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New Rules Tzeentch Psychics, Wargear & Warlord Traits

By Rob Baer | November 30th, 2016 | Categories: 40k News & Articles, Tabletop Gaming News & Rumors

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Don’t miss this rules breakdown of the brand new Tzeentch Thousand Sons Relics, Psychic Power & Warlord Traits from the Wrath of Magnus supplement!

Grab your calculators and a taste for Chicken as we talk a walk down the Crystal Labyrinth and try to reason about the new Tzeentch goodies.

BoLS has been covering the brand new supplement all week on their site, and as a matter or fact all those video stills you see out there are probably from their video as well:

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(Photo Credit BoLS)

We’ve had a great time bringing you a peek at this weekend’s upcoming book, but we couldn’t let you go without a teensy peek at the psychic powers, relics and warlord traits from the campaign book. Remember that these glimpses are only from the Thousand Sons and you’ll need to pick up the book to seen all the rest AND the entire Tzeentch Chaos Daemon section – which may have an equal if not greater impact on the meta as the Thousand Sons list.

Without further ado…

wrath-ts-warlord(Photo Credits BoLS)

Warlord Traits

Let’s be honest Warlord Traits are the cherry on top of a 40K sundae, and usually a flat affair.  While there are some dull ones on this chart, you do get some real pizazz with items such as Lord of Flux which Magnus comes with automatically.  Arrogance of Aeons, and Lord of Forbidden Lore reinforce both the fluff and the army’s already potent psychic ability.  Overall rating: not too shabby!

wrath-relic

(Photo Credits BoLS)

Relics

 

We aren’t going to show you all the relics, but they have a very wide range of effects and are well costed.  There is everything from daemonic weapons, to items to enhance movement, to our personal favorite – the Athenaean Scrolls.  For 20 points, we think this may be the auto-include for your bad-ass sorcerer. If you have a giant pool of warp charge each turn and are throwing some serious dice around at a time, why not add that extra chance to cancel Deny the Witch rolls from your opponent.  It’s one incredibly useful Relic that builds upon the core competency of the entire Thousand Sons army – utterly overwhelming their opponent in the Psychic Phase.

wrath-beamofmagnus

(Photo Credits BoLS)

Discipline of Tzeentch

You’ve heard about it, didn’t believe it, and are a bit anxious about staring it in the face, but Magnus’ big 18″ D is real and it takes FIVE Warp Charge.  That would seem like an uphill climb, but luckily Magnus is Mastery Level 5 and harnesses warp charge on a 2+. Did I mention he draws line of sight to every unit on the table for psychic powers and is IMMUNE to perils of the warp.  It goes without saying that an 18″ D beam is going to cause some SERIOUS carnage out there on the tabletop!  Take him in the Grand Cabal detachment and he can cast 6 powers a turn, and knows 15 powers to choose from.

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Special Thanks to BoLS for sharing these pictures and their take on the book all week long. Here’s the summaries of each of these sections as well from Frontling Gaming’s review as well:

Discipline of Tzeentch

  • These are the same as in the Chaos Space Marines book (Tzeentch’s Firestorm, Boon of Mutation, Doombolt and Breath of Chaos) with four additional new powers.
  • Siphon Magic: WC 1, Blessing that targets the Psyker. Anytime friendly psykers successfully manifest a power within 18″ of the caster, he gets an extra Warp Charge die he can use in that phase.
  • Baleful Devolution: WC 2, Focused Witchfire, 18″, Strength 6, AP 2, Assault D6, Transmogrify: to wound rules of a 6 cause Instant Death. If a model is slain in this manner, they become a Chaos Spawn under the Tzeentch player’s control.
  • Treason of Tzeentch: WC 3, Malediction that allows the caster to take over an enemy unit and have them shoot as if they were one of your units in the shooting phase, counting as having held still. The unit then must take a pinning check.
  • Gaze of Magnus: WC 5, Beam, 18″, Strength D, AP 1, Assault 1, Soul Blaze

ThousandSons

Armoury of the Thousand Sons

  • Warpflame Weapons: These are your standard flamer weapons but with one better AP (Heavy Warpflamer is AP3, for example) and Soul Blaze. Very powerful weapons! I love Flamers and these are exceptional versions of the
  • Inferno Weapons: the standard AP3 Bolter weapons Rubric Marines are known for. The new ones are the Inferno Combi-Bolter (AP3 Combi-Bolter) and the super, mega awesome Soulreaper Cannon! This beast is the Assault Cannon looking weapon and packs a wallop: 24″, Strength 5, AP 3, Heavy 4, Rending.
  • Hellfyre Missile Rack: 24″, Strength 8, AP 3, Heavy 2

 

So obviously that Gaze of Magnus spell… WOW. A D Witchfire! Sure it’s expensive to cast but I mean I can see why.

Let’s not forget that it would pretty cool if it had “no profile”  to  just auto-hit (per the new FAQ), however even if it does there are several non -profile entries under Heretic that can be counted on to just do hull points over time.

As for the rest of the discipline, looks that the Chaos marines have a full set and more now just like the Daemons. The new version of the “make your enemy shoot their friends spell” (Treason of Tzeentch) seems viable as well in a lot of circumstances, but I imaged most players will be focused on breaking the D spell from the get-go.

The new sorcerers being fearless is yet another cool mechanic that you do not see a lot of in the Chaos Dex. I also like the new mini orbital bombardment they get too. With that mobility and what will probably be a higher BS, watch out of dropping plates from this army as well.

What do you think of the Masters of Sorcery now, Eldrad?

Thousand Sons wrath of magnus

Latest on the new Thousand Sons Model Releases & Rules

About the Author: Rob Baer

Virginia Restless, Miniature Painter & Cat Dad. I blame LEGOs. There was something about those little-colored blocks that started it all... Twitter @catdaddymbg