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===Thousand Sons=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The thousand sons do two things really, ''really'' well. Eating MEQs and ruling the Psychic phase, with AP3 bolt weapons and power weapons all over the place, and psykers in nearly every unit. They're also pretty durable, having lots of invuln saves and plenty of ways to buff up. Their also the only CSM Legion that can take their Primarch. Expect the rest at the start of the next decade, or is it? Mortarion coming soon! <div class="mw-collapsible-content"> *'''Requirements:''' Only special characters allowed are Ahriman and Magnus. Everyone must take VotLW (for free), and have/must buy Mark of Tzeentch. Daemon Princes must take Daemon of Tzeentch. *'''Benefits:''' Rubric Marines are Troop Choices. Tzeentch Psykers can roll all of their powers on the Tzeentch Table. Any unit that gets a blessing cast on it gets +1 to their Invulnerable save, you reroll to-hit against Space Wolves in every round of close combat, but Space Wolves have Hatred(Thousand Sons). *'''Warlord Traits''' **'''1: Arrogance of Aeons:''' Warlord has Adamantium Will, and can re-roll 1 dice when trying to deny. **'''2: Undying Form:''' Eternal Warrior. **'''3: Aether Stride:''' Warlord and unit isn't affected by difficult terrain and do not suffer initiative penalty when charging through DT. Great on a Terminator Sorcerer bro-ing it up with Terminators. **'''4: Lord of Forbidden Lore:''' Warlord knows an extra psychic power. **'''5: Walker of the Webway:''' Warlord has Deep Strike. If he already does, he and his unit do not scatter upon deep strike. **'''6: Lord of Flux:''' All enemies within 12" treat all terrain, even open ground, as difficult terrain. Any unit that runs, moves flat out, turbo-boosts, or charges within this bubble must take Dangerous Terrain. *'''Artefacts of Tzeentch''' **'''Astral Grimoire:''' A single friendly unit within 12" gets the Jump Infantry rule. Note, this means any friendly and not just 1k Sons. This can mean anything from Jump Obliterators to Plague Zombies with Hammer of Wrath. This is probably the best all-comers option from Wrath of Magnus. **'''Athenaean Scrolls:''' If you roll any multiples of any number when casting a psychic power, it cannot be denied. Even a perils. This is if you want to sling lots of Witchfires and Maledictions around, as those are usually the easiest to Deny. That said, this artifact is near-useless against armies with no psyker presence, from Necrons to Gladius Razorspam to Tau and chances are you'll have a massive surplus of WC anyway. That said, the moment this helps you cripple a Wolfstar or Seer Council, it pays for itself then and there. **'''Coruscator:''' Ranged weapon: 12: range, Strength 4, AP 3, Pistol, Blast, Soul Blaze. Can be situationally useful, but severely overcosted. ***'''However''', you might notice that it is just about the only Pistol in the game that a Terminator can take. Lets you shoot some shmucks without losing your bonus attack. **'''Helm of the Third Eye:''' Gives the bearer and their unit Overwatch even if they have Slow and Purposeful, and gives them BS2 Overwatch if they do not have S&P. Again, trying to make up for the obvious shortcomings of the 1k sons. Consider using these on Mark of Tzeentch Obliterators, too! Stick in a mob of Tzaangors or Cultists for impractical yet hilarious overwatch. Alternatively, take a rubric marine squad armed entirely with warpflamers and attach a sorcerer with Helm of the Third Eye. Watch as no one charges you ''ever.'' **'''Seer's Bane:''' A Daemon Weapon with the following profile: Strength as user, AP 2, Force and Daemon Weapon with the Bane of Wisdom rule: the strength of the weapon is equal to the bearer’s Leadership characteristic (except against vehicles) as strength and the target’s Leadership characteristic as their Toughness. Use the targets normal Toughness for the purposes of Instant Death. Particularly nasty for monster-hunting if you can Leadership debuffs from other sources. Entertainingly, for the Sorcerer legion, this is by far the best on a Chaos Lord: Ld10 means it is brutally efficient, plus the higher weapon skill and generally more reliable durability JUST HURTS!!! **'''Staff of Arcane Compulsion:''' Melee weapon, Strength +2, AP 4, Concussive, Force, Repelling Sweep: enemy units charging the bearer or his unit suffer a -2 penalty to their charge roll. Remember Force (the spell) counts as a blessing for Blessing of Tzeentch, and is automatically known. '''Overall:''' Unlike the mostly offensive-based CSM relics, these are somewhat more defensive, since most of these are force multipliers rather than creating a close combat monster, which still can be done if you want to give a Daemon Prince the Staff or a Sorcerer the Seer's bane. *'''Mission Objectives''' **'''1:''' Kill 9 or more enemy models during your turn. **'''2:''' Nullify a psychic power for a VP at the end of enemy's turn. Wording means you get this automatically if it was done at least once before generating that objective. **'''3:''' Kill loyalist scum unit during your turn. **'''4:''' D3 VP if your opponent controls no objective markers and you control at least one. **'''5:''' Kill a unit during psychic phase to score D3 VP. **'''6:''' Manifest 3 powers of different types for D3 VP, but you manifest 6 powers of different types (to be exact: "usual" witchfire, nova, beam, blesiing , malediction, conjuration), score D3+3 instead. Too dependent from your magic roster and more likely to be discarded in small games with a single HQ. *'''Thousand Sons Tactics''' The Thousand Sons are meant to be a very small, yet powerful fighting force, with lots of Psychic dakka. As such, getting a regular CAD would be good enough for relatively low-point games. </div> </div>
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