this turn. It may fire all its weapons twice, but can only target the nearest visible enemy unit. Another CSM Stratagem and quite good. Consider a Helbrute with two gun arms to take advantage of this. *'''Great Sorcerer (1CP):''' Use at the end of your Psychic phase; a {{W40kKeyword|THOUSAND SONS PSYKER}} can attempt to manifest one additional power. *'''Killshot (1 CP):''' Use in the shooting phase if you have a Predator within 6" of 2 other Predators. Add 1 to the wound roll and damage for all of the Predators' attacks against Monsters and Vehicles. Again, the same as CSMs and regular Space Marines by extension. **Now only effects baseline Predators, not Hellforged ones. Probably hard to coordinate fire with a shrieking daemon, but it still sucks to not have. *'''Linebreaker Bombardment (1 CP):''' Use in the shooting phase if you have a Vindicator within 6" of 2 other Vindicators from the same Legion. None of them can shoot their Demolisher Cannons. Instead, pick a spot within 24" of all three, and roll a D6 for each unit within 3", adding 1 if the unit has 10+ models and subtracting 1 if it's a Character. On a 4+, the unit takes 3D3 mortal wounds. *'''Veteran of the Long War (1 CP):''' Select a {{W40kKeyword|THOUSAND SONS INFANTRY}} unit. They add 1 to all their to wound rolls for the rest of the phase. Works wonders with Scarab Occult Terminators or Rubric Marines, especially in conjunction with Prescience. Note that you can use this in both the Shooting and Fight phases, meaning you can really catch your opponent unaware with your blob of Tzaangors. </div> </div> ===Thousand Sons Codex Uniques=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Your unique stratagems to distinguish the army: <div class="mw-collapsible-content"> *'''Baleful Vortex (1 CP):''' Pick a Mutalith Vortex Beast. It can use another power this turn. *'''Cabalistic Focus (1 CP):''' +2 to a casting roll for a {{W40kKeyword|THOUSAND SONS PSYKER}} within 6β³ of at least 2 other {{W40kKeyword|THOUSAND SONS PSYKER}}. Lend Magnus your energy! Too sad it is only for ONE cast and not the whole phase, so choose wisely. **Use when magnus is casting his Smite for a much better chance at nailing something with 2D6 mortal wounds. *'''Coruscating Beam (3 CP):''' use during shooting if you have a thousand sons warlord that did not move. Instead of shooting with the warlords weapon, pick two points that are 9" apart and visible to the warlord. Draw a 1 millimeter wide line between the two points and roll a d6 for each unit the line crosses (-1 if it's a {{W40kKeyword|CHARACTER}}). On a 4+, deal 1d3 mortal wounds. You probably won't bother with this one, it's extremely underwhelming for its cost, definitely needs a buff. *'''Cycle of Slaughter (2 CP):''' Choose a {{W40kKeyword|TZAANGOR}} unit at the end of the Fight phase, it can fight again. This works on all Tzaangor units whether its a big group of footsloggers or a flerd of enlightened getting two rounds of +1 damage on their divining spears. **Note that while this is a Tzaangor-only stratagem, it also costs 1 CP less than similar stratagems from other armies, such as Grey Knights' Honor the Chapter, which lets you save CP for other things. *'''Fated Mutation (1 CP):''' Just before a unit of Chaos Spawn fights in the Fight Phase, you can choose the result of the ''Mutated Beyond Reason'' ability, rather than rolling for it. In addition you can also reroll the number of attacks each model makes during that phase. *'''Inferno Bolts (1 CP):''' use before the battle. select one Thousand Sons vehicle. One of its combi-bolter, combi-melta, combi flamer, or twin heavy bolters gets an upgrade. Its AP becomes -2 for the bolter part of the weapon. Not bad on a Land Raider. Sadly also not too good on a LR, as you pay 1 CP for AP- 2 on your twin-heavy bolter instead of -1... *'''Relics of the Thousand Sons (1/3 CP)''' Your standard relic stratagem. 1 Point nets you an additional relic. 3 Points nets you two. *'''Sorcerous Pact (1 CP):''' Use this stratagem when a {{W40kKeyword|Thousand Sons Character}} attempts to summon a unit of {{W40kKeyword|Tzeentch DAEMONS}} to the battlefield using a daemonic ritual. You can roll up to four dice, and your character will not suffer any mortal wounds for rolling doubles or triples. Fuck knows what happens if you roll quadruples. *'''Soul Flare (1 CP):''' Use when a Thousand Son Aspiring Sorcerer or Scarab Occult Sorcerer is slain. Roll a d6 for each enemy unit within 6" and subtract 2 if the unit is a character. On a 4+, cause a mortal wound. Very situational, but potentially useful if your Rubric Marines or Scarab Terminators get swamped. *'''The Flesh Change (1 CP):''' At the start of any phase, pick a {{W40kKeyword|THOUSAND SONS CHARACTER}}... they die. But you now set up a free Chaos Spawn within 6" of the fallen character and 1" away from an enemy model. The Stratagem explicitly says this does not cost reinforcement points in matched play. On paper this sounds like garbage, but it also says <u>any phase</u> so presumably you can use it in the opponent's phase too. *'''Vengeance for Prospero (1 CP):''' use this stratagem before fighting. For the rest of the turn, the units Death to the False Emperor triggers on a 4+ instead of a 6+ if targeting {{W40kKeyword|SPACE WOLVES}}. *'''Warpflame Gargoyles (1 CP):''' Any {{Template:W40kKeyword|VEHICLE}} (but not a {{W40kKeyword|HELBRUTE}} or Heldrake) can roll a D6 for each other unit within 3" ''(friend or foe)'' at the start of a Fight Phase, subtracting two if the unit being rolled for is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|CHARACTER}}. On a result of a 4+, the unit suffers D3 mortal wounds. ** Great on any of your melee vehicles like Maulers and properly built Defilers. There's nothing like the feeling of giant demonic monstrosity burning everything around it as it rips apart your enemies. *'''Webway Infiltration (1/3 CP):''' Do the Eldar thing, and deep strike ANY {{W40kKeyword|THOUSAND SONS INFANTRY}} unit from the webway, arriving more than 9" from the enemy. Can spend three points to deep strike two units instead. **Use on a Tzaangor unit with Brayhorn (+1 charge), cast Gaze of Fate, keep a CP for additional reroll and enjoy your turn <s>1</s> 2 charge (GW hates turn 1 deepstrikes... unless you bought Drop Pods, apparently). </div> </div> ===Psychic Awakening: Ritual of the Damned=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Supplemental stratagems from Psychic Awakening to further distinguish the army: <div class="mw-collapsible-content"> *'''Adepts of the Immaterium (1 CP):''' Use this Stratagem if a {{W40kKeyword|THOUSAND SONS PSYKER}} from your army would suffer Perils of the Warp. That {{W40kKeyword|PSYKER}} does not suffer Perils of the Warp. *'''Indomitable Foes (1 CP):'''Use this Stratagem when a {{W40kKeyword|RUBRIC MARINES}} unit or {{W40kKeyword| SCARAB OCCULT TERMINATORS}} unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit's invulnerable save by 1 (to a maximum of 3+). *'''Infernal Fusillade (1 CP):'''when {{W40kKeyword| RUBRIC MARINES}} or {{W40kKeyword|SCARAB OCCULT TERMINATORS|}} unit from your army is chosen to shoot in your shooting phase. Until the end that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn. *'''Magister (1 CP):''' Use this Stratagem before the battle, after nominating your Warlord. Select one {{W40kKeyword|THOUSAND SONS CHARACTER}} model from your army that is not your Warlord and determine one Warlord Trait for it, it is regarded as your Warlord for the purposes of those Warlord Traits. Each Warlord trait in your army must be unique (if randomly generated, re-roll duplicated results). You can only use this Stratagem once per battle. *'''Risen Rubricae (1 CP):''' Use this Stratagem when you set up a {{W40kKeyword|RUBRIC MARINES}} unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle. *'''Sorcerous Infusion (1 CP):''' Use this Stratagem after resolving a psychic power manifested by a {{W40kKeyword|THOUSAND SONS}} model from your army, if the result of the Psychic test for that power was 9 or higher. If that model's unit contains any models that have lost any wounds, select one of those models to regain up to D3 lost wounds. Otherwise , if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency. *'''Yoked Automata (2 CP):''' Use this Stratagem at the end of your opponent's Charge phase. Select one enemy unit that finished a charge move within 1" of any {{W40kKeyword|THOUSAND SONS CHARACTER}} (other than a {{W40kKeyword|TZAANGOR}} unit) from your army that phase, one {{W40kKeyword|RUBRIC MARINES}} or {{W40kKeyword|SCARAB OCCULT TERMINATORS}} unit from your army that is within 12" of that enemy unit, and not within 1" of any enemy units can perform a Heroic Intervention as if were a {{W40kKeyword|CHARACTER}}, and when doing so can move up to 2D6" instead of up to 3". That unit from your army must end that move within 1" of that enemy unit and not within 1" of any other enemy units, other it does not move. </div> </div>
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