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Made in us
Power-Hungry Cultist of Tzeentch




So I was really bothered when Ahriman first came out in October. Don't get me wrong, I love having Mastery Level 4 but he feels hampered at the same time that he feels powerful. He is the arch-psyker of 40k and he HAS to generate a power from Tzeentch? Can't choose Divination? Real master of the warp there. But anyway, here are my ideas for Ahriman and the Thousand Sons elite entry.

Ahriman - 250 points

WS 5 / BS 5 / S 4 / T 4 / w 3 / I 5 / A 3 / Ld 10 / Sv 3++

Unit Type: Independent Character

Wargear:
- The Black Staff of Ahriman
- Frag and krak grenades
- Bolt pistol
- Mark of Tzeentch (Same as Codex: CSM)
- Sigil of Corruption (Same as Codex: CSM)
- The Pendant of Ohrmuzd
- Inferno Bolts

Special Rules:
- Psyker (Mastery Level 4)
- Guarded by Fate
- Master of Deception
- Veterans of the Long War

The Black Staff of Ahriman: Allows Ahriman to cast up to three witchfire powers per turn (provided he has enough warp charge). In addition, if he fails to cast a witchfire power he may attempt to use the same power again if he so desires.

Range - / S +2 / AP 4 / Melee, Concussive, Force

The Pendant of Ohrmuzd: Counts as a Spell Familiar (Codex: Chaos Space Marines).

Guarded by Fate: Ahriman may use his invulnerable save against wounds caused by Perils of the Warp, but the power of the Warp is such that successful invulnerable saves must be rerolled. In addition, any wargear or special rule that would otherwise negate Ahriman's psychic powers on a flat D6 roll only functions on a roll of a 6.

Master of Deception: Nominate up to D3 Infantry units in your army before deployment. They gain the Infiltrate USR.

Psyker (Mastery Level 4): Ahriman may generate his psychic powers from the Tzeentch, Biomancy, Divination, Pyromancy, Telekinesis, or Telepathy disciplines.

Master of the Rubricae: In a primary detachment that includes Ahriman, Thousand Sons are Troop choices.

_____________________________________________________________________________________________________________________________________________________________________________________

Thousand Sons - 150 points

Unit Composition: 4 Thousand Sons, 1 Aspiring Sorcerer

Thousand Sons: WS 4 / BS 4 / S 4 / T 4 / W 1 / I 4 / A 1 / Ld 10 / Sv 3+
Aspiring Sorcerer: WS 4 / BS 4 / S 4 / T 4 / W 1 / I 4 / A 2 / Ld 10 / Sv 3+

Unit Type: Infantry, Aspiring Sorcerer is Infantry (Ch)

Wargear:
- Power Armour
- Boltgun (Thousand Sons only)
- Bolt pistol (Aspiring Sorcerer only)
- Force Weapon (Aspiring Sorcerer only)
- Aura of Dark Glory (same as Codex: CSM)
- Mark of Tzeentch (same as Codex: CSM)
- Inferno Bolts

Special Rules:
- Slow and Purposeful (Thousand Sons only)
- The Sorcerer Commands (Aspiring Sorcerer only)
- Psyker (Mastery Level 1) (Aspiring Sorcerer only)
- Veterans of the Long War

Inferno Bolts: Any shots fired from boltguns, bolt pistols or heavy bolters are resolved at AP3. In addition, Inferno Bolts have the Soul Blaze USR.

The Sorcerer Commands: When the squad is led by a character with the Mark of Tzeentch, the Thousand Sons no longer count as Slow and Purposful and instead gain the Relentless USR.

For every 9 models in the unit, one Thousand Son may replace his boltgun with a heavy bolter for ... 10 points

The Aspiring Sorcerer may increase his Mastery Level by 1 for ... 25 points

The Aspiring Sorcerer must generate one power from Tzeentch and then may generate an additional power from the Divination, Biomancy, Pyromancy or Telepathy disciplines (provided he has enough mastery level to do so).

All other options remain the same in point cost and availability as in Codex: Chaos Space Marines.

This message was edited 3 times. Last update was at 2012/12/09 22:49:49


 
   
Made in gb
Numberless Necron Warrior





I'll be honest, these are the most well thought-out and balanced Thousand Sons tweaks I've seen on these forums in a long time. Doesn't feel too overpowered, not too overcosted either.

Guarded by Fate rule is a nice touch, giving you a chance to save against Perils which can just as easily be taken away from you again.

Yeah, good stuff, I like it.
   
Made in us
Hellacious Havoc




I like it, simple changes that make everything much more fluffy, not to mention better on the TT, without being ridiculous.

I'll take 20.


 Necroshea wrote:
You - You there, wolf heathen! I long for combat!
Wolf heathen - I accept your challenge, but only on my terms! 250% points for me!
You - Ha! You've activated my trap card! Allied army! Come forth to assist!
Friend - Sup
Wolf Heathen - An equal point match?! This is not acceptable! Tau friend! Form up on me!

And then some guy throws a manta at the table and promptly breaks it in half sending figures and terrain everywhere.
 
   
Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

Very nice. I posted almost the exact same changes to Thousand Sons about 3 months ago. Glad to see that others have the same thoughts.

Know thy self. Everything follows this.
 
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

If only this was in the codex....

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

I like them.

I kind of want to give the aspiring sorcerer another power, but keep his warp change low.

Also I want Tsons to get preferred enemy: SW.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Virulent Space Marine dedicated to Nurgle





Florence SC

I think that maybe an Aspiring sorcerer would generate a random power as per the scrolls of Magnis. But only roll once before the game. It would make for a more interesting and characterful unit.
   
Made in us
Longtime Dakkanaut






What about 2 wounds on 1k sons, like the old days?
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Nevie wrote:
I think that maybe an Aspiring sorcerer would generate a random power as per the scrolls of Magnis. But only roll once before the game. It would make for a more interesting and characterful unit.


that didnt do a str3 hit and kill him. but yes 1 tzeench power and 1 random power.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Longtime Dakkanaut






My idea for 1ksons is twofold.

First, seperate the 1ksons from the sorcerers all together. 1kson sorcerors are already adequately stated as chaos sorcerers with the mark of tzeentch. Sorcerers of tzeentch will still make 1ksons troop choices.

1ksons will now have additional rules.
Fearless, Feel no Pain, Slow and Purposeful, *Sorcerers guardians, Aura of Dark Glory, Mark of Tzeentch. Initiative changed to 2. Equipment is just a bolter and power armor, no grenades. An entire unit may be enchanted with inferno bolts for +3 points per model.

Cost is 13 points per model, same as a normal chaos space marine with a bolter.

*Sorcerers Guardians: Unless accompanied by a tzeentch sorcerer or engaged in close combat, at the start of each of the controlling players turns roll a dice. On a 1-3, the unit may not act this turn as they motionlessly hold their ground. While a Thousand Sons unit is holding its ground they may not act in their turn, but they gain the ability to perform overwatch during their opponents turn, and fire at their full ballistic skill, despite having slow and purposeful. Each unit of Thousand Sons taken allows the Chaos player to take a Sorcerer with the mark of Tzeentch without taking up an HQ slot.

So anyway, the point is to make taking 1ksons fluffy and also more interesting. You dont need a Sorcerer to lead a 1kson unit, as the sorcerers are said to lend out the 1ksons for favors. Also, the inferno bolts are an enchantment placed on their weapon, not an innate ability like the aura is.

As for cost, because they have a reduced stat (init is 2) and less wargear and wargear options similiar to plague zombies, Fearless FnP and Slow and Purposeful I gave them for free. The aura and mark I also figured would be free again due to the reduced init stat, more expensive Sorcerer, and the 'debuff' of guardian basicly acting in a fashion of servitors with mind lock.

Finally, Inferno bolts were priced like sonic blasters at 3 points as ap3 and soul blaze is similiar to the extra shots and ignores cover upgrade.
   
 
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