Yup, jumping onto the leak train and collating everything I can find from previews, reviews and whatnot so far. Not that you guys will read this, and I think other sites such as Goonhammer or the Youtube review videos by WinterSEO and D6Evolution will provide you everything you need to know.
Thousand Sons get Hateful Assault and Malicious Volleys, plus new Stratagems. You can further personalize your Thousand Sons Detachments to represent one of the nine Cults of the Legion. Take note that it is Detachment, not army, so you do not need to run mono-Thousand Sons, and you can take up to several Cults if you want (so if you bring three Thousand Sons Detachments, you can take 3 different Cults).
Cult of Prophecy
Psychic Power: Divine the Future.
Warp charge value of 6, roll 1 D6 and set it aside. Until the start of your next psychic phase, you can use that dice roll to replace a single dice rolled for a hit roll, wound roll, advance roll, charge roll, Psychic test, Deny the Witch test or Morale test for a Cult of Prophecy unit from your army.
Warlord Trait: Guided by the Whispers
Once per turn, after your Warlord fires overwatch, he can move up to 6" as if it's your movement phase.
Sorcerous Arcana: Pythic Brazier
Friendly units within 6" of the bearer can re-roll one hit roll, wound roll or damage roll during the shooting phase and fight phase.
Cult of Time
Psychic Power: Time Flux
Warp charge value of 5, choose one Cult of Time infantry unit within 6" of the psyker, revive one destroyed model with all his wounds remaining. If the unmodified result of the psychic test is 9+, revive up to D3 destroyed models with all their wound remaining instead.
Warlord Trait: Immaterial Echo
When your Warlord's psychic test is 9+, he can attempt an additional psychic spell. Obviously doesn't accumulate, so no atttempting yet another additional psychic spell even if you get 9+ twice.
Sorcerous Arcana: Hourglass of Manat
The first time your Relic bearer dies, return him to the battlefield with D3 wounds remaining. Must be out of combat.
Cult of Mutation
Psychic Power: Warp Reality
Warp charge value of 6, select one terrain feature within 18", then one enemy unit within 3" of that terrain feature. Halve their movement Characteristic, and substract 1 from their Advance and charge rolls.
Warlord Trait: Touch of Vicissitude
Warlord does an additional mortal wound on an unmodified hit roll of 6 with his melee weapon.
Sorcerous Arcana: Exalted Mutation
Sorcerer Warlord gets +1 to his Strength, Toughness and Attack Characteristics.
Cult of Scheming
Psychic Power: Seeded Strategy
Warp charge value of 6, select one friendly Cult of Scheming unit within 24", they can shoot and charge this turn even if they fell back.
Warlord Trait: Grand Schemer
Friendly Cult of Scheming units within 3" of this Warlord gets Objective Secured, and if they already have Objective Secured (your Rubric Marines), then each model counts as 2 for the purpose of claiming an Objective.
Sorcerous Arcana: Cha'qi'thl's Theorem
Once per battle, you can reduce the Command Point cost of any Stratagem to zero.
Cult of Magic
Psychic Power: Astral Blast
Warp charge value of 6, deal D3 mortal wounds to the closest visible enemy unit within 9", and then 1 mortal wound to each other unit within 3" of them. Obviously you can't extend that to 9" with the Brotherhood of Sorcerers Ability (but you can hit an enemy unit 15" away).
Warlord Trait: Devastating Sorcery
Your Warlord does 1 extra mortal wound whenever he successfully casts a spell that inflicts mortal wounds. So your Smite does D3+1 mortal wounds, for example.
Sorcerous Arcana: Arcane Focus
Relic bearer gets +1 to his psychic tests.
Cult of Knowledge
Psychic Power: Psychic Delve
Warp charge value of 6, select an enemy unit within 18" of this psyker and until the start of your next psychic phase, re-roll all wound rolls of 1 for friendly Cult of Knowledge units targeting that enemy unit.
Warlord Trait: Ardent Scholar
Re-roll ones for psychic tests made by this Warlord.
Sorcerous Arcana: Incaladion's Cry
Replaces a warpflame pistol with a 12" pistol D6, Strength 6 Ap -2 D1, auto-hits.
Cult of Change
Psychic Power: Disturb Reality
Warp charge value of 6, select one enemy unit within 12" of this psyker, and deduct 1 from their Leadership and Attack Characteristic, to a minimum of 1.
Warlord Trait: Fickle Nature
Re-roll charge rolls for this Warlord, and he can shoot and charge in a turn he falls back.
Sorcerous Arcana: Capricious Crest
Once per turn, when a psychic test is taken for a model within 18" of the relic bearer, you can change a roll of 1 to 6 for your psykers, and a roll of 6 to 1 for enemy psykers.
Cult of Duplicity
Psychic Power: Sorcerous Facade
Warp charge value of 7, teleport a Cult of Duplicity unit within 6" of your psyker anywhere that is more than 9" away from any enemy unit.
Warlord Trait: Duplicitous Tactician
First battle round, before first turn begins, redeploy D3 Cult of Duplicity units (remain in your Deployment Zone, and units inside a Transport remain embarked inside a Transport).
Sorcerous Arcana: Perfidious Tome
At the start of each battle round, roll a D6, your opponent gains a Command Point if you roll a 1, but you gain a Command Point if you roll a 4+.
Cult of Manipulation
Psychic Power: Attempted Possession
Warp charge value of 6, select one Character within 18" of psyker, he suffers one mortal wound and gets -2 to his psychic tests until your next psychic phase.
Warlord Trait: Beguiling Influence
Subtract 1, to a minimum of 1, from the Attacks Characteristics of models in enemy units within 1" of this Warlord.
Sorcerous Arcana: Sorthis' Reflector
During your fight phase, copy the melee weapon of an enemy infantry model with Leadership less than 9 locked in combat with you, but you can't re-roll hit rolls or wound rolls. If you're locked in combat with multiple enemy units, you can only attack the unit which you copied the weapon of.
Stratagems
Magister, 1 Command Point, gets you another Warlord Trait for a second Thousand Sons Character. No duplicates! And can only be used once per battle.
Risen Rubricae, 1 Command Point, once per battle, set up one Rubric Marines unit anywhere on the battlefield that is more than 9" away from your opponent's deployment zone and any enemy models.
Infernal Fusillade, 1 Command Point, choose one Rubric Marines or Scarab Occult Terminators unit that you didn't move this turn, and they can shoot their Rapid Fire weapons twice.
Sorcerous Infusion, 1 Command Point, when you get a 9+ for casting a psychic spell, you can have a model in that unit regain up to D3 wounds, or if there's any destroyed models in his unit, revive a single model for his unit, with all his wounds remaining.
Yoked Automata, 2 Command Points, if your non-Tzaangor Thousand Sons Character got charged, you can choose a Rubric Marines or Scarab Occult Terminators unit within 12" of that enemy unit and have them Heroically Intervene up to 2D6" instead of 3" to save your Character.
Indomitable Foes, 1 Command Point, improve the invulnerable save of your Rubric Marines or Scarab Occult Terminators by 1, to a maximum of 3+.
Adepts of the Immaterium, 1 Command Point, your psyker doesn't suffer Perils of the Warp even if he rolls double ones or twos (or gets hit by "Perils on any doubles" shennanigans).
About My Blog
Ave Omnissiah!
My blog is primarily my own personal fluff in the Warhammer 40,000 universe regarding the Draconis system such as the Knight House Yato in Ryusei, their Household Militia, the Draconian Defenders, and the Forge World of Draconis IV with its Adeptus Mechanicus priesthood, Cybernetica cohorts and Skitarii legions, and the Titan Legion, Legio Draconis, known as the Dark Dragons.
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