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==The Nine Cults== So with the introduction of Psychic Awakening: Ritual of the Damned and in the 9th edition codex, the Thousand Sons have received expanded rules and details on how to dedicate your detachments to one of the nine cults of the legion, with each cult granting a psychic power that is automatically known by every psyker who isn't named or a birdman in addition to the other powers he already knows, a warlord trait and a relic. Note that you can only take the relic if your warlord is Magnus or from the same cult as the relic. Because the individual Cult entries below are all collapsed by default and the information in them is very spread out, the actual Cult ''rules'' are compiled into one table below for ease of comparison. Check individual Cult entries for tactical advice and commentary. {|class="wikitable sortable mw-collapsible mw-collapsed" style="border:2px solid black;margin-left:auto;margin-right:auto;text-align:center;" |+ style="font-weight:strong;white-space:nowrap;" | Cult Abilities of the Thousand Sons |- ! scope="col" data-sort-type="text" | Cult ! scope="col" data-sort-type="text" | Ability ! scope="col" data-sort-type="text" | Type ! scope="col" data-sort-type="number" | Warp Charge ! scope="col" data-sort-type="number" | Range ! scope="col" class=unsortable | Description |- ! scope="rowgroup" rowspan=3 | Cult of Change | Dysmanifestation || Malediction || 6 || 18" | style="text-align:left" | Select one enemy unit within 18" of the caster. -1 Ld and A until your next Psychic phase. |- | Fickle Nature || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | This Warlord can re-roll charges and shoot and charge in a turn in which it Falls Back. |- | Capricious Crest || Relic || data-sort-value=0 | - || 18" | style="text-align:left" | Once per turn, when a Psychic test is taken for a model that is within 18" of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent's army, you can change any roll of 6 to a roll of 1. This happens after re-rolls, as per the FAQ. |- ! scope="rowgroup" rowspan=3 | Cult of Duplicity | Sorcerous Facade || Blessing || 7 || 6" | style="text-align:left" | Select a friendly {{W40kKeyword|Cult of Duplicity Infantry/Monster}} unit within 6" of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy model. That unit is treated as having moved this turn. |- | Master Misinformator || Warlord Trait || data-sort-value=0 | - || data-sort-value=100 | β | style="text-align:left" | At the start of the first battle round, before the first turn begins, select up to D3 ''non''-{{W40kKeyword|VEHICLE}} {{W40kKeyword|CULT OF DUPLICITY}} units from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. |- | Perfidious Tome || Relic || data-sort-value=0 | - || data-sort-value=100 | β | style="text-align:left" | In your command phase, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. |- ! scope="rowgroup" rowspan=3 | Cult of Knowledge | Empyric Trespass || Malediction || 6 || 24" | style="text-align:left" | Select one enemy unit with 24" of the caster. Re-roll wound rolls of 1 for {{W40kKeyword|Cult of Knowledge}} units against it. |- | Ardent Scholar || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | When a psychic test is taken for this model, you can re-roll dice rolls of 1. |- | Incaladion's Cry || Relic || data-sort-value=0 | - || 12" | style="text-align:left" | Model with a warpflame pistol only. Incaladion's Cry replaces a warpflame pistol and has the following profile: 12" Pistol 1d6 S6 AP-3 D1, automatically hits. *I.e. it's a warpflame pistol with +3S, -1AP, and Pyric Flux doesn't work on it. |- ! scope="rowgroup" rowspan=3 | Cult of Magic | Astral Blast || Witchfire || 6 || 12" | style="text-align:left" | Closest enemy unit within 12" suffers 1d3 mortals and each unit (friendly fire is ''on'') within 3" of the target unit suffers 1 mortal. |- | Devastating Sorcery || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | Once per phase when this Warlord manifests either Smite or a witchfire power, the warlord can re-roll the psychic test. |- | Arcane Focus || Relic || data-sort-value=0 | - || 6" | style="text-align:left" | At the start of the psychic phase, select one friendly {{W40kKeyword|cult of magic psyker}} within 6". Until the end of the phase, Cabbalistic Rituals targeting that psyker have their cost discounted by 1. |- ! scope="rowgroup" rowspan=3 | Cult of Manipulation | Attempted Possession || Malediction || 6 || 18" | style="text-align:left" | Select one enemy unit within 18" of the caster to suffer 1 mortal wound and -2 to psychic tests unit your next Psychic phase. |- | Beguiling Influence || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | Attacks made against the warlord cannot re-roll their hits, wounds, or damage. |- | Sorthis' Mirror || Relic || data-sort-value=0 | - || data-sort-value=1 | Engagement | style="text-align:left" | Instead of fighting, the bearer can select an enemy {{W40kKeyword|INFANTRY}} model with Leadership 9 or less that is engaged with the bearer to resolve its attacks against its own unit (meaning it will 100% punch itself to death). |- ! scope="rowgroup" rowspan=3 | Cult of Mutation | Warp Reality || Malediction || 6 || 24" | style="text-align:left" | Select a piece of terrain within 24" of the caster and an enemy unit within 3" of the terrain. Halve the Move characteristic and -1 to advance and charge rolls of the target until your next Psychic phase. |- | Touch of Vicissitude || Warlord Trait || data-sort-value=0 | - || data-sort-value=1 | Engagement | style="text-align:left" | When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage. |- | Exalted Mutation || Relic || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | {{W40kKeyword|SORCERER}} model (so sorcerer or sorcerer in terminator armour) only. +1S, +1T, +1A. Makes a very tough and killy Terminator Sorcerer if you're inclined to do so. |- ! scope="rowgroup" rowspan=3 | Cult of Prophecy | Divine the Future || Blessing || 6 || data-sort-value=100 | β | style="text-align:left" | Roll 1d6 and set it aside. Until your next Psychic phase, you may replace a single rolled die from a hit, wound, advance, charge, psychic, morale, or Deny the Witch roll for a friendly {{W40kKeyword|Cult of Prophecy}} unit. |- | Guided by the Whispers || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | Once per turn, after this warlord is selected as a charge target (before the charge roll and after any Overwatch), it can immediately move up to 6" as if it were your Movement Phase. |- | Pythic Brazier || Relic || data-sort-value=0 | - || 6" | style="text-align:left" | In your Command phase, select one {{W40kKeyword|CULT OF PROPHECY CORE/character}} unit within 6" of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, one wound roll, and one damage roll. |- ! scope="rowgroup" rowspan=3 | Cult of Scheming | Seeded Strategy || Blessing || 7 || 24" | style="text-align:left" | Select one friendly {{W40kKeyword|Cult of Scheming}} unit within 24" of the caster. The unit can shoot and/or charge after it Falls Back. |- | Grand Schemer || Warlord Trait || data-sort-value=0 | - || 3" | style="text-align:left" | Whilst they are within 3", friendly {{W40kKeyword| CULT OF SCHEMING}} units gain the Objective Secured ability; if such a unit already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker. |- | Cha'qi'thl's Theorem || Relic || data-sort-value=0 | - || data-sort-value=100 | β | style="text-align:left" | Once per battle, in any phase, you can use Cha'qi'thl's Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic's controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0. |- ! scope="rowgroup" rowspan=3 | Cult of Time | Time Flux || Blessing || 6 || 6" | style="text-align:left" | A {{W40kKeyword|Cult of time infantry}} unit within 6" of the caster has a lost model revived with all its wounds restored. |- | Immaterial Echo || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase which can't be denied. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase. |- | Hourglass of Manat || Relic || data-sort-value=0 | - || data-sort-value=0 | Self | style="text-align:left" | The first time a model with this Relic is destroyed, at the end of the phase return that model to play with 1d3 wounds remaining, placing it as close as possible to its previous location and more than 1" away from any enemy models. |} ===Cult of Change=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfChange.jpg|100px|left|]] The Cult of Change is anathema to order. They are the great unravellers, launching their armies wherever civilisation and reason exist. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will. Thematically the Cult represents the [[Lord of Change| Fickle Whims]] of Tzeentch, ensuring that no one direction is fully travelled as the great plans of Tzeentch unfold; leading entire worlds to fall into anarchy before waiting till the last minute to decide the status quo was fine all along. Mechanically the Cult is focused on debuffing your opponents units and interfering with their psychic phase, whilst simultaneously buffing your Warlord and own psychic abilities. <div class="mw-collapsible-content"> *'''Psychic Power - Dysmanifestation (Warp Charge 6):''' Select one enemy unit within 18" of the caster. -1 Ld and A until your next Psychic phase. *'''Warlord Trait - Fickle Nature:''' You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back. *'''Relic - Capricious Crest:''' Once per turn, when a Psychic test is taken for a model that is within 18" of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent's army, you can change any roll of 6 to a roll of 1. This happens after re-rolls, as per the FAQ. </div></div> ===Cult of Duplicity=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfDuplicity.jpg|100px|left|]] The Cult of Duplicity is unique within the Legion in that it both is and is not guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in their purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a singular, terrifying plan. Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group. Mechanically the Cult provides a great deal of pre-game and in-game manipulation of units whilst recharging your own or your opponent's command points. <div class="mw-collapsible-content"> *'''Psychic Power - Sorcerous Facade (Warp Charge 8):''' Select a friendly {{W40kKeyword|Cult of Duplicity Infantry}} or {{W40kKeyword|Monster}} unit within 6" of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy model. That unit is treated as having moved this turn. **The Mutalith Vortex Beast is a Monster, one with short-range MIND BULLETS and explodes on a 4+. A strong argument can be made to bring them now as exploding warp-beasts. *'''Warlord Trait - Master Misinformator:''' At the start of the first battle round, before the first turn begins, select up to D3 {{W40kKeyword|CULT OF DUPLICITY}} units (excluding {{W40kKeyword|VEHICLES}}) from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. *'''Relic - Perfidious Tome:''' In your command phase, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. It's something that has tactical applications (even if you and your opponent are all out of Command Points you have a 4+ of getting a CP) but at the same time might have devastating consequences; your opponent just might be one command point short of achieving his strategy to win the game and "Oh, fuck, I just rolled a 1!" </div></div> ===Cult of Knowledge=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfKnowledge.jpg|100px|left|]] The Cult of Knowledge are drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies and in the fabric of reality itself. Thematically the Cult represents the librarian and collector aspects of the Old Legion. Searching far and wide for the most obscure tomes and treatises that will give them a greater understanding of the universe, to provide an edge against their opponents. They then use this knowledge to change the tide of battle in Deus Ex-Machina ways. Mechanically the Cult provides minor re-rolling buffs and fails to show how ultimate knowledge of everything can help you win. <div class="mw-collapsible-content"> *'''Psychic Power - Empyric Trespass (Warp Charge 6):''' Select one enemy unit with 24" of the caster. Re-roll wound rolls of 1 for {{W40kKeyword|Cult of Knowledge}} units against it. *'''Warlord Trait - Ardent Scholar:''' When a psychic test is taken for this model, you can re-roll dice rolls of 1. *'''Relic - Incaladion's Cry:''' Model with warpflame pistol only. Incaladion's Cry replaces a warpflame pistol and has the following profile: 12" Pistol 1d6 S6 AP-3 D1, automatically hits. **I.e. it's a warpflame pistol with +3S, -1AP. This is ''VERY'' bad; you'd be better off with a Coruscator, which is a) available outside of the Cult, b) one of the weakest relics available, and c) cheaper, because the replaced pistol costs fewer points. The only time this relic is worth the effort is you abuse that "automatically hits" against enemies that stack a lot of -'s to hit but even so that is a very niche situation that call for more then JUST D6 pistol shots to deal with. </div></div> ===Cult of Magic=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfMagic.jpg|100px|left|]] The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Their bloody campaigns are launched to secure arcane objects held by Imperial, xenos and other Chaos forces. These artefacts are then used as foci in the weaving of devastating spells. Thematically the Cult represents the raw power of the warp tamed and manifested by the most powerful Sorcerers in the Army. Mechanically the Cult is, unsurprisingly, based around boosting the psychic capability of your army, adding in an extra smite-like power and helping with casting. <div class="mw-collapsible-content"> *'''Psychic Power - Astral Blast (Warp Charge 6):''' Closest enemy unit within 12" suffers 1d3 mortals and each unit within 3" of the target unit suffers 1 mortal. *'''Warlord Trait - Devastating Sorcery:''' Once per phase when this Warlord manifests either Smite or a witchfire power, the warlord can re-roll the psychic test. Not quite as powerful as before, but it can help with guaranteeing psychic firepower. *'''Relic - Arcane Focus:''' At the start of the psychic phase, select one friendly {{W40kKeyword|cult of magic psyker}} within 6". Until the end of the phase, Cabbalistic Rituals targeting that psyker have their cost discounted by 1. </div></div> ===Cult of Manipulation=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfManipulation.jpg|100px|left|]] The Cult of Manipulation is deceptive, using its tendril web of influence to sway the actions of its enemies. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc. Thematically the Cult represents the lies and deceptions of Tzeentch to steal victory at the last moment. Mechanically the Cult provides some close-combat manipulation and the ability to steal the models of your opponent for a round. <div class="mw-collapsible-content"> *'''Psychic Power - Attempted Possession (Warp Charge 6):''' Select one enemy unit within 18" of the caster to suffer 1 mortal wound and -2 to psychic tests unit your next Psychic phase. *'''Warlord Trait - Beguiling Influence:''' Attacks made against the warlord cannot re-roll their hits, wounds, or damage. *'''Relic - Sorthis' Mirror:''' Instead of fighting, the bearer can select an enemy {{W40kKeyword|INFANTRY}} model with Leadership 9 or less that is engaged with the bearer to resolve its attacks against its own unit (meaning it will 100% punch itself to death). This one really depends on who you're mixing it up with. Making a nob pinch some of his own boys would be funny but you'll have to consider if you could do more damage just swinging. **Ya ever hate it when your enemy has a squad with a storm shield and a thunder hammer in it? Well, maybe you'd like it if one of them killed some of his friends for you, but that's a niche situation. </div></div> ===Cult of Mutation=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfMutation.jpg|100px|left|]] The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations. Thematically this Cult represents the guys who aren't afraid of letting Tzeentch [[Chaos Spawn|''Gift them freely'']] with multiple appendages and orifices. Mechanically the Cult gives you some terrain manipulation and boost the Close-Combat ability of your Warlord to be more powerful than a Chaos Lord. <div class="mw-collapsible-content"> *'''Psychic Power - Warp Reality (Warp Charge 6):''' Select a piece of terrain within 24" of the caster and an enemy unit within 3" of the terrain. Halve the Move characteristic and -1 to advance and charge rolls of the target until your next Psychic phase. ** If you aren't against a little inter-god mingling (and losing your special rules to reduce movement), this can combo very impressively with the {{W40kKeyword|Chaos Daemon}} Fortifications, both of which count as terrain after being set up. Skull Altars muck with Psychic Powers, which might not be your cup of warp juice. Feculent Gnarlmaws, meanwhile, while a bit tasteless fluff-wise, combine beautifully with this Power. It helps keep enemy units nice and close, so that they can eat up the Mortal Wounds caused by the Gnarlmaw's Sickness Blossoms ability. Send Mr. Slimux out to plant some gardens and make sure the enemy sticks around to properly... ''appreciate'' them. *'''Warlord Trait - Touch of Vicissitude:''' When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage. **Unless you take the Stave Abominus, you don't have enough attacks to make this worthwhile. That being said, taking the Stave Abominus on a Battle-Psyker Sorcerer gets you A10 WS2+ S7 AP-1 D1 with 1 in 5 hits adding a mortal wound. On average that comes to +1.67 mortal wounds dealt (plus 8.33 damage at S7 AP-1), but you might just get lucky enough to obliterate a character in 1 combat phase. Since Exalted Sorcerers [[derp|aren't sorcerers]], you can't combine this cult's relic with the Stave. *'''Relic - Exalted Mutation:''' {{W40kKeyword|SORCERER}} model (so sorcerer or sorcerer in terminator armour) only. +1S, +1T, +1A. Makes a very tough and killy Terminator Sorcerer if you're inclined to do so. </div></div> ===Cult of Prophecy=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfProphecy.jpg|100px|left|]] The Cult of Prophecy is guided by incessant whispers that bleed from the warp. From these they divine the outcomes of multiple futures, and seek out events that can be twisted to their own purpose. Thematically the Cult represents Manipulation of the future with all the uncertainty of Tzeentch thrown in for good measure. Mechanically the Cult adds a little more dice manipulation shenanigans and the ability to infuriate your opponent trying to charge your Warlord by walking away after overwatch. <div class="mw-collapsible-content"> *'''Psychic Power - Divine the Future (Warp Charge 6):''' Roll 1d6 and set it aside. Until your next Psychic phase, you may replace a single rolled die from a hit, wound, advance, charge, psychic, morale, or Deny the Witch roll for a friendly {{W40kKeyword|Cult of Prophecy}} unit. ** Don't cast this with your warlord. Since all psykers with the Cult of Prophecy keyword can cast it, it is best used by a backline Aspiring Sorcerer. You should mainly focus on using it to make crucial morale tests if you roll low, or to make a long charge if you roll high. Combine this with gaze of fate to highly increase your chance of making a charge even from over 9" away. *'''Warlord Trait - Guided by the Whispers:''' Once per turn, after this warlord is selected as a charge target (before the charge roll and after any Overwatch), it can immediately move up to 6" as if it were your Movement Phase. *'''Relic - Pythic Brazier:''' In your Command phase, select one {{W40kKeyword|CULT OF PROPHECY CORE/character}} unit within 6" of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, PLUS one wound roll, PLUS one damage roll. SIX rerolls per turn! The usefulness of this is obscene, particularly since it lets you choose to buff that character, another character, or just a unit. This is filthy when applied on well-tooled Scarabs or even supporting a heavily debuffed Magnus. </div></div> ===Cult of Scheming=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfScheming.jpg|100px|left|]] The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. Every conquest and withdrawal is a perfectly planned manoeuvre, a single step that leads towards some unseen master stroke. Thematically the Cult represents the [[Just As Planned|''Just As Planned'']] aspect of Tzeentch embracing the idea that win or lose you won in your own way (and participation medals all round). Mechanically the Cult offers some niche objective control and minor command point manipulation, thoroughly failing to deliver the above theme. <div class="mw-collapsible-content"> *'''Psychic Power - Seeded Strategy (Warp Charge 7):''' Select one friendly {{W40kKeyword|Cult of Scheming}} unit within 24" of the caster. The unit can shoot and/or charge after it Falls Back. *'''Warlord Trait - Grand Schemer:''' Whilst they are within 3", friendly {{W40kKeyword| CULT OF SCHEMING}} units gain the Objective Secured ability; if such a unit already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker. **In an edition where objectives are more crucial than ever, any extra ability to steal or secure them is nothing to scoff at. *'''Relic - Cha'qi'thl's Theorem:''' Once per battle, in any phase, you can use Cha'qi'thl's Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic's controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0. **For obvious reasons, use only on 2-3 cp strats, like Unwavering Phalanx on a big unit. Strictly worse than a relic that simply generates CP, but by the same token, intrinsically worth spending CP on, since you'll always make back the 1CP cost to add this relic to your army. **Put this on a Dilettante and you've paid points to do a 3CP Stratagem; this and Umbralefic Crystal also lets you teleport a block of Scarabs or Rubrics and keep them alive for cheap. They can then fall back and shoot/charge if you cast Seeded Strategy on them the next turn (but they can't cast it, because you can no longer cast after falling back) </div></div> ===Cult of Time=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfTime.jpg|100px|left|]] The Cult of Time is similarly enthralled by the future, as well as the present and past. They view the flow of time as an unwrought resource that can be shaped into a weapon. By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged. Thematically the Cult are masters of manipulation of Temporal Realm, re-writing events and history to more favourable outcomes of their goals. Mechanically the Cult allows you to restore lost models to units, cast more powers per turn, and squeeze an extra turn out of a character. <div class="mw-collapsible-content"> *'''Psychic Power - Time Flux (Warp Charge 6):''' A {{W40kKeyword|Cult of time infantry}} unit within 6" of the caster has a lost model revived with all its wounds restored. *'''Warlord Trait - Immaterial Echo:''' In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase which can't be denied. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase. *'''Relic - Hourglass of Manat:''' The first time a model with this Relic is destroyed, at the end of the phase return that model to play with 1d3 wounds remaining, placing it as close as possible to its previous location and more than 1" away from any enemy models. **Bear in mind this means that your opponent can harvest points off you for assassinate, but it still makes an excellent relic for a distraction Daemon Prince </div></div>
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