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Thousand Sons : Magnus picnic squad [2000 points]

par SvaenHide - modifiée le 9 Juin 2023

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If every unit from your army (excluding UNALIGNED units) has the THOUSAND SONS keyword, your army becomes a Cabal of Sorcerers. At the start of your Psychic phase, if your army is a Cabal of Sorcerers, generate Cabal points for your army for each model with this ability that is on the battlefield:


In your Psychic phase, you can spend any Cabal points you have to use Cabbalistic Rituals from the list below. Each time you do, reduce the total amount of Cabal points you have by the amount shown. At the end of your Psychic phase, any unspent Cabal points are lost.

In your Psychic phase, unless otherwise specified, you can use each Cabbalistic Ritual once, and each unit from your army can only benefit from one Cabbalistic Ritual. A unit can only benefit from a Cabbalistic Ritual if it has this ability.

Note that when a Cabbalistic Ritual specifies a ‘unit from your army’ with regard to when it can be used (e.g. ‘when a unit from your army is selected to manifest psychic powers’), that Cabbalistic Ritual can only be used if that unit has the THOUSAND SONS keyword.

IMBUED MANIFESTATION
4 Cabal Points

Like flame leaping along a trail of spilled promethium, the Thousand Sons’ magicks feed upon the latent energies clouding the air and race hungrily away through them towards the foe.

Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. Add 6" to the range of that psychic power’s effects (if that psychic power specifies multiple ranges, e.g. Astral Blast, add 6" to the first range specified in that psychic power).

MALEVOLENT CHARGE
4 Cabal Points

The malefic energies of dark sorcery flow together in ever more lethal concentrations into fiery, mutating storms.

Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power inflicts mortal wounds on enemy units, after inflicting the mortal wounds select one of those units and inflict D3 additional mortal wounds on that unit.

KINDRED SORCERERS
5 Cabal Points

For an instant, the chanting voices of the Thousand Sons’ champions achieve perfect synchronisation, words of malign incantation rolling out like the peal of some cursed bell.

Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 1 to that Psychic test.

WARP SIGHT
3 Cabal Points

With their tainted souls melded as one amidst the empyrean, what one champion of the cabal sees, all their fellows see also.

Use this Cabbalistic Ritual when a psychic power is successfully manifested by a unit from your army. If the psychic power requires you to select a unit visible to the PSYKER, for that manifestation you can select a unit visible to any friendly unit with the Cabbalistic Rituals ability.

ECHOES FROM THE WARP
4 Cabal Points

Plucked from amidst the howling winds of the immaterium and the gibbering of countless damned voices come whispers of invaluable daemonic prophecy.

Use this Cabbalistic Ritual in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit can perform the following psychic action: Echoes From the Warp (Psychic Action - Warp Charge 3): If successful, gain 1 Command point.

PACT FROM BEYOND
7 Cabal Points

Though it is always perilous to make deals with the entities of the warp, the support of one’s cabal ameliorates the risks somewhat.

Use this Cabbalistic Ritual when attempting to manifest a psychic power with a unit from your army. Do not make a Psychic test: that Psychic test is passed at the minimum required warp charge value.

CABBALISTIC FOCUS
8 Cabal Points

With the champions of the cabal incanting as one, their sorceries become an unstoppable tidal wave.

Use this Cabbalistic Ritual after a Psychic test made for a unit from your army is passed. That psychic power or psychic action cannot be denied.

PSYCHIC MAELSTROM
8 Cabal Points

By establishing a recursive temporal loop, the cabal are able to lash the enemy with the same terrible moment of loss over and over again.

Use this Cabbalistic Ritual when a unit from your army is selected to manifest psychic powers. Until the end of the phase, that unit can attempt to manifest one Witchfire psychic power that another PSYKER in your army has already attempted to manifest during the phase, even though the same psychic power cannot normally be attempted more than once per Psychic phase, and even if that unit does not know that psychic power.

WRATH OF THE IMMATERIUM
9 Cabal Points

Such is the aura of latent energy roiling at the cabal’s command, it is as though the daemons of the warp lend their own unnatural power to the champions’ conjurations.

Use this Cabbalistic Ritual after taking a Psychic test for a unit from your army. Add 2 to that Psychic test
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stratagems by face

Battle Round

Command phase

CORUSCATING BEAM (Thousand Sons – Strategic Ploy)

3pc
Use this Stratagem in your Command phase, if a THOUSAND SONS WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, place another marker on the battlefield within 9" of the centre of that marker and draw a line between the centre of each of the markers. Roll one D6 for each unit that line would pass over or through, adding 1 if the unit being rolled for contains 11 or more models and subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds. The markers are then removed. You can only use this Stratagem once.


Movement phase

SLOW AND PURPOSEFUL (Thousand Sons – Strategic Ploy)

1pc

Use this Stratagem in your Movement phase, when an ARCANA ASTARTES INFANTRY unit from your army makes a Normal Move. Until the start of your next turn, that unit is considered to have Remained Stationary.

Enemy Movement phase

INESCAPABLE FOREWARNING (Thousand Sons – Strategic Ploy)

2pc
Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase, if an enemy unit was set up as Reinforcements within 18" of an ARCANA ASTARTES PSYKER unit from your army. Select one ARCANA ASTARTES CORE unit from your army that is within 6" of that ARCANA ASTARTES PSYKER unit and not within Engagement Range of any enemy units. That ARCANA ASTARTES CORE unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn within 18" of their unit and that ARCANA ASTARTES PSYKER unit when doing so.

Psychic phase

UNHOLY SUSURRUS (Thousand Sons – Epic Deed

  1pc Use this Stratagem at the start of your Psychic phase. Select one THOUSAND SONS PSYKER unit from your army. Select one psychic power from the disciplines it has access to. That psychic power replaces one psychic power that unit knows.

GREAT SORCERER (Thousand Sons – Epic Deed)
1pc Use this Stratagem in your Psychic phase. Select one THOUSAND SONS PSYKER model from your army. That unit can attempt to manifest one additional psychic power this turn.

MALEFIC SCROLL (Thousand Sons – Wargear)
1pc Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army (excluding MAGNUS THE RED) manifests the Smite psychic power. That manifestation inflicts 3 mortal wounds instead of D3 or D6 (no dice roll is made).

MASTERS OF THE IMMATERIUM (Thousand Sons – Epic Deed)
1pc  Use this Stratagem in your Psychic phase, when a THOUSAND SONS PSYKER unit from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp.

METAPHYSICAL FOCUS (Thousand Sons – Epic Deed)

1pc  Use this Stratagem in your Psychic phase, after attempting to perform a psychic action with an ARCANA ASTARTES PSYKER unit from your army. That unit can attempt to manifest one psychic power this phase.

WARPED REGENERATION (Thousand Sons – Epic Deed)
1pc Use this Stratagem in your Psychic phase, after manifesting a psychic power with a THOUSAND SONS unit from your army with an unmodified Psychic test of 9 or more. If that unit contains a model that has lost any wounds, that model is healed and regains up to D3 lost wounds (each model can only be healed once per turn). Otherwise, if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency.

Shooting phase

INFERNAL FUSILLADE (Thousand Sons – Battle Tactic)
1pc  Use this Stratagem in your Shooting phase, when an ARCANA ASTARTES INFANTRY unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit shoots a bolt weapon, make one additional attack with that weapon. For example, a model shooting an inferno combi-bolter at a target within half range would make 5 attacks.

Enemy Shooting phase

IMPLACABLE GUARDIANS (Thousand Sons – Strategic Ploy)
1pc  Use this Stratagem at the start of your opponent’s Shooting phase. Select one ARCANA ASTARTES CHARACTER model from your army (excluding MAGNUS THE RED). Until the end of the phase, while that model is within 3" of any friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS units, that model can use the Look Out, Sir rule even if this unit contains fewer than 3 models.

Being targeted

ARCANE SMOKESCREEN (Thousand Sons – Wargear)
1pc  Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS SMOKESCREEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack’s hit roll.

UNWAVERING PHALANX (Thousand Sons – Battle Tactic)
1-3pc  Use this Stratagem in your opponent’s Shooting phase, when a THOUSAND SONS RUBRIC MARINES or THOUSAND SONS SCARAB OCCULT TERMINATORS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise it costs 3CP.


Enemy Charge phase

SELFLESS AUTOMATA (Thousand Sons – Strategic Ploy)
2pc  Use this Stratagem in the Heroic Interventions step of your opponent’s Charge phase. Select one enemy unit that finished a charge move within Engagement Range of any ARCANA ASTARTES CHARACTER units from your army that phase: one friendly RUBRIC MARINES or SCARAB OCCULT TERMINATORS unit that is within 12" of that enemy unit and not within Engagement Range of any enemy units can perform a Heroic Intervention. When performing that Heroic Intervention, each model in that unit can move up to 2D6" instead of up to 3" and does not have to finish that move closer to the closest enemy model; instead, at least one model from that unit must end that move within Engagement Range of the selected enemy unit, and no models from that unit can end that move within Engagement Range of any other enemy units (otherwise it does not move).

Fight phase

SORCEROUS MIGHT (Thousand Sons – Epic Deed)
1pc  Use this Stratagem in any phase, when a THOUSAND SONS VEHICLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

WRATH OF THE WRONGED (Thousand Sons – Battle Tactic)
x2


Enemy taking casualties
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Mutate Landscape (Psychic Action - Warp Charge 4): One PSYKER unit from your army can attempt to perform this action in your Psychic phase if it is within range of an objective marker that has not yet been mutated by your army. If this psychic action is successfully completed, that objective marker is said to have been mutated by your army and the warp charge value of the psychic action is increased by 1 for your army for the remainder of the battle.

Score 3 victory points each time a unit from your army completed the Mutate Landscape psychic action.

Burn Empires (Action): One or more THOUSAND SONS INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that is not within your deployment zone and has not been burned. A unit cannot start this action while there are any enemy units (excluding AIRCRAFT) in range of the same objective marker. The action is completed at the start of your next Command phase or at the end of the battle, whichever comes first. If completed, that objective marker is said to have been burned.

Score 4 victory points each time a unit from your army completed the Burn Empire action.



Détachement principal
QG
Ahriman sur Disque de Tzeentch
9 | 180

MCCCTFEPVACdSvg
122+2+446593+/4++

Equipement : Disque de Tzeentch, Grenades Frag, Grenades Krak, Pistolet bolter Inferno, Bâton noir d'Ahriman, Lames de Disque
Aptitudes : Archi-Sorcier de Tzeentch, Confrérie de Sorciers, Psyker (3 sorts, 3 abjurations), Rituels Cabalistiques (3) , Salves Malveillantes, Seigneur des Thousand sons, Symbole de Corruption
Mots clés : Ahriman, Cavalerie, Personnage, Psyker, Sorcier, Vol
Mots clés de faction : Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Pouvoirs : Châtiment
Sorcier Exalté
7 | 120

MCCCTFEPVACdSvg
62+2+445593+/4++

Equipement : [Commandement] Rehati, Grenades Frag, Grenades Krak, Pistolet bolter Inferno, Sceptre de Force
Aptitudes : Confrérie de Sorciers, Psyker (2 sorts, 1 abjuration), Rituels Cabalistiques (3) , Seigneur des Thousand Sons, Symbole de Corruption
Mots clés : Infanterie, Personnage, Psyker, Sorcier Exalté
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Pouvoirs : Châtiment, [Changement] 12. Prestige de Tzeentch, [Changement] 21. Manipulation Temporelle
Sorcier Exalté
7 | 120

MCCCTFEPVACdSvg
62+2+445593+/4++

Equipement : [Commandement] Rehati, Grenades Frag, Grenades Krak, Pistolet bolter Inferno, Sceptre de Force
Aptitudes : Confrérie de Sorciers, Psyker (2 sorts, 1 abjuration), Rituels Cabalistiques (3) , Seigneur des Thousand Sons, Symbole de Corruption
Mots clés : Infanterie, Personnage, Psyker, Sorcier Exalté
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Pouvoirs : Châtiment, [Changement] 13. Eclair de Mort, [Changement] 23. Régression Funeste
Sorcier Exalté sur Disque de Tzeentch
8 | 135

MCCCTFEPVACdSvg
122+2+446693+/4++

Equipement : [Commandement] Paradigme du Changement, Disque de Tzeentch, Grenades Frag, Grenades Krak, Pistolet bolter Inferno, Lames de Disque, Sceptre de Force
Aptitudes : Confrérie de Sorciers, Psyker (2 sorts, 1 abjuration), Rituels Cabalistiques (3) , Salves Malveillantes, Seigneur des Thousand Sons, Symbole de Corruption, Trait de Seigneur (-1 PC)
Mots clés : Cavalerie, Personnage, Psyker, Sorcier Exalté, Vol
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Reliques : [Culte Temps] Sablier de Manat
Pouvoirs : Châtiment, [Changement] 13. Eclair de Mort, [Vengeance] 12. Revers du Destin
Traits : [Culte Temps] Echo Immatériel
4 unités | 555 points | 27.75 %
Troupes
Marines Rubricae (10)
13 | 238

MCCCTFEPVACdSvg
Marines Rubricae 63+3+442273+
Aspirant Sorcier 63+3+442383+

Equipement : Icône de Flamme, Bolter Inferno (3), Canon Soulreaper, Lance-flammes Warp (6)
Aptitudes : Arcana Automata, Confrérie de Sorciers, Maître Sorcier, Salves Malveillantes, Tout n'est que poussière
Mots clés : Base, Infanterie, Marines Rubricae, Psyker
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Aspirant Sorcier Equipement : [Commandement] Protégé, Lance-flammes Warp léger, Sceptre de Force
Aptitudes : Psyker (1 sort, 1 abjuration), Rituels Cabalistiques (1)
Pouvoirs : Châtiment, [Vengeance] 12. Revers du Destin, [Vengeance] 23. Accélération Temporelle
Marines Rubricae (10)
13 | 225

MCCCTFEPVACdSvg
Marines Rubricae 63+3+442273+
Aspirant Sorcier 63+3+442383+

Equipement : Icône de Flamme, Bolter Inferno (8), Canon Soulreaper
Aptitudes : Arcana Automata, Confrérie de Sorciers, Maître Sorcier, Salves Malveillantes, Tout n'est que poussière
Mots clés : Base, Infanterie, Marines Rubricae, Psyker
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Aspirant Sorcier Equipement : [Commandement] Rites de Coalescence, Lance-flammes Warp léger, Sceptre de Force
Aptitudes : Psyker (1 sort, 1 abjuration), Rituels Cabalistiques (1)
Pouvoirs : Châtiment, [Vengeance] 31. Guides Empyréens
2 unités | 463 points | 23.15 %
Elite
Terminators de Scarabée Occulte (5)
11 | 225

MCCCTFEPVACdSvg
Terminators de Scarabée Occulte 53+3+443382+/5++
Sorcier du Scarabée Occulte 53+3+443392+/5++

Equipement : Combi-Bolter Inferno (3), Canon Soulreaper, Lance-missiles Hellfyre, Khopesh prosperien (4)
Aptitudes : Arcana Automata, Armure Terminator, Confrérie de Sorciers, Frappe par Téléportation, Maître Sorcier, Salves Malveillantes, Tout n'est que poussière
Mots clés : Base, Infanterie, Psyker, Terminator, Terminators du Scarabée Occulte
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Sorcier du Scarabée Occulte Equipement : [Commandement] Rites de Coalescence, Combi-Bolter Inferno, Sceptre de Force
Aptitudes : Psyker (1 sort, 1 abjuration), Rituels Cabalistiques (1)
Pouvoirs : Châtiment, [Changement] 21. Manipulation Temporelle
Terminators de Scarabée Occulte (5)
11 | 220

MCCCTFEPVACdSvg
Terminators de Scarabée Occulte 53+3+443382+/5++
Sorcier du Scarabée Occulte 53+3+443392+/5++

Equipement : Combi-Bolter Inferno (4), Canon Soulreaper, Lance-missiles Hellfyre, Khopesh prosperien (4)
Aptitudes : Arcana Automata, Armure Terminator, Confrérie de Sorciers, Frappe par Téléportation, Maître Sorcier, Salves Malveillantes, Tout n'est que poussière
Mots clés : Base, Infanterie, Psyker, Terminator, Terminators du Scarabée Occulte
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Sorcier du Scarabée Occulte Equipement : [Commandement] Protégé, Combi-Bolter Inferno, Sceptre de Force
Aptitudes : Psyker (1 sort, 1 abjuration), Rituels Cabalistiques (1)
Pouvoirs : Châtiment
2 unités | 445 points | 22.25 %
Seigneur de Batailles
[Seigneur de Guerre] Magnus le Rouge
23 | 420

MCCCTFEPVACdSvg
10-18 PV 162+2+8710-188103+/4++
6-9 PV 14----6-97--
1-5 PV 12----1-56--

Equipement : La Lame de Magnus
Aptitudes : La Couronne du Roi Pourpre, Primarque Démon, Primarque des Thousand Sons, Psyker (3 sorts, 3 abjurations), Puissance Surnaturelle, Regard de Magnus, Rituels Cabalistiques (4) , Seigneur de la Planète des Sorciers
Mots clés : Commandeur Suprême, Démon, Magnus le Rouge, Monstre, Personnage, Primarque, Psyker, Vol
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
Pouvoirs : Châtiment, [Changement] 11. Tempête de Feu de Tzeentch, [Changement] 12. Prestige de Tzeentch, [Changement] 13. Eclair de Mort, [Changement] 21. Manipulation Temporelle, [Changement] 22. Tisseur de Destins, [Changement] 23. Régression Funeste, [Changement] 31. Malédiction du Cacodémon, [Changement] 32. Flux Pyrique, [Changement] 33. Perplexité, [Vengeance] 11. Regard de Haine, [Vengeance] 12. Revers du Destin, [Vengeance] 13. Sombre Bénédiction, [Vengeance] 21. Présage, [Vengeance] 22. Enflé par le Warp, [Vengeance] 23. Accélération Temporelle, [Vengeance] 31. Guides Empyréens, [Vengeance] 32. Affût Psychique, [Vengeance] 33. Profanation des Mondes
Traits : - Trait - 1. Arrogance des Eons, - Trait - 3. Forme Immortelle, - Trait - 4. Seigneur du Savoir Interdit
1 unité | 420 points | 21 %
Transport
Rhino du Chaos
4 | 80

MCCCTFEPVACdSvg
6-10 PV 126+3+676-10383+
3-5 PV 6-4+--3-5D3--
1-2 PV 3-5+--1-21--

Equipement : Combi-Lance-flammes inferno, Lanceur Havoc
Aptitudes : Confrérie de Sorciers, Explosion (6ps - D3 BM), Transport (10)
Mots clés : Ecran de Fumée, Rhino du Chaos, Transport, Véhicule
Mots clés de faction : Arcana Astartes, Chaos, Hereticus Astartes, Thousand sons, Tzeentch
1 unité | 80 points | 4 %

Points : 106 | 1963
- pts restants : 37
Commandement : 5
Cabale : 22
Figurines : 36
Unités : 10

Abattez-le : 5
Assassinat : 16
Abhorrez le sorcier : 23
Pas de prisonniers : 70

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