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{{Heresy}} [[File:Infernal_Master.jpg|300px|right|thumb|[[Meme|Blue-Eyes White Dragon, I summon thee!]]]] <s>[[Yu-Gi-Oh|Yugi Muto]]</s> An Infernal Master is a type of [[Chaos]] [[Sorcerer_(Warhammer_40,000)|Sorcerer]] from the [[Thousand Sons]] who specialize in Daemonology. ==Overview== They create Infernal Pacts with Tutelaries, that enable the Infernal Masters to summon forth these [[Daemon]]s during battle. Depending on their choice of Infernal Pacts, the Tutelaries can be tasked with killing or confounding the Sorcerers' enemies or enhancing the abilities of their allies. Ergo, they are more akin to a support unit than a balls-out doombolt-to-the-face type of [[Dakka|magical dakka.]] ==Tutelary== So what are Tutelaries? Well, in a nutshell, they are Chaos familiars, the same kind the Thousand Sons were dabbling with during the [[Great Crusade]]. Itβs likely that [[The Emperor]] knew exactly what the true nature of the Tutelaries were, which would have been one of the main reasons why he convened the [[Council of Nikaea]] in the first place. Too little too late though, as explained below. A more expanded answer is that Tutelaries were first used by the Thousand Sons nearly a century before the end of the Great Crusade. They were originally believed to be fragments of the [[Tzeentch|Primordial Creator]] given form by the will of individuals to whom they were bound, and were normally invisible to non-psykers. A Tutelary's link with their master helped enhance the use of their psychic powers a hundredfold, so you can think of them as some sort of Warp-induced Gatorade. The Thousand Sons used them for all manner of tasks, from something as mundane as [[Derp|cleaning their bolters]] to assisting them in psychic surveys of the Aether. Othere Wyrdmake of the [[Space Wolves]] was shocked when introduced to the use of Tutelaries, and Fenrisian wolves became aggressive in their presence. Which is hella hilarious and blatantly hypocritical given the [[Rune Priest]]s' [[Furry|own philia]] with [[Fail|Warp-based Furry Woodland creatures]] on [[Fenris]]. During the [[Burning of Prospero|Battle of Prospero]], the true nature of the Tutelaries was revealed as they attacked the Space Wolves with gleeful spite, showing us that yes, even ''Daemons'' from the [[Warp]] view [[Furry|Furries]] with disdain. Some [[Herp|attacked their Thousand Sons masters as well,]] including Dtoaa, which devoured its master, Phael Toron, when he lost control. Some of the Thousand Sons remained bound to their Tutelaries and continued to use them after the [[Horus Heresy]]. When Ahriman's party first witnessed the yokai of the Torquetum, Sanakht believed that they were powered by entities similar to their tutelaries. When Lucius questioned what they were, Menkaura explained that they were warp entities that they mistakenly thought were there to help them but turned on them when the Space Wolves attacked Prospero. Lucius was not surprised, describing them as akin to a wolf that cannot be tamed. ==Crunch== Tabletop-wise, he is a unit that uses the pact forging mechanic, which is just priestly prayer, but he has difficulty admitting he's religious - you pick one he knows and it goes off on a 3+ in the Command Phase (so no riding transports if you want the pacting to happen). They're not considered psychic powers, so they cannot be denied. He has access to 6 Infernal Pacts when you add him to your list, picking 2 of them to know. He also knows 1 psychic power from the Discipline of Change or Vengeance on top of Smite and his Cult power. Unlike his CSM cousins, he has no access to Dark Disciples to make the roll easier, and unlike his loyalist cousins, he has no access to a command upgrade to get better at it, either. He has an [[Inferno Bolt Pistol]], a [[Force_Weapons#Force Staff|Force Staff]], and frag and krak grenades, whilst wearing a modified [[Mark IV: Maximus Armour]] unlike other typical Sorcerers that [[Sorcerer's Power Armour|wear their own type of armour]]. His 6 Infernal Pacts are as follows: *'''Bladed Maelstrom:''' Pick a visible enemy unit within 30; that unit takes 1MW if it has 6+ models, and subtracts 2 from Advancing and Charging till your next command phase. *'''Fires of the Abyss:''' Nearest visible enemy unit within 15" takes 1d3 MW. Like another Smite, although it is balanced with having less range than Smite and fewer expected mortal wounds (1.67 is less than Smite from a normal psyker, let alone from a TSons psyker with +1 to the cast). *'''Capering Imps:''' Pick one visible enemy unit within 24"; that unit cannot gain cover (of any of the three types), Overwatch, or Set to Defend until your next command phase. *'''Diabolic Savant:''' Gain 1 cabal point and re-roll psychic tests for the caster in your next psychic phase. *'''Glimpse of Eternity:''' Gives you a single die re-roll that you can use on anything other than mission-related rolls until your next command phase. Like Command Re-roll, but better. *'''Malefic Maelstrom:''' One visible friendly {{W40Kkeyword|Thousand Sons}} unit within 24" adds +1 to their shooting attacks' strength until your next command phase. S5 Inferno Bolters anyone? ==Gallery== <gallery> File:Nerd Sorceror.png|[[Yu-Gi-Oh|It's time to Du-Du-Du-Du--Du-Du-Duel!]] </gallery> {{Thousand Sons}}
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