Editing
Warhammer 40,000/10th Edition Tactics/Thousand Sons
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Faction Rules== *'''Cabal of Sorcerers X''': At the end of your Command phase, each unit that isn't battleshocked gives you X Cabal Points for you to spend on various rituals during the round. Each one can be applied to a specific {{W40kKeyword|Psyker}} model in your army. These can't be saved for anything big, as the Cabal Points reset to zero at the beginning of your next command phase, so you'll need to really pick out how you're going to blow these. Each Ritual can only be used up to once per phase. **''Weaver of Fates (2 Cabal Points):'' Start of any phase. Until the phase ends, one friendly faction model whose unit is within 18" of the psyker can re-roll a failed save. **''Temporal Surge (5 Cabal Points):'' Start of your shooting. One friendly unit within 18" of the psyker that isn't engaged can immediately move normally, but they can't charge afterward. **''Echoes from the Warp (6 Cabal Points):'' Start of any phase. One stratagem targeting the psyker's unit will cost 0 CP and can be used even if already used. Expect to use this a lot, since it allows absolute bullshit like firing Overwatch twice with the same unit. **''Doombolt (7 Cabal Points):'' Start of your shooting. Target one visible enemy unit within 18" of the psyker and roll a d6. On a 1, the enemy takes d3 MW, on a 2-5 they suffer d3+3 MW, and on a 6 they take d3+6 MW, so 1-9 MW, average 5. ***'''Does not count as a [Psychic]''' ability or attack, and so is only thwarted by generic or Mortal Wound FNP abilities, such as those in a Custodes detachment, but not by the Librarian Psychic FNPs. ***If you bring Ahriman and a psyker with Lord of Forbidden Lore you can throw this twice in a single turn for the price of one. Do with this info what you will. **''Twist of Fate (9 Cabal Points):'' Start of any phase. One visible enemy unit within 18" of the psyker cannot make any armour saves. They better hope they have a good invuln to rely on... The most Cabal Points you can plausibly need for the above rules per round is, therefore, 12 for Temporal Surge and Doombolt (as you'll only get 1 shooting phase), 27 for Twist of Fate (your shooting and both fights), 6 for Weaver of Fates (enemy shooting and both fights - you can need to make saves during other phases, but it's so rare there's no sense worrying about it), and 60 if you really wanted to just spam stratagems ''every single phase'', for a total of 105. Practically speaking, you won't need anywhere near that number.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information