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Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 08:22:30


Post by: Thousand-Son-Sorcerer


 adamsouza wrote:
Souba wrote:
Its also worth mentioning that Horrors only have access to the Tzeentch Discipline now. no longer daemonology.


NNNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

Oh well, it was fun while it lasted.

Is the Tzeentch discipline sny better now ?


As far as I can tell no, since its the same as before with 3 new spells.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 08:30:07


Post by: Souba


well the 3 new spells arent bad though

one is a blessing that affects the psyker. every friendly psyker manifesting a power within 18" of him grants him a additional warp charge

then the 18" WC 2 focused witchfire with S6 ap 2 and d6 shots which causes instant death on to wound roll of 6's and spawning a chaos spawn for you if it kills a model

and the thirs power is like of the black legion cabal but a bit better: WC3 malediction. you can immediatly fire with the enemy unit as if it is your own unit and it also counts as not having moved. after the shooting the affected unit has to do a pinning check.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 08:45:16


Post by: BoomWolf


Wait, horrors use the tzeentch powers?
Not the change powers?

Because these are two different lists.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 09:11:15


Post by: Thousand-Son-Sorcerer


 BoomWolf wrote:
Wait, horrors use the tzeentch powers?
Not the change powers?

Because these are two different lists.


I think he/she meant Change only since they said no more Daemonology.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 09:16:45


Post by: Franarok


Well, doesnt mention Daemonology, but that doesnt means they cant not use it. Daemonology rules says that every psi on the game can use it but GK.

If not, even with the new blue and smaller horrors split, will be a huge nerf to summoning strategy


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 09:58:44


Post by: H.B.M.C.


No giant hordes of Horror Nesting Dolls?

That's a shame. Would have loved to have seen someone pull that off.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 10:25:06


Post by: Thousand-Son-Sorcerer


 H.B.M.C. wrote:
No giant hordes of Horror Nesting Dolls?

That's a shame. Would have loved to have seen someone pull that off.


Yeah I was thinking just that every time you open one up there is two in side hanging out. can you imagine someone bringing 6 units of 20? what a fething god awful experience that would be.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 10:27:04


Post by: mrhappyface


 Thousand-Son-Sorcerer wrote:
 H.B.M.C. wrote:
No giant hordes of Horror Nesting Dolls?

That's a shame. Would have loved to have seen someone pull that off.


Yeah I was thinking just that every time you open one up there is two in side hanging out. can you imagine someone bringing 6 units of 20? what a fething god awful experience that would be.

You misspelled "fun".


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 10:48:49


Post by: ekwatts


The butt-hurt over the Primarchs is just anxiety; the setting has remained fairly static for decades; changes have come in the form of minor retcons, primarily.

That's fine, of course. And if that's how you like it, cool. The history is going to remain static for you. Rejoice!

However, GW is a games company and it primarily exists to release plastic figures and then rules to be able to use those figures in its games. As such, it needs to up its game constantly as regards to miniature design and production. The desirability of the miniatures depends on a number of things depending how you interact with the hobby; Do you buy the figures to paint, to model, to game? Are you fascinated by the fluff, whether historically or in terms of creating your own narratives, or even participating in unfolding narratives as part of an advancement of that fluff? Different strokes. But, it seems to me that not covering all of those bases just because one of the other ones might get butt-hurt over it would be a silly decision.

The Primarchs are this, in a nutshell.

Another few things: You might not have liked Age of Sigmar, or the process by which GW changed away from WFB to AoS. That's fine. I feel bad for you, bro. But your dislike does not mean that it was a failure. It appears to be doing very well out of. And the new models coming out look fantastic. Admittedly, I'm not a fantasy player. But the new AoS figures, as well as the new "Start Collecting" boxes are threatening to change that.

40k is not heading down a WFB-style End Times scenario where they'll be discontinuing or fundamentally changing the core game. AoS came about because of low sales. 40k is not experiencing low sales. Here's another thing:

40K IS ALREADY AN END TIMES SETTING. It's literally about as "end times" as it gets. The advancement of the fluff obviously brings the whole thing closer to some sort of ill-defined cataclysm (for humanity? The galaxy?), but the idea that the culmination of that unfolding narrative will result in anything like the massive discontinuations/recombination of armies like AoS is fearmongering nonsense of the highest order. Stop it. You look childish. It's a game. If anything, what has happened over the last year or so has actually added further diversity to the 40k universe. Thousand Sons, one of the most neglected aspects of the 40k Chaos legions/pantheon just got a full release and spun off into an army of their own right, just as their fans (like myself) have been begging for since.... well, the 1990s, really.

Again, GW are using this unfolding narrative to release models. Really great models (like the Glottkin and Nagash during the WFB End Times). That's all. You don't like Magnus? Fine, don't buy him. You don't like Robo-Guilliman (if the rumour is true)? Fine, don't buy him either.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 10:49:21


Post by: Souba


Franarok wrote:
Well, doesnt mention Daemonology, but that doesnt means they cant not use it. Daemonology rules says that every psi on the game can use it but GK.

If not, even with the new blue and smaller horrors split, will be a huge nerf to summoning strategy


because that rule from the BRB was to adjust 6th edition books.
every codex after the 7th edition rulebook has all psykers explicitly mentioning their access to daemonology.

Warzone Fenris 1: Curse of the Wulfen had no unit updates except new formations, armoury and psychic powers aswell as adding belakor and exhalted flamers. <-- no changes to existing units within the codex: chaos daemons
Warzone Fenris 2: Wrath of Magnus has updated rules for Pink, Blue and Brimstone Horrors, and their entrys do not mention any daemonology at all. Consider that in the same Book, Ahriman has updated rules aswell and in his entry Daemonology is written.

as such: Pink, Blue and Brimstone Horrors may not use Daemonology, since they got updated Rules. However, all other entries except horrors in the Daemon Codex still have access to them, since their rules have not been updated yet.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 11:41:49


Post by: Franarok


Well, but all those others are CG, and they will have it for sure, no nothing new haha

also is most a hit to csm that use demons as ally, since only can place one herald, so the unit of horrors to help summoning was a nice punch. Now i guess will be just a warp battery xDD

Also will be important if they use the change old powers or the new theench ones. If just use the classic change powers...meh, mostly works to give feel no pain to the enemy haha, better use their dice with heralds or sorcerer.

In any case, the summoning strategy is nerfed with this..... Guess if GW will nerf marine formation that providex free transports...guess no xDD


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 11:51:00


Post by: zamerion


Franarok wrote:
W

also is most a hit to csm that use demons as ally, since only can place one herald, so the unit of horrors to help summoning was a nice punch. Now i guess will be just a warp battery xDD



Why?
ally detachment is 1 Cg, but 1-4 heralds count as 1 cg
Also you can use DAC for only 30 pints more (brimstone horores are core)
Also there are a new formation that you can use 3-9 heralds


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 11:54:37


Post by: Franarok


zamerion wrote:
Franarok wrote:
W

also is most a hit to csm that use demons as ally, since only can place one herald, so the unit of horrors to help summoning was a nice punch. Now i guess will be just a warp battery xDD



Why?
ally detachment is 1 Cg, but 1-4 heralds count as 1 cg
Also you can use DAC for only 30 pints more (brimstone horores are core)
Also there are a new formation that you can use 3-9 heralds


You can only take 4 in a single HQ slot in a primary detachment.
An allied detachment you'd be limited to 1 herald per slot.

If there are a formation with more heralds is a different thing


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 12:01:45


Post by: nintura


Rosebuddy wrote:
GoatboyBeta wrote:
As daft/improbable/kick ass(take your pick ) as Hulkbuster Gulliman sounds. It would answer the questions of how you make a non demon primarch fresh out of stasis different from his 30k model and fit in the same size/price bracket as Magnus.


I think that the best way to bring back an imperial primarch would be to have, for example Russ, come wandering out of nothingness and be just a very tired old man after thousands and thousands of years of fighting. Have him worn down, without any of his legendary equipment and missing an arm. Still pretty impressive, all things told, but ultimately just a little tougher and meaner than a chapter master. Any 40k primarch should be diminished. They'd still be a huge deal for their successors and cause massive schisms in the Imperium by simply existing but nothing you could smack down on the tabletop and totally wreck things with.


Why? We still have regular old space marines and chaos space marines who are 10,000 years old and still fighting? Age means nothing to these guys.


Automatically Appended Next Post:
 Jackal wrote:
Which version came out first and in what year? Which version has the most novels and books? Which version has the most factions to work with? Material alone, there is enough written about the 40k universe to fill half a library.



Fantasy was released back in 83, 40k was released in 87.
So fantasy came first.

Fantasy also has more books by far.
Define factions? are we talking space marines in general or splitting all chapters?
Either way, fantasy yet again.

Doesnt matter how you cut it, fantasy came before 40k and the sheer volume of material for it is amazing.
So no, 40k does not have more "lore" to it atall.


Also, keep in mind your saying 40k, so all heresy era stuff is out aswell since that would be 30k at present.


You're telling me there's more fantasy stuff in the black library than 40k? And 30k is rolled into the 40k "universe" because it's part of the lore and fluff.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 12:14:04


Post by: tneva82


 nintura wrote:
You're telling me there's more fantasy stuff in the black library than 40k? And 30k is rolled into the 40k "universe" because it's part of the lore and fluff.


Worth keeping mind # of BL books!=amount of fluff game has.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 12:20:47


Post by: nintura


tneva82 wrote:
 nintura wrote:
You're telling me there's more fantasy stuff in the black library than 40k? And 30k is rolled into the 40k "universe" because it's part of the lore and fluff.


Worth keeping mind # of BL books!=amount of fluff game has.


Then what would you go off of? Number of Codex? Supplements? Board games? Websites? Data?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 12:41:08


Post by: lord_blackfang


The amount of fluff a game has != amount of fluff game has.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 12:50:13


Post by: Noctem


Do we know what each formation requires now or just their names and some of their benefits?

I'll probably have two lists, one more fluffy including most of the new releases and some demons and then one list that's more competitive that's mostly demons. Although, I really don't feel like running a full on horror focused army even if that ends up being the most competitive!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 12:58:30


Post by: Voodoo_Chile


Any word on if the Mark of Tzeentch or Generating Powers rules have been updated to no longer require at least one roll on your deities' table?

I think it has been confirmed that the Rubric Marines dataslate just has the Tzeentch discipline on it for the Aspiring Sorcerer to generate on but I don't know do they have updated rules for the detachment or if it all falls back to the rules in Codex CSM.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:01:20


Post by: nintura


Do we happen to know if the limited book is the only way to get the psyker cards?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:05:50


Post by: Crimson


 nintura wrote:

Why? We still have regular old space marines and chaos space marines who are 10,000 years old and still fighting? Age means nothing to these guys.

Dante is the oldest loyalist marine at a bit over 1100.


In any case, the stupidest way to bring back Primarchs would be to just have them appear and be just like during HH like nothing had happened. If one wants that why not just play HH?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:09:27


Post by: Chikout


 nintura wrote:
Rosebuddy wrote:
GoatboyBeta wrote:
As daft/improbable/kick ass(take your pick ) as Hulkbuster Gulliman sounds. It would answer the questions of how you make a non demon primarch fresh out of stasis different from his 30k model and fit in the same size/price bracket as Magnus.


I think that the best way to bring back an imperial primarch would be to have, for example Russ, come wandering out of nothingness and be just a very tired old man after thousands and thousands of years of fighting. Have him worn down, without any of his legendary equipment and missing an arm. Still pretty impressive, all things told, but ultimately just a little tougher and meaner than a chapter master. Any 40k primarch should be diminished. They'd still be a huge deal for their successors and cause massive schisms in the Imperium by simply existing but nothing you could smack down on the tabletop and totally wreck things with.


Why? We still have regular old space marines and chaos space marines who are 10,000 years old and still fighting? Age means nothing to these guys.


Automatically Appended Next Post:

 Jackal wrote:
Which version came out first and in what year? Which version has the most novels and books? Which version has the most factions to work with? Material alone, there is enough written about the 40k universe to fill half a library.



Fantasy was released back in 83, 40k was released in 87.
So fantasy came first.

Fantasy also has more books by far.
Define factions? are we talking space marines in general or splitting all chapters?
Either way, fantasy yet again.

Doesnt matter how you cut it, fantasy came before 40k and the sheer volume of material for it is amazing.
So no, 40k does not have more "lore" to it atall.


Also, keep in mind your saying 40k, so all heresy era stuff is out aswell since that would be 30k at present.


You're telling me there's more fantasy stuff in the black library than 40k? And 30k is rolled into the 40k "universe" because it's part of the lore and fluff.

To put the fantasy 40k comparison to bed. There have been about 270 fantasy books including anthologies but not AOS or short stories. There have been more than 300 40k books following the same rules but not including the Horus heresy. Fantasy is older but in recent years there have been twice as many 40k books as fantasy books coming out. Even if we look at the last year, there were more books in the beats arises series than the main AOS series.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:12:22


Post by: Vorian


 Crimson wrote:
 nintura wrote:

Why? We still have regular old space marines and chaos space marines who are 10,000 years old and still fighting? Age means nothing to these guys.

Dante is the oldest loyalist marine at a bit over 1100.


In any case, the stupidest way to bring back Primarchs would be to just have them appear and be just like during HH like nothing had happened. If one wants that why not just play HH?


They want to fight against Tau, Nids, Necrons etc?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:16:26


Post by: Davor


tneva82 wrote:
Spoiler:
ERJAK wrote:
Feth the current theme. It's BORING. Literally no action anyone in all the galaxy takes matters because NOTHING HAPPENS. So to correct that, they move the story forward, a snails pace to be sure, milk it for another 20 years; big universe after all. But here's the thing, the good guys are hopelessly outmatched. 6 Demon Primarchs, just as many named, powerful characters as in the whole of the imperium, and an endless legion of greater demons and former legionaires to pull even bigger bads out of. The outcome would be hilariously foregone, even to a casual reader. Why then, get invested? Why, if you've never followed the fluff before, bother trying to catch up when at the end of the day all you're doing is watching the dirt settle on the grave of the imperium. So you need heroes, big names, names that would cause as many problems as they would offer solutions but little tiny glimmers of possibility. Watching a decrepit broken down imperium finally fall would ultimately lack meaning, even for Chaos. Seeing an Imperium topple as it's greatest heroes fail, as it's final opportunity to save itself, to bring itself back from the edge, is squandered, that would be a compelling story.


Hopeless or not is up for players to fight out on the tabletop...That was always the idea in 40k. Setting for players to fight out the story. GW wasn't supposed to provide the story as that's just limiting players own imagination and stories. But guess some people need to be hand fed stories rather than do their own.

And for not mattering...AOS is prime example of not mattering when GW has designed whole new setting so that it's 100% irrelevant what happens. So yeah good job from GW. In 40k at least it's possible for one side to lose. In AOS nobody CAN lose.


So name calling and shaming when someone has a differing opinion than you eh?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:26:58


Post by: Rosebuddy


 nintura wrote:
Rosebuddy wrote:
GoatboyBeta wrote:
As daft/improbable/kick ass(take your pick ) as Hulkbuster Gulliman sounds. It would answer the questions of how you make a non demon primarch fresh out of stasis different from his 30k model and fit in the same size/price bracket as Magnus.


I think that the best way to bring back an imperial primarch would be to have, for example Russ, come wandering out of nothingness and be just a very tired old man after thousands and thousands of years of fighting. Have him worn down, without any of his legendary equipment and missing an arm. Still pretty impressive, all things told, but ultimately just a little tougher and meaner than a chapter master. Any 40k primarch should be diminished. They'd still be a huge deal for their successors and cause massive schisms in the Imperium by simply existing but nothing you could smack down on the tabletop and totally wreck things with.


Why? We still have regular old space marines and chaos space marines who are 10,000 years old and still fighting? Age means nothing to these guys.



Because it flips the expectations of the returning primarch being glorious and awesome on their head. Regular space marines don't reach 10 000 without major life-extending technology like being put into a dreadnought pod and hibernating most of the time or without being actively sustained by the chaos gods and entering timeless space. It's fully appropriate for a primarch to age, particularly when it's to emphasise the themes of change and outright decline between the era of primarchs and contemporary 40K.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:28:50


Post by: Galef


Souba wrote:
Franarok wrote:
Well, doesnt mention Daemonology, but that doesnt means they cant not use it. Daemonology rules says that every psi on the game can use it but GK.

If not, even with the new blue and smaller horrors split, will be a huge nerf to summoning strategy


because that rule from the BRB was to adjust 6th edition books.
every codex after the 7th edition rulebook has all psykers explicitly mentioning their access to daemonology.

Warzone Fenris 1: Curse of the Wulfen had no unit updates except new formations, armoury and psychic powers aswell as adding belakor and exhalted flamers. <-- no changes to existing units within the codex: chaos daemons
Warzone Fenris 2: Wrath of Magnus has updated rules for Pink, Blue and Brimstone Horrors, and their entrys do not mention any daemonology at all. Consider that in the same Book, Ahriman has updated rules aswell and in his entry Daemonology is written.

as such: Pink, Blue and Brimstone Horrors may not use Daemonology, since they got updated Rules. However, all other entries except horrors in the Daemon Codex still have access to them, since their rules have not been updated yet.

The current codex entry for Pink Horrors does not say they have access to Daemonology, and yet it is accepted that they can use it even without an FAQ, so why would an updated entry's lack of Daemonology be any different?
The BRB gives specific access to all psykers with few exceptions (no Malefic for GKs or Sanctic for Daemons, or at all for Nids).

Unless the new entries SPECIFICALLY say the Horrors (of any type) cannot access Malefic daemonology, they can use it. PERIOD
Or if it says they can ONLY access the Change Discipline, which we now know neither the Blue or Brimstone horrors entries are listed as such, so why would the Pinks entry be different?

Another possibility is if the Pink Horrors entry has access to Daemonology and Change (we haven't seen their entry yet, only the Blues & Brimstones)
That would make sense as otherwise, why ever buy Pinkies over Blues?

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:30:46


Post by: nintura


So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:36:36


Post by: Slayer le boucher


6th Ed CSM codex doesn't have Deamonology in the list of Powers Sorcerors can take.

WoM has the daemonology powers listed for the Sorcerors and Arhiman, but Horrors don't have it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:41:19


Post by: Rosebuddy


 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


What? Any galactic conquering was done during the Great Crusade era. I'm obviously talking about the myths about Russ or Khan being lost in the warp somewhere, forever fighting whatever it is they're fighting.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:45:04


Post by: nintura


Rosebuddy wrote:
 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


What? Any galactic conquering was done during the Great Crusade era. I'm obviously talking about the myths about Russ or Khan being lost in the warp somewhere, forever fighting whatever it is they're fighting.


Right. You were talking about them coming back as old men after thousands of years. But we have evidence that regular space marines can live that long (CSM's have been fighting for 10k, and I'm not talking about time dilation or anything that crazy). The Primarchs themselves had to have been fighting for thousands of years during the Crusade era. Unless they were nearing old age at the end of the heresy, I couldn't see them as old and shriveled marines. Certainly not Vulkan, but he's his own special case.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:46:13


Post by: Slayer le boucher


 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


I will assume that you din't read any of the HH fluff or books, since its explained in them that the Great Crusade lasted 200-300years iirc( someone can confirm this if they want).

Also the fluff established a long time ago that the Primarchs lifespan was in the 500-600-ish years, that all those that survived the heresy, simply died out of extreme age( bare for those who mysterously dissapeared and are Prophetised to come back at the end of times, yeah convinient i know)

The Dante's case is a particular one, since no one knows how the heck he's alive, either someone else in the Chapter takes up his armor and mask and then the name Dante is a Legacy passed on, or ...well since BA are kinda Space Vampires with all their blood exchange/infusion, he has acces to a life extending technology.

Its said in the fluff that the Great Crusade expansion was really really fast, with entiere Legions of Millions of Space Marines, and countless NAvy and IG devided into expeditionary groups and scattered all over the galaxy, it took them decades to reach the outskirts of the galaxy and a century to consildate their Power over the Galaxy.

At the time the Warp wasn't has brutal as it is now, it was still dangerous, but its really towards the end of the Great Crusade and at the start of the HH that SM had their first conflicts with Daemons, prior to that, they Though Daemons where simply another Xeno race that lived in the Warp.

When you factor all this, yeah, they conquered at an incredible pace the galaxy, and it din't take them a millenia.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:47:26


Post by: Galef


 Slayer le boucher wrote:
6th Ed CSM codex doesn't have Deamonology in the list of Powers Sorcerors can take.

WoM has the daemonology powers listed for the Sorcerors and Arhiman, but Horrors don't have it.

While I agree that is odd, and a very good RAI argument, Codedices and expansions must specifically override something from the BRB for it to be RAW.
The absence of a rule that the BRB inherently grants does NOT override access to such rule.

I suspect an FAQ to address this (hopefully) and will probably disallow access to Malefic (let's hope for balance sake).
But until such FAQ is published, nothing prevents Pink, Blue or Brimstone horrors from using Malefic.

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 13:48:57


Post by: Slayer le boucher


 Galef wrote:
 Slayer le boucher wrote:
6th Ed CSM codex doesn't have Deamonology in the list of Powers Sorcerors can take.

WoM has the daemonology powers listed for the Sorcerors and Arhiman, but Horrors don't have it.

While I agree that is odd, and a very good RAI argument, Codedices and expansions must specifically override something from the BRB.
The absence of a rule that the BRB inherently grants does NOT override access to such rule.

I suspect an FAQ to address this (hopefully) and will probably disallow access to Malefic (let's hope for balance sake).
But until such FAQ is published, nothing prevents Pink, Blue or Brimstone horrors from using Malefic.

-


It might very well be the case, but the wait of a FaQ for WoM would be a long one i assume, since we just got the basic rules one and still are waiting for the final version of all the codexes ones.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:01:24


Post by: nintura


 Slayer le boucher wrote:
 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


I will assume that you din't read any of the HH fluff or books, since its explained in them that the Great Crusade lasted 200-300years iirc( someone can confirm this if they want).

Also the fluff established a long time ago that the Primarchs lifespan was in the 500-600-ish years, that all those that survived the heresy, simply died out of extreme age( bare for those who mysterously dissapeared and are Prophetised to come back at the end of times, yeah convinient i know)

The Dante's case is a particular one, since no one knows how the heck he's alive, either someone else in the Chapter takes up his armor and mask and then the name Dante is a Legacy passed on, or ...well since BA are kinda Space Vampires with all their blood exchange/infusion, he has acces to a life extending technology.

Its said in the fluff that the Great Crusade expansion was really really fast, with entiere Legions of Millions of Space Marines, and countless NAvy and IG devided into expeditionary groups and scattered all over the galaxy, it took them decades to reach the outskirts of the galaxy and a century to consildate their Power over the Galaxy.

At the time the Warp wasn't has brutal as it is now, it was still dangerous, but its really towards the end of the Great Crusade and at the start of the HH that SM had their first conflicts with Daemons, prior to that, they Though Daemons where simply another Xeno race that lived in the Warp.

When you factor all this, yeah, they conquered at an incredible pace the galaxy, and it din't take them a millenia.


That's not even possible nor does it even make sense lol.

But ignoring all the impossibilities of conquering millions of planets (if not billions) in the span of a few centuries, let alone travel time getting to them, you said Primarchs died out due to old age. Which Primarchs would these be? There were more than the 18 or so first talked about?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:06:05


Post by: Galef


 Slayer le boucher wrote:

It might very well be the case, but the wait of a FaQ for WoM would be a long one i assume, since we just got the basic rules one and still are waiting for the final version of all the codexes ones.

it may not be as long as you think. The Curse of the Wulfen was very new when we got the Draft FAQ, yet they including some stuff about it in there.
Hopefully the final draft FAQ for Chaos will include stuff about Wrath of Magnus.

I would be fine if Horrors did not have access to Malefic anymore, especially since they spawn guaranteed new units and still provide WC. The only thing that I would miss in my lists would be the extra chance to roll Cursed Earth or Incursion.
I still can't believe more people are not freaking out about a 90pt unit that spawns two 50pts units that spawn two 30pt units

Edit: I just realized something: If you have a Herald or other Psyker cast Sacrifice and kill 1 Pink horror, then you get 1 Herald + 2 Blue Horrors.
And until FAQ'd, a unit of 10 Pink Horrors that uses Posession will be removed and you'll get a Greater Daemon + 20 Blue Horrors....sick

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:19:57


Post by: commander dante


Getting a 1 on perils and the failing results in 20 blue horrors... and a cast of said spell...(if you passed the Psychic test and Perils'd)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:30:49


Post by: tneva82


 nintura wrote:
tneva82 wrote:
 nintura wrote:
You're telling me there's more fantasy stuff in the black library than 40k? And 30k is rolled into the 40k "universe" because it's part of the lore and fluff.


Worth keeping mind # of BL books!=amount of fluff game has.


Then what would you go off of? Number of Codex? Supplements? Board games? Websites? Data?



Obviously you need to incorporate all. Codex, rpg's, white dwarf articles...it's fluff, it gets counted


Automatically Appended Next Post:
 nintura wrote:
[
That's not even possible nor does it even make sense lol.

But ignoring all the impossibilities of conquering millions of planets (if not billions) in the span of a few centuries, let alone travel time getting to them, you said Primarchs died out due to old age. Which Primarchs would these be? There were more than the 18 or so first talked about?


Primarch were not fighting alone you know...give me 1000 fleets and i'll conquer 1000 times as fast as one fleet


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:44:40


Post by: nintura


tneva82 wrote:
 nintura wrote:
tneva82 wrote:
 nintura wrote:
You're telling me there's more fantasy stuff in the black library than 40k? And 30k is rolled into the 40k "universe" because it's part of the lore and fluff.


Worth keeping mind # of BL books!=amount of fluff game has.


Then what would you go off of? Number of Codex? Supplements? Board games? Websites? Data?



Obviously you need to incorporate all. Codex, rpg's, white dwarf articles...it's fluff, it gets counted


Automatically Appended Next Post:
 nintura wrote:
[
That's not even possible nor does it even make sense lol.

But ignoring all the impossibilities of conquering millions of planets (if not billions) in the span of a few centuries, let alone travel time getting to them, you said Primarchs died out due to old age. Which Primarchs would these be? There were more than the 18 or so first talked about?


Primarch were not fighting alone you know...give me 1000 fleets and i'll conquer 1000 times as fast as one fleet


Have all the troops you want, it wouldn't be enough to do it in 300 years


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:56:26


Post by: tneva82


 nintura wrote:

Have all the troops you want, it wouldn't be enough to do it in 300 years


Yes if all troops were in same spot. They were not.

One fleet conquers 300 planet a year(often just by coming to orbit. Sometimes conquer one, conquer many at the same time). 1000 fleet therefore takes 300,000 in a year. GC lasted 200 year(not thousands. Pretty close to 200-300). That's 60,000,000 planets


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 14:59:02


Post by: nintura


Well, we've gone off track, but I dont think you understand the distance between locations and the actual size of the galaxy.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:02:29


Post by: tneva82


 nintura wrote:
Well, we've gone off track, but I dont think you understand the distance between locations and the actual size of the galaxy.


And you seem to be on assumption each primarch had all on one fleet.


But complain to gw. They wrote it. It's official. There's no possibility gc lasted thousands of years. Between birth of slaanes(before which gc was flat out impossible) and hh was just couple centuries.

Arque with gw. They came up with timeline. To have gc last thousands of years requires time trave' or something equally silly


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:13:55


Post by: Vash108


 Slayer le boucher wrote:
 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


I will assume that you din't read any of the HH fluff or books, since its explained in them that the Great Crusade lasted 200-300years iirc( someone can confirm this if they want).

Also the fluff established a long time ago that the Primarchs lifespan was in the 500-600-ish years, that all those that survived the heresy, simply died out of extreme age( bare for those who mysterously dissapeared and are Prophetised to come back at the end of times, yeah convinient i know)

The Dante's case is a particular one, since no one knows how the heck he's alive, either someone else in the Chapter takes up his armor and mask and then the name Dante is a Legacy passed on, or ...well since BA are kinda Space Vampires with all their blood exchange/infusion, he has acces to a life extending technology.

Its said in the fluff that the Great Crusade expansion was really really fast, with entiere Legions of Millions of Space Marines, and countless NAvy and IG devided into expeditionary groups and scattered all over the galaxy, it took them decades to reach the outskirts of the galaxy and a century to consildate their Power over the Galaxy.

At the time the Warp wasn't has brutal as it is now, it was still dangerous, but its really towards the end of the Great Crusade and at the start of the HH that SM had their first conflicts with Daemons, prior to that, they Though Daemons where simply another Xeno race that lived in the Warp.

When you factor all this, yeah, they conquered at an incredible pace the galaxy, and it din't take them a millenia.


Doesn't the warp exist outside of time? If so they wouldn't come out the exact age they went in?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:19:25


Post by: nintura


 Vash108 wrote:
 Slayer le boucher wrote:
 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


I will assume that you din't read any of the HH fluff or books, since its explained in them that the Great Crusade lasted 200-300years iirc( someone can confirm this if they want).

Also the fluff established a long time ago that the Primarchs lifespan was in the 500-600-ish years, that all those that survived the heresy, simply died out of extreme age( bare for those who mysterously dissapeared and are Prophetised to come back at the end of times, yeah convinient i know)

The Dante's case is a particular one, since no one knows how the heck he's alive, either someone else in the Chapter takes up his armor and mask and then the name Dante is a Legacy passed on, or ...well since BA are kinda Space Vampires with all their blood exchange/infusion, he has acces to a life extending technology.

Its said in the fluff that the Great Crusade expansion was really really fast, with entiere Legions of Millions of Space Marines, and countless NAvy and IG devided into expeditionary groups and scattered all over the galaxy, it took them decades to reach the outskirts of the galaxy and a century to consildate their Power over the Galaxy.

At the time the Warp wasn't has brutal as it is now, it was still dangerous, but its really towards the end of the Great Crusade and at the start of the HH that SM had their first conflicts with Daemons, prior to that, they Though Daemons where simply another Xeno race that lived in the Warp.

When you factor all this, yeah, they conquered at an incredible pace the galaxy, and it din't take them a millenia.


Doesn't the warp exist outside of time? If so they wouldn't come out the exact age they went in?


Eh, that's not quite true. It still takes time for those outside of the warp as evidenced by the books and it sometimes taking years to reach a system under attack. And warp travel isn't instantaneous, it still takes time for those inside as well. It just shortens the window, in essence it's faster than light travel, but not that much faster.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:27:06


Post by: VeteranNoob


 Thousand-Son-Sorcerer wrote:
 VeteranNoob wrote:
 Slayer le boucher wrote:
quick question because i can't find it back, wasn't there a formation for the Daemons that doubled the amounts of Horrors spawing from the Split rule?

exalted locus of creation (35 pts), pg 57


Vet may I ask what the Icon of Flame does now?

Icon of flame for CSW TS unit: any weapons with "Bolter" have soul blaze

Icon of fire: Tz demons: demons in this unit have soul blaze in close combat attacks


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:30:46


Post by: A Town Called Malus


That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp (say he thinks he was in there for 100 years and the other guy thinks he was in there for 5 minutes) but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:33:56


Post by: nintura


 A Town Called Malus wrote:
That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


Thats literally throwing your hands up in the air and pro-claiming "Hell if I know"

Yes you are correct, but I was referring to the parts we know in which warp travel was taking linearly because anything else is literally a random throw of the dice.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:34:10


Post by: StupidYellow


 Wilson wrote:
I learned a few pretty cool things today about the future of 40k that I can't keep to myself but must keep the source identity as anonymous as he is a part of the design team...

Spoiler:
Next primarch release is Guiliman in a sort of dreadnight suit. Following him will be Ferrus! In short, his spirit lived on in the machine, so somehow he was cloned and is genetically reborn on Mars. Following those two is demon mortation.

The general jist is that ALL major primarchs are on there way back with the exception of Horus, Sanguinius, Curze etc.

It'll be a final seige on Terra and the next campaign will build up to the demon primarchs breaking in to the emperors throne room and confronting the man himself before the lights go out. No clue what happens after that!

In terms of rules for the next edition, all that was said was that scatter dice would be a thing of the past.



That just sounds awful.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:36:57


Post by: Zerosoul


 nintura wrote:
 Vash108 wrote:
 Slayer le boucher wrote:
 nintura wrote:
So you honestly think Primarchs conquered the known galaxy, which is roughly 100,000 light years across, in the span of what you think a Primarchs lifetime is? It would have taken them thousands of years to even make the travel, let alone the whole conquering part. By this alone, a primarch's life span would have to be thousands if not tens of thousands of years.


I will assume that you din't read any of the HH fluff or books, since its explained in them that the Great Crusade lasted 200-300years iirc( someone can confirm this if they want).

Also the fluff established a long time ago that the Primarchs lifespan was in the 500-600-ish years, that all those that survived the heresy, simply died out of extreme age( bare for those who mysterously dissapeared and are Prophetised to come back at the end of times, yeah convinient i know)

The Dante's case is a particular one, since no one knows how the heck he's alive, either someone else in the Chapter takes up his armor and mask and then the name Dante is a Legacy passed on, or ...well since BA are kinda Space Vampires with all their blood exchange/infusion, he has acces to a life extending technology.

Its said in the fluff that the Great Crusade expansion was really really fast, with entiere Legions of Millions of Space Marines, and countless NAvy and IG devided into expeditionary groups and scattered all over the galaxy, it took them decades to reach the outskirts of the galaxy and a century to consildate their Power over the Galaxy.

At the time the Warp wasn't has brutal as it is now, it was still dangerous, but its really towards the end of the Great Crusade and at the start of the HH that SM had their first conflicts with Daemons, prior to that, they Though Daemons where simply another Xeno race that lived in the Warp.

When you factor all this, yeah, they conquered at an incredible pace the galaxy, and it din't take them a millenia.


Doesn't the warp exist outside of time? If so they wouldn't come out the exact age they went in?


Eh, that's not quite true. It still takes time for those outside of the warp as evidenced by the books and it sometimes taking years to reach a system under attack. And warp travel isn't instantaneous, it still takes time for those inside as well. It just shortens the window, in essence it's faster than light travel, but not that much faster.


No, it depends. There's mention in the fluff - can't remember where, but I know I read it - of ships coming out of the Warp and encountering themselves before they leave. Time is mutable in the Warp, which translates into "whatever the writers need it to be."


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:43:49


Post by: nintura


Lol yeah, pretty much. For a fun point though, I thought it would be interesting to note that there is a way to make this all possible, and not with "magic travel".

There is a high enough velocity that will allow you to travel to any point instantaneously, despite the distance. An easy way to understand this is Star Treks "Warp 10", using the new definition, not the old one (there have been ships that broke warp 10 but this was later reduced as they condensed all speeds).

Warp 10 was a theoretical speed in which the traveler occupies all possible spaces in the universe simultaneously. To imagine this, think that you have an apple in your hand, you can point at any part of it and be there. Except that apple is all of the universe. It's kinda like you step out of your universe which becomes a little ball.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:54:11


Post by: Vash108


 A Town Called Malus wrote:
That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp (say he thinks he was in there for 100 years and the other guy thinks he was in there for 5 minutes) but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


The warp sounds very... Chaotic
•_•)
( •_•)>⌐■-■
(⌐■_■)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 15:57:00


Post by: nintura


 Vash108 wrote:
 A Town Called Malus wrote:
That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp (say he thinks he was in there for 100 years and the other guy thinks he was in there for 5 minutes) but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


The warp sounds very... Chaotic
•_•)
( •_•)>⌐■-■
(⌐■_■)


Just. Get. Out.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:31:54


Post by: Red_Drake


 VeteranNoob wrote:
Icon of fire: Tz demons: demons in this unit have soul blaze in close combat attacks


Would it be possible for you to tell us how much the relics cost?

Also, can you elaborate on the Daemons side of things? what does the tzeentch warpstorm table look like? what are the benifits of a "daemons of tzeentch detachment"? not the tzeench daemon decurion, but the "you can make any daemons detachment a tzeentch daemon detachment" bit, like the thousand sons. (is that even a thing?)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:36:21


Post by: FoxPhoenix135


Guys, take all this talk about Primarchs and travel times to the Background forum. This is about the new releases for Chaos.

On topic: Anything new on Traitor Legions yet?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:39:21


Post by: DarkStarSabre


 Wilson wrote:
I learned a few pretty cool things today about the future of 40k that I can't keep to myself but must keep the source identity as anonymous as he is a part of the design team...

Spoiler:
Next primarch release is Guiliman in a sort of dreadnight suit. Following him will be Ferrus! In short, his spirit lived on in the machine, so somehow he was cloned and is genetically reborn on Mars. Following those two is demon mortation.

The general jist is that ALL major primarchs are on there way back with the exception of Horus, Sanguinius, Curze etc.

It'll be a final seige on Terra and the next campaign will build up to the demon primarchs breaking in to the emperors throne room and confronting the man himself before the lights go out. No clue what happens after that!

In terms of rules for the next edition, all that was said was that scatter dice would be a thing of the past.


Well, this sounds like a giant pile of gak.

Ferrus? Being cloned and reborn on Mars?

Hold me whilst I laugh until my sides bleed.

Ferrus is dead. Deader than dead. Cloning Primarchs....doesn't really work - we know this from Fabius Bile's attempts. Please note that Fabius is probably the most capable geneticist alive after the Emperor and well, one of them is sat in a golden throne and not saying much.

Reborn on Mars? No no no. Have you not paid attention the past 3 editions where it was STRONGLY indicated that Mars' cult is probably very, very deeply rooted in the C'tan of the Void Dragon? They're not about to spontaneously poop out a clone of Ferrus - for one thing, Mars doesn't do genetics. You can't extract genetic material from a machine.

The fact you list the dead ones as the exception and try to push a dead one as coming back says horsegak.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:42:59


Post by: axisofentropy


 nintura wrote:
 A Town Called Malus wrote:
That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


Thats literally throwing your hands up in the air and pro-claiming "Hell if I know"

Yes you are correct, but I was referring to the parts we know in which warp travel was taking linearly because anything else is literally a random throw of the dice.
"Hell if I know" is appropriate. The 40k universe is so vast that everything imaginable is canonical. Don't expect consistency.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:44:32


Post by: Voodoo_Chile


 DarkStarSabre wrote:


Reborn on Mars? No no no. Have you not paid attention the past 3 editions where it was STRONGLY indicated that Mars' cult is probably very, very deeply rooted in the C'tan of the Void Dragon? They're not about to spontaneously poop out a clone of Ferrus - for one thing, Mars doesn't do genetics. You can't extract genetic material from a machine.



Oh god, now I have this horrifying image of an all Living Metal Ferrus Manus bar two fleshy hands, tearing himself out of the Void Dragon shard on Mars.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:51:25


Post by: Nostromodamus


Is someone seriously trying to apply real-world physics to 40k and warp travel?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:51:34


Post by: kronk


 Voodoo_Chile wrote:
 DarkStarSabre wrote:


Reborn on Mars? No no no. Have you not paid attention the past 3 editions where it was STRONGLY indicated that Mars' cult is probably very, very deeply rooted in the C'tan of the Void Dragon? They're not about to spontaneously poop out a clone of Ferrus - for one thing, Mars doesn't do genetics. You can't extract genetic material from a machine.



Oh god, now I have this horrifying image of an all Living Metal Ferrus Manus bar two fleshy hands, tearing himself out of the Void Dragon shard on Mars.


The Pre-Heresy gene cultists were on Luna, not Mars. If that rumor had any chance of being real, they would have at least named the more reasonable astral body.

As is, that rumor is a pile of crap. On mars.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 16:55:29


Post by: tneva82


 nintura wrote:
 A Town Called Malus wrote:
That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


Thats literally throwing your hands up in the air and pro-claiming "Hell if I know"

Yes you are correct, but I was referring to the parts we know in which warp travel was taking linearly because anything else is literally a random throw of the dice.


Well funny that. That's how GW designed the warp. It is NOT linear.

Really check up on fluff GW HAS written. That way you don't claim great crusade took thousands of years when that's flat out impossibility according to GW's official time line which puts it from starting around year 29800 with birth of Slaanesh(before which large scale space travel was impossible which is why Emperor prepared on earth since he knew warp storms would calm soon) and lasted until first decades of next millenia.

Yeah it sounds ridiculously small timeframe so you need to up the scale of number of fleets enough. If you have fleets conquering tens if not hundreds of thousands of systems simultaneously it makes more sense. And 40k has always been about dialing up numbers up. Hundreds of thousands of fleets ain't nothing in 40k.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:02:53


Post by: nintura


tneva82 wrote:
 nintura wrote:
 A Town Called Malus wrote:
That is not quite correct nintura. Time does not travel linearly in the warp. It is entirely possible (and has happened) that some fleets have arrived at star systems before they were actually ordered to leave or the system even requested help.

People in the warp experience time but the time they experience could have absolutely no correlation to the time experienced by those outside the warp, or even others within the warp. So you could have two people enter the warp at the same time and one experiences a longer time than the other in the warp but also leaves the warp sooner than the other from the point of view of an observer outside the warp.


Thats literally throwing your hands up in the air and pro-claiming "Hell if I know"

Yes you are correct, but I was referring to the parts we know in which warp travel was taking linearly because anything else is literally a random throw of the dice.


Well funny that. That's how GW designed the warp. It is NOT linear.

Really check up on fluff GW HAS written. That way you don't claim great crusade took thousands of years when that's flat out impossibility according to GW's official time line which puts it from starting around year 29800 with birth of Slaanesh(before which large scale space travel was impossible which is why Emperor prepared on earth since he knew warp storms would calm soon) and lasted until first decades of next millenia.

Yeah it sounds ridiculously small timeframe so you need to up the scale of number of fleets enough. If you have fleets conquering tens if not hundreds of thousands of systems simultaneously it makes more sense. And 40k has always been about dialing up numbers up. Hundreds of thousands of fleets ain't nothing in 40k.


Unless you're talking trillions of fleets, it's not going to happen. Not in that time frame. Yes, GW can say what they want because that's how it worked. But it wouldn't happen in reality. There's an estimated 100 BILLION habitable planets in the Milkway alone. And that's 1% of 1% of 1% (it goes on, but I dont like to repeat myself) of the planets out there. So even given your possible theory of 60 million planets conquered in 300 years, you'd need to really, REALLY ramp that up. And that's not going to happen by the year 30,000 by the best of times.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:03:57


Post by: mrhappyface


Seriously guys, take foxphoenix's advice and move your discussion to the background forum.

Re: foxphoenix,
Besides the initial leak that we got a couple of weeks ago that was from the guy who 'predicted' (some argue he didn't predict it at all) traitors hate. Seems strange though seeing how close we are getting to it's release that there are no leaks.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:08:51


Post by: tneva82


 nintura wrote:
Unless you're talking trillions of fleets, it's not going to happen. Not in that time frame. Yes, GW can say what they want because that's how it worked. But it wouldn't happen in reality. There's an estimated 100 BILLION habitable planets in the Milkway alone. And that's 1% of 1% of 1% (it goes on, but I dont like to repeat myself) of the planets out there. So even given your possible theory of 60 million planets conquered in 300 years, you'd need to really, REALLY ramp that up. And that's not going to happen by the year 30,000 by the best of times.


So you ramp the numbers up.

Also btw that's a) estimate b) IoM did not conquer every habitable planet.

Whatever you arque fact is GC took about 200 years. End of story. You can arque about whether it's logical for us or not but that's the fact.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:20:16


Post by: Wulfmar


Pages upon pages of opinion with very little content. It's very ultracrepidarian.

I may have missed it somewhere in this mess, but do we have any information relating to the actual rules for the Thousand Sons (ideally someone who has managed to sneak an early copy?)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:22:09


Post by: Nostromodamus


 nintura wrote:
But it wouldn't happen in reality.


But we're not talking about reality. We're talking about space fantasy where our knowledge of "reality" is completely meaningless. Now can you please stop trying to apply real-world physics to an imaginery universe and physics-less daemonic dimension and leave this thread for it's intended purpose?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:25:13


Post by: Vash108


 Wulfmar wrote:
Pages upon pages of opinion with very little content. It's very ultracrepidarian.

I may have missed it somewhere in this mess, but do we have any information relating to the actual rules for the Thousand Sons (ideally someone who has managed to sneak an early copy?)


We may see some scans around Wednesday if I had to guess.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:25:38


Post by: mrhappyface


Can you guys please take your discussion to the background forum, please!

 Wulfmar wrote:
Pages upon pages of opinion with very little content. It's very ultracrepidarian.

I may have missed it somewhere in this mess, but do we have any information relating to the actual rules for the Thousand Sons (ideally someone who has managed to sneak an early copy?)

FLG have most of it here:
https://www.frontlinegaming.org/2016/11/26/war-zone-fenris-wrath-of-magnus-review-dataslates-and-special-rules/


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:28:40


Post by: Iuchiban


Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:30:14


Post by: Skerr


Awesome that you are willing to answer questions.

Though I understand the primarch debate is hot, please open a new thread so we an discuss this release.

Thanks all.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:31:36


Post by: Requizen


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Always great to see you Iuchiban! Can't wait!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:32:11


Post by: Sasori


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


We haven't seen much on the Daemons. We know about the new Horror rule, but is there anything new with other entires like the Flamers? What about the new Warpstorm table?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:32:16


Post by: Yoyoyo


Did the Icon of Flame survive?

Cheers!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:32:54


Post by: Skerr


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


What is the initial cost for a unit of Tzaangors and their min size? I read they were 7 each after initial cost and max size was 30. Is there a cost for them to take auto pistols and chainswords?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:36:50


Post by: Voodoo_Chile


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Hey luchiban, thanks for this. If you have a chance to just check to see if there's any update to the Mark of Tzeentch rules or the Tzeentch discipline rules and whether Psykers with the Mark of Tzeentch still have to generate one power from the Tzeentch discipline and can only generate up to half their powers from the discipline. I suspect there isn't from looking at the table of contents on BOLS but if it's going to be anywhere I guess it'd be in the armoury (if the MoT has a specific entry) or in the Discipline of Tzeentch section.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:37:46


Post by: Wulfmar


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Excellent news! Thank you in advance!

1) Standard Thousand Sons Squads
- What weapon choices are available?
- How do you reckon it affect compositions of the squad (are you encouraged to go for a specific type of weapon to make use of any specific bonuses?)

2) Occult terminators
- Anything notably different to normal CSM terminator weapon choices?

3) Ahriman
- Does he have to be mounted on a disk of Tzeentch now?


Thanks again - hope you enjoy flicking through the book!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:39:13


Post by: Skerr


Do the warpflame weapons have the boost to an enemies FNP or is simply plus 1 AP and soulblaze.
Do not have the rule in print but I read that it depends on your enemies toughness.

Also if you have a flamer is it soulblaze or do you need the Icon. same question for Soul reaper cannon, soulblaze or not.

Thanks.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:40:05


Post by: Vash108


 Wulfmar wrote:


3) Ahriman
- Does he have to be mounted on a disk of Tzeentch now?


Thanks again - hope you enjoy flicking through the book!


I know we have a book INC, but I think the sculptor was talking about how he made Ahriman stand and look good on and off the disk. So a possible hint, or reading into it too far.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:42:08


Post by: Skerr


I need to read up on the whole decurion.

Is it possible to just take a normal cad?

HQ and 2 troops, season to taste?

Or do I need to follow with detachment rules?


Automatically Appended Next Post:
I have not seen any lists up yet I suppose we are waiting on additional point values?

Or likely folks to get the rules, lol.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:45:15


Post by: Voodoo_Chile


 Skerr wrote:
I need to read up on the whole decurion.

Is it possible to just take a normal cad?

HQ and 2 troops, season to taste?

Or do I need to follow with detachment rules?


I think I can answer that one (or rather this handy screenshot can here). But essentially any Chaos Space Marine detachment (and I guess regular book ones) can be a Thousand Sons detachment provided it meets those restrictions.
In theory this could apply to other detachments and formations from other CSM books.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:46:01


Post by: Captyn_Bob


What units are options in each formation?
Any formation bonuses noteworthy without maxing out?

Also hoping the scarab occult have weapon options.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:47:27


Post by: changemod


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


More specifics on formation requirements/benefits would be great!

Also non-formation auxilliary choices I guess.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:48:31


Post by: VeteranNoob


Red_Drake wrote:
 VeteranNoob wrote:
Icon of fire: Tz demons: demons in this unit have soul blaze in close combat attacks


Would it be possible for you to tell us how much the relics cost?

Also, can you elaborate on the Daemons side of things? what does the tzeentch warpstorm table look like? what are the benifits of a "daemons of tzeentch detachment"? not the tzeench daemon decurion, but the "you can make any daemons detachment a tzeentch daemon detachment" bit, like the thousand sons. (is that even a thing?)


CSM Rubrics icon flame 15 as well as icon fire for Pink Horrors
As far as the generic Tz demons that's in Curse of Wulfen along w/warlord traits and I don't have that. This was before our review time. Someone here surely can answer that. I'd be curious to know but won't see that book until this weekend when a friend shows me those older stats.

If your warlord has Demon of Tz rule and is the decurion either from Curse of Wulfen or Wrath of Magnus they can opt to use this Tz warp storm table each shooting phase
ranges from hurting a friend or foe to create a chaosspawn, taking your unit off the board to deep strike them next round, harnessing on 3+, warpflame flamers, both players getting rerolls, cheaper psyker powers, potentially everyone getting hit by warpflame, create brimstones, possession, to creating a Lord of Change.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:53:44


Post by: Red_Drake


 VeteranNoob wrote:

CSM Rubrics icon flame 15 as well as icon fire for Pink Horrors
As far as the generic Tz demons that's in Curse of Wulfen along w/warlord traits and I don't have that. This was before our review time. Someone here surely can answer that. I'd be curious to know but won't see that book until this weekend when a friend shows me those older stats.

If your warlord has Demon of Tz rule and is the decurion either from Curse of Wulfen or Wrath of Magnus they can opt to use this Tz warp storm table each shooting phase
ranges from hurting a friend or foe to create a chaosspawn, taking your unit off the board to deep strike them next round, harnessing on 3+, warpflame flamers, both players getting rerolls, cheaper psyker powers, potentially everyone getting hit by warpflame, create brimstones, possession, to creating a Lord of Change.


Thanks! What about the costs of the new tzeentch CSM artifacts in the new book?


Automatically Appended Next Post:
Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Is there any way to use the new Daemon formations in the Daemonic Incursion detachment? (likely answer is no, but I figured I'd ask anyway)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 17:57:50


Post by: Skerr


 Voodoo_Chile wrote:
 Skerr wrote:
I need to read up on the whole decurion.

Is it possible to just take a normal cad?

HQ and 2 troops, season to taste?

Or do I need to follow with detachment rules?


I think I can answer that one (or rather this handy screenshot can here). But essentially any Chaos Space Marine detachment (and I guess regular book ones) can be a Thousand Sons detachment provided it meets those restrictions.
In theory this could apply to other detachments and formations from other CSM books.


Though could I do that with units in WOM. Ahriman and 2 troops from WOM?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:00:58


Post by: Voodoo_Chile


 Skerr wrote:
 Voodoo_Chile wrote:
 Skerr wrote:
I need to read up on the whole decurion.

Is it possible to just take a normal cad?

HQ and 2 troops, season to taste?

Or do I need to follow with detachment rules?


I think I can answer that one (or rather this handy screenshot can here). But essentially any Chaos Space Marine detachment (and I guess regular book ones) can be a Thousand Sons detachment provided it meets those restrictions.
In theory this could apply to other detachments and formations from other CSM books.


Though could I do that with units in WOM. Ahriman and 2 troops from WOM?


I guess so. We'd have to see if the Dataslates are all from Chaos Space Marines (Like the Horrors are they just for Daemons or the specific formations in WoM) but I imagine Ahriman and either Tzaangors or Rubrics would be available in a Combined Arms Detachment.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:02:39


Post by: Skerr


 Voodoo_Chile wrote:
 Skerr wrote:
 Voodoo_Chile wrote:
 Skerr wrote:
I need to read up on the whole decurion.

Is it possible to just take a normal cad?

HQ and 2 troops, season to taste?

Or do I need to follow with detachment rules?


I think I can answer that one (or rather this handy screenshot can here). But essentially any Chaos Space Marine detachment (and I guess regular book ones) can be a Thousand Sons detachment provided it meets those restrictions.
In theory this could apply to other detachments and formations from other CSM books.


Though could I do that with units in WOM. Ahriman and 2 troops from WOM?




I guess so. We'd have to see if the Dataslates are all from Chaos Space Marines (Like the Horrors are they just for Daemons or the specific formations in WoM) but I imagine Ahriman and either Tzaangors or Rubrics would be available in a Combined Arms Detachment.




Thanks VC!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:05:13


Post by: Roknar


 VeteranNoob wrote:
Red_Drake wrote:
 VeteranNoob wrote:
Icon of fire: Tz demons: demons in this unit have soul blaze in close combat attacks


Would it be possible for you to tell us how much the relics cost?

Also, can you elaborate on the Daemons side of things? what does the tzeentch warpstorm table look like? what are the benifits of a "daemons of tzeentch detachment"? not the tzeench daemon decurion, but the "you can make any daemons detachment a tzeentch daemon detachment" bit, like the thousand sons. (is that even a thing?)


CSM Rubrics icon flame 15 as well as icon fire for Pink Horrors
As far as the generic Tz demons that's in Curse of Wulfen along w/warlord traits and I don't have that. This was before our review time. Someone here surely can answer that. I'd be curious to know but won't see that book until this weekend when a friend shows me those older stats.

If your warlord has Demon of Tz rule and is the decurion either from Curse of Wulfen or Wrath of Magnus they can opt to use this Tz warp storm table each shooting phase
ranges from hurting a friend or foe to create a chaosspawn, taking your unit off the board to deep strike them next round, harnessing on 3+, warpflame flamers, both players getting rerolls, cheaper psyker powers, potentially everyone getting hit by warpflame, create brimstones, possession, to creating a Lord of Change.


So the icon of flame didn't change at all? Except not affecting bolt pistols now?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:05:54


Post by: skycapt44


A lot of talk about Magnus, what about Ahriman on a disk? With new speed and no roll to hit for shreik he could potentially throw out 4 shreiks a turn. Potentially joining a screamer star could this be a big thing? Points heavy yes but that's a lot of shreik.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:08:04


Post by: mrhappyface


skycapt44 wrote:
A lot of talk about Magnus, what about Ahriman on a disk? With new speed and no roll to hit for shreik he could potentially throw out 4 shreiks a turn. Potentially joining a screamer star could this be a big thing? Points heavy yes but that's a lot of shreik.

Definitely. Ahriman will become the bane of, well, everything.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:18:43


Post by: Roknar


Ahirman can only cast the same witchfire up to three times, not four. He's also still stuck with rolling once the discipline of tzeentch. Although that got a LOT better with the cabal power. Still not sure whether or not gaze of magnus is part of that or not, but that would be nasty if you have enough warp charges to cast that three times. Not sure that's even feasible mind you.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:20:16


Post by: Kharne the Befriender


Do we know how the Decurion is set up? I.e. what formations are Core, Command, and Auxiliary?

Will the Tzeentch Daemon formations be included in this decurion?

Apologies if this has been covered


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:25:16


Post by: Iuchiban


 Wulfmar wrote:
Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Excellent news! Thank you in advance!

1) Standard Thousand Sons Squads
- What weapon choices are available?
- How do you reckon it affect compositions of the squad (are you encouraged to go for a specific type of weapon to make use of any specific bonuses?)

2) Occult terminators
- Anything notably different to normal CSM terminator weapon choices?

3) Ahriman
- Does he have to be mounted on a disk of Tzeentch now?


Thanks again - hope you enjoy flicking through the book!


Ok, let's get the party started:

1) Rubric Marines: 150 points for 4 guys + sorcered. Standard equipment as usual. Any Rubric Marine may take a warp flamer for +7 points. For every 10, 1 may get the assualt cannon thing. Rest is more or less as always.

2) Termies are slightly different: 250 points for 4 guys + sorcerer (Lvl 2). For every five guys, one may get a heavy weapon (Heavy Flamer(+15) or, Assault cannon thing (+30)). May not take Power fists and/or any other CC weapon than the power sword. For every five models, one may get the Missile thing (+20).

3) Disc for Ahriman is optional (+30 points)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:30:34


Post by: buddha


Thanks Ichiban! What are the auxiliary formations for the thousand sons decurion?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:33:14


Post by: Imateria


 Roknar wrote:
Ahirman can only cast the same witchfire up to three times, not four. He's also still stuck with rolling once the discipline of tzeentch. Although that got a LOT better with the cabal power. Still not sure whether or not gaze of magnus is part of that or not, but that would be nasty if you have enough warp charges to cast that three times. Not sure that's even feasible mind you.

I'm pretty sure Gaze of Magnus is unique to Magnus, as the name suggests.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:39:04


Post by: Iuchiban


Let's go with some random stuff:

Artefacts (Some interesting ones here, and as usual translation of names may be innaccurate)

- Astral Grimoire (30 points):At the beginning of your Movement phase choose either the bearer or a single infantry unit. This unit gets the Jump Infantry type until the end of the phase.

- Doom of the ser (40 points): Daemon weapon, AP2, Combat, Force. Agaist non-vehicle targets the roll to wound is made Ld vs Ld. To calculte instant death the Ld of the bearer is used agaist the T.

- Third eye helmet (20 points): The bearer and his unit may make overwatch attacks, even if the are S&P. Non S&P units may overwatch with BS2.

- Arcane staff thing (10 points): Standard staff, but when the bearer or his unit are charged, charging unit has -2 to the charging distance.

- Lighting thing (20 points): Pistol, S4, AP3, Soulblaze, Blast

- Athenean scrolls (20 points): When making a succesful physic test, if 2 dice have the same result, the power cannot be denied.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:44:05


Post by: Red_Drake


Iuchiban wrote:
Let's go with some random stuff:

Artefacts (Some interesting ones here, and as usual translation of names may be innaccurate)

- Astral Grimoire (30 points):At the beginning of your Movement phase choose either the bearer or a single infantry unit. This unit gets the Jump Infantry type until the end of the phase.

- Doom of the ser (40 points): Daemon weapon, AP2, Combat, Force. Agaist non-vehicle targets the roll to wound is made Ld vs Ld. To calculte instant death the Ld of the bearer is used agaist the T.

- Third eye helmet (20 points): The bearer and his unit may make overwatch attacks, even if the are S&P. Non S&P units may overwatch with BS2.

- Arcane staff thing (10 points): Standard staff, but when the bearer or his unit are charged, charging unit has -2 to the charging distance.

- Lighting thing (20 points): Pistol, S4, AP3, Soulblaze, Blast

- Athenean scrolls (20 points): When making a succesful physic test, if 2 dice have the same result, the power cannot be denied.

Whats the range on the Astral Grimoire?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:48:15


Post by: mrhappyface


Astral grimoire isn't that strong then :/

Still nice for large infantry death stars though.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:54:31


Post by: Iuchiban


 buddha wrote:
Thanks Ichiban! What are the auxiliary formations for the thousand sons decurion?


Let's go with formations then:

War cabal:
1 Ahriman, Daemon Prince, Exalted Sorcerer or Sorcerer
1-3 Rubric Marines
1-3 S O Termies
1-3 Exalted Sorcerer or Sorcerer

Benefits:
If formation is maximezed in number of units, reroll 1's to sabe.
I a Psyker manifest one power, during the next Psychic phase the Psyker and his unit may reroll 1's to hit


War Coven
1 Daemon Prince, Sorcerer or Exalted Sorcerer
3-9 Sorcerer of Exalted Sorcerer

Benefits:
Same as War Cabal (reroll 1's to sabe when max)
The formation may choose one of the psychic disciplines of the BRB and cast those powers with 3+, instead of 4+.



Tzangoor warheard
1 Sorcerer or Exalted Sorcerer
3 units of Tzangoors
0-6 units of Tzangoors or Spaws

Benefits:
Fleet
Reroll to save 1's when max
Tzangoors may run and charge. If charge distance is 9 or more, +1S and +1I.


Sehkmet Conclave
1 Sorcerer, Exalted Sorcecer, Daemon Prince, Ahriman or Magnus
3-9 Units of Scarab Termis

Benefits:
Fear
Reroll 1's to sabe if max
Units in this formation have +1T if they are at 6" of any other 2 units of this formation.


Ahriman Exiles
Ahriman
3-9 Exalted Sorcerers

Benefits:
Reroll 1's to sabe if max
Ahriman and any sorcerer at 18" cast powers with 3+.


Rehati War Sect
Magnus
3-9 Daemon Prince, Exalted Sorcerer

Benefits:
Reroll 1's to sabe if max
If at 18" of Magnus, the formation cast powers with 3+, and have line of sight with every unit in the battlefield.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:54:35


Post by: Vash108


Pardon my lack of knowledge but what is S&P?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:55:39


Post by: Iuchiban


 Vash108 wrote:
Pardon my lack of knowledge but what is S&P?


Slow and Purposeful


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:56:51


Post by: Galef


Hey Iuchiban, thanks as always for this.
I have some Daemon specific questions:

--Do the unit entries for Pink, Blue and Brimstone Horrors replace/add to the entries in Codex: Daemon? or are they unique to CSM detahcments taken as Thousand Sons?

--Can Blue or Brimstone Horrors be taken in the Warpflame Host formation from the Incursion Detachment? Or can they only be taken in CADs and certain Wraith of Magnus formations?

--Other that then Horrors, are there any other Daemon units in the book?

Thanks again!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:56:58


Post by: A Town Called Malus


That daemon weapon is pretty nasty with using LD vs T for ID as it is most likely that the person running around with it will have LD 9 or 10 (I think, surely chaos sorcerers have high leadership?).

So they won't even need to activate the Force power to get ID on T4 or 5, freeing up warp charges for other powers.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:59:08


Post by: Davor


 Vash108 wrote:
Pardon my lack of knowledge but what is S&P?


I believe Slow and Purposeful or something like that.

What is a sabe? At first I thought it was a spelling mistake and is suppose to be save, but I see it a few times. So is it suppose to be save or is it something else?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 18:59:16


Post by: Thousand-Son-Sorcerer


Iuchiban What does the Icon of Flame do now? has it changed or is it the same? Thanks in advance!!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:00:18


Post by: A Town Called Malus


Davor wrote:
 Vash108 wrote:
Pardon my lack of knowledge but what is S&P?


I believe Slow and Purposeful or something like that.

What is a sabe? At first I thought it was a spelling mistake and is suppose to be save, but I see it a few times. So is it suppose to be save or is it something else?


It's just misspelling save. B is right next to V on the keyboard and I imagine they're trying to type fast to answer everyones questions


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:01:42


Post by: Crimson


 nintura wrote:
Lol yeah, pretty much. For a fun point though, I thought it would be interesting to note that there is a way to make this all possible, and not with "magic travel".

There is a high enough velocity that will allow you to travel to any point instantaneously, despite the distance. An easy way to understand this is Star Treks "Warp 10", using the new definition, not the old one (there have been ships that broke warp 10 but this was later reduced as they condensed all speeds).

Warp 10 was a theoretical speed in which the traveler occupies all possible spaces in the universe simultaneously. To imagine this, think that you have an apple in your hand, you can point at any part of it and be there. Except that apple is all of the universe. It's kinda like you step out of your universe which becomes a little ball.

If you think that's possible even in theory, then your understanding of physics is about on the level of your understanding of 40K background (IE. not very good.) Now the former is completly understandable, as the theory of reality is really unintuitive and hard to grasp. But briefly, in reality travelling faster than light would effectively lead to time travel and breaking of causality. Star Trek's FTL is just as much 'magic' as 40K's. For more information google 'Theory of Relativity.'

 nintura wrote:


Unless you're talking trillions of fleets, it's not going to happen. Not in that time frame. Yes, GW can say what they want because that's how it worked. But it wouldn't happen in reality. There's an estimated 100 BILLION habitable planets in the Milkway alone. And that's 1% of 1% of 1% (it goes on, but I dont like to repeat myself) of the planets out there. So even given your possible theory of 60 million planets conquered in 300 years, you'd need to really, REALLY ramp that up. And that's not going to happen by the year 30,000 by the best of times.

Imperium consists of about million worlds. That information is literally on the first pages of every edition of 40K. It is pretty futile to engage in arguments about fluff if you have no foggiest what the fluff actually entails.

Furthermore, you are also wrong about real physics again. Absolutely top estimate of planets in habitable zones of stars not hostile to like is 40 billion, and of course that does not account presence of water and other factors which affect the habitability of said planets.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:03:20


Post by: changemod


Iuchiban wrote:
 buddha wrote:
Thanks Ichiban! What are the auxiliary formations for the thousand sons decurion?


Let's go with formations then:

War cabal:
1 Ahriman, Daemon Prince, Exalted Sorcerer or Sorcerer
1-3 Rubric Marines
1-3 S O Termies
1-3 Exalted Sorcerer or Sorcerer

Benefits:
If formation is maximezed in number of units, reroll 1's to sabe.
I a Psyker manifest one power, during the next Psychic phase the Psyker and his unit may reroll 1's to hit


War Coven
1 Daemon Prince, Sorcerer or Exalted Sorcerer
3-9 Sorcerer of Exalted Sorcerer

Benefits:
Same as War Cabal (reroll 1's to sabe when max)
The formation may choose one of the psychic disciplines of the BRB and cast those powers with 3+, instead of 4+.



Tzangoor warheard
1 Sorcerer or Exalted Sorcerer
3 units of Tzangoors
0-6 units of Tzangoors or Spaws

Benefits:
Fleet
Reroll to save 1's when max
Tzangoors may run and charge. If charge distance is 9 or more, +1S and +1I.


Sehkmet Conclave
1 Sorcerer, Exalted Sorcecer, Daemon Prince, Ahriman or Magnus
3-9 Units of Scarab Termis

Benefits:
Fear
Reroll 1's to sabe if max
Units in this formation have +1T if they are at 6" of any other 2 units of this formation.


Ahriman Exiles
Ahriman
3-9 Exalted Sorcerers

Benefits:
Reroll 1's to sabe if max
Ahriman and any sorcerer at 18" cast powers with 3+.


Rehati War Sect
Magnus
3-9 Daemon Prince, Exalted Sorcerer

Benefits:
Reroll 1's to sabe if max
If at 18" of Magnus, the formation cast powers with 3+, and have line of sight with every unit in the battlefield.


What are the non-formation auxilliary choices?

Also, how about the Daemon decurion's formations and aux choices?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:03:22


Post by: Roknar


This just in on the comunity site for traitor legions.
https://www.warhammer-community.com/2016/11/28/the-eye-opens-and-the-legions-return/

It doesn't really say anything new but there is this:
"pecial rules with names like “The Butcher’s Nails”, “Many Heads of the Hydra” and “Iron Within, Iron Without” bring the well-loved background of the Heretic Astartes to life, and will be available to any detachment or formation pledged to the appropriate Legion (much like their loyalist brethren have access to Space Marine Chapter Tactics).

In addition, every Legion gets a Warlord Traits table, Chaos Artefacts and a dedicated Detachment of Formations, further rewarding armies that mirror the Legions as they appear in the background."

So every legion is getting their own decurion by the looks. That's more than I was expecing.
I wonder what that means for non TSons legions. I would expect them to copy paste the Wrath of Magnus formations without the daemon only parts. Unless we get all new formations (a man can dream right?)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:06:39


Post by: Davor


A Town Called Malus wrote:
Davor wrote:
 Vash108 wrote:
Pardon my lack of knowledge but what is S&P?


I believe Slow and Purposeful or something like that.

What is a sabe? At first I thought it was a spelling mistake and is suppose to be save, but I see it a few times. So is it suppose to be save or is it something else?


It's just misspelling save. B is right next to V on the keyboard and I imagine they're trying to type fast to answer everyones questions


Thanks, that is what I thought, just wanted to make sure since I am not familiar with all of 40K so wanted to make sure sabe didn't stand for something else with all the acronyms we have


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:08:25


Post by: VictorVonTzeentch


 Roknar wrote:
This just in on the comunity site for traitor legions.
https://www.warhammer-community.com/2016/11/28/the-eye-opens-and-the-legions-return/

It doesn't really say anything new but there is this:
"pecial rules with names like “The Butcher’s Nails”, “Many Heads of the Hydra” and “Iron Within, Iron Without” bring the well-loved background of the Heretic Astartes to life, and will be available to any detachment or formation pledged to the appropriate Legion (much like their loyalist brethren have access to Space Marine Chapter Tactics).

In addition, every Legion gets a Warlord Traits table, Chaos Artefacts and a dedicated Detachment of Formations, further rewarding armies that mirror the Legions as they appear in the background."

So every legion is getting their own decurion by the looks. That's more than I was expecing.
I wonder what that means for non TSons legions. I would expect them to copy paste the Wrath of Magnus formations without the daemon only parts. Unless we get all new formations (a man can dream right?)


Can't wait to see what they get, even if I am wary of them just being Copy, Paste versions of the Loyalists with name changes.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:09:07


Post by: Roknar


Also, how in the nine hells are you supposed to use that re-roll special rule when it require you to take a around of 2k+ points in every formation other than the tzangors? I didn't think it would be THAT hard to get. Even just 9 exalted sorcerers is almost 2k, not including the HW choice ^_-

I hope that's not a sign of...something.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:09:26


Post by: Thousand-Son-Sorcerer


 Roknar wrote:
This just in on the comunity site for traitor legions.
https://www.warhammer-community.com/2016/11/28/the-eye-opens-and-the-legions-return/

It doesn't really say anything new but there is this:
"pecial rules with names like “The Butcher’s Nails”, “Many Heads of the Hydra” and “Iron Within, Iron Without” bring the well-loved background of the Heretic Astartes to life, and will be available to any detachment or formation pledged to the appropriate Legion (much like their loyalist brethren have access to Space Marine Chapter Tactics).

In addition, every Legion gets a Warlord Traits table, Chaos Artefacts and a dedicated Detachment of Formations, further rewarding armies that mirror the Legions as they appear in the background."

So every legion is getting their own decurion by the looks. That's more than I was expecing.
I wonder what that means for non TSons legions. I would expect them to copy paste the Wrath of Magnus formations without the daemon only parts. Unless we get all new formations (a man can dream right?)


Well the Alpha Legion players can stop worrying since “Many Heads of the Hydra” can be little else.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:10:06


Post by: A Town Called Malus


 VictorVonTzeentch wrote:
 Roknar wrote:
This just in on the comunity site for traitor legions.
https://www.warhammer-community.com/2016/11/28/the-eye-opens-and-the-legions-return/

It doesn't really say anything new but there is this:
"pecial rules with names like “The Butcher’s Nails”, “Many Heads of the Hydra” and “Iron Within, Iron Without” bring the well-loved background of the Heretic Astartes to life, and will be available to any detachment or formation pledged to the appropriate Legion (much like their loyalist brethren have access to Space Marine Chapter Tactics).

In addition, every Legion gets a Warlord Traits table, Chaos Artefacts and a dedicated Detachment of Formations, further rewarding armies that mirror the Legions as they appear in the background."

So every legion is getting their own decurion by the looks. That's more than I was expecing.
I wonder what that means for non TSons legions. I would expect them to copy paste the Wrath of Magnus formations without the daemon only parts. Unless we get all new formations (a man can dream right?)


Can't wait to see what they get, even if I am wary of them just being Copy, Paste versions of the Loyalists with name changes.


Pfft, as if GW will give something to Chaos from a loyalist faction without attaching some kind of downside which makes it basically useless


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:10:18


Post by: nintura


 Crimson wrote:
 nintura wrote:
Lol yeah, pretty much. For a fun point though, I thought it would be interesting to note that there is a way to make this all possible, and not with "magic travel".

There is a high enough velocity that will allow you to travel to any point instantaneously, despite the distance. An easy way to understand this is Star Treks "Warp 10", using the new definition, not the old one (there have been ships that broke warp 10 but this was later reduced as they condensed all speeds).

Warp 10 was a theoretical speed in which the traveler occupies all possible spaces in the universe simultaneously. To imagine this, think that you have an apple in your hand, you can point at any part of it and be there. Except that apple is all of the universe. It's kinda like you step out of your universe which becomes a little ball.

If you think that's possible even in theory, then your understanding of physics is about on the level of your understanding of 40K background (IE. not very good.) Now the former is completly understandable, as the theory of reality is really unintuitive and hard to grasp. But briefly, in reality travelling faster than light would effectively lead to time travel and breaking of causality. Star Trek's FTL is just as much 'magic' as 40K's. For more information google 'Theory of Relativity.'

 nintura wrote:


Unless you're talking trillions of fleets, it's not going to happen. Not in that time frame. Yes, GW can say what they want because that's how it worked. But it wouldn't happen in reality. There's an estimated 100 BILLION habitable planets in the Milkway alone. And that's 1% of 1% of 1% (it goes on, but I dont like to repeat myself) of the planets out there. So even given your possible theory of 60 million planets conquered in 300 years, you'd need to really, REALLY ramp that up. And that's not going to happen by the year 30,000 by the best of times.

Imperium consists of about million worlds. That information is literally on the first pages of every edition of 40K. It is pretty futile to engage in arguments about fluff if you have no foggiest what the fluff actually entails.

Furthermore, you are also wrong about real physics again. Absolutely top estimate of planets in habitable zones of stars not hostile to like is 40 billion, and of course that does not account presence of water and other factors which affect the habitability of said planets.


Not only did you miss the point, but you missed the posts and responses. We've been asked to forget it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:11:47


Post by: Roknar


 A Town Called Malus wrote:
 VictorVonTzeentch wrote:
 Roknar wrote:
This just in on the comunity site for traitor legions.
https://www.warhammer-community.com/2016/11/28/the-eye-opens-and-the-legions-return/

It doesn't really say anything new but there is this:
"pecial rules with names like “The Butcher’s Nails”, “Many Heads of the Hydra” and “Iron Within, Iron Without” bring the well-loved background of the Heretic Astartes to life, and will be available to any detachment or formation pledged to the appropriate Legion (much like their loyalist brethren have access to Space Marine Chapter Tactics).

In addition, every Legion gets a Warlord Traits table, Chaos Artefacts and a dedicated Detachment of Formations, further rewarding armies that mirror the Legions as they appear in the background."

So every legion is getting their own decurion by the looks. That's more than I was expecing.
I wonder what that means for non TSons legions. I would expect them to copy paste the Wrath of Magnus formations without the daemon only parts. Unless we get all new formations (a man can dream right?)


Can't wait to see what they get, even if I am wary of them just being Copy, Paste versions of the Loyalists with name changes.


Pfft, as if GW will give something to Chaos from a loyalist faction without attaching some kind of downside which makes it basically useless


Well they might copy paste them word for word like with the new disciplines. So enjoy those re-roll to hits with ultramarine units in your army


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:15:14


Post by: Lord Scythican


 Crimson wrote:
 nintura wrote:
Lol yeah, pretty much. For a fun point though, I thought it would be interesting to note that there is a way to make this all possible, and not with "magic travel".

There is a high enough velocity that will allow you to travel to any point instantaneously, despite the distance. An easy way to understand this is Star Treks "Warp 10", using the new definition, not the old one (there have been ships that broke warp 10 but this was later reduced as they condensed all speeds).

Warp 10 was a theoretical speed in which the traveler occupies all possible spaces in the universe simultaneously. To imagine this, think that you have an apple in your hand, you can point at any part of it and be there. Except that apple is all of the universe. It's kinda like you step out of your universe which becomes a little ball.

If you think that's possible even in theory, then your understanding of physics is about on the level of your understanding of 40K background (IE. not very good.) Now the former is completly understandable, as the theory of reality is really unintuitive and hard to grasp. But briefly, in reality travelling faster than light would effectively lead to time travel and breaking of causality. Star Trek's FTL is just as much 'magic' as 40K's. For more information google 'Theory of Relativity.'

 nintura wrote:


Unless you're talking trillions of fleets, it's not going to happen. Not in that time frame. Yes, GW can say what they want because that's how it worked. But it wouldn't happen in reality. There's an estimated 100 BILLION habitable planets in the Milkway alone. And that's 1% of 1% of 1% (it goes on, but I dont like to repeat myself) of the planets out there. So even given your possible theory of 60 million planets conquered in 300 years, you'd need to really, REALLY ramp that up. And that's not going to happen by the year 30,000 by the best of times.

Imperium consists of about million worlds. That information is literally on the first pages of every edition of 40K. It is pretty futile to engage in arguments about fluff if you have no foggiest what the fluff actually entails.

Furthermore, you are also wrong about real physics again. Absolutely top estimate of planets in habitable zones of stars not hostile to like is 40 billion, and of course that does not account presence of water and other factors which affect the habitability of said planets.



OK guys seriously, knock it off. We don't even have a man on mars and you all are arguing about something 39,000 years in the future....that is fiction.

On topic: Why isn't the Space Wolves getting anything with this? I thought the warzone supplements had new rules for both armies featured?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:15:25


Post by: Zerosoul


Iuchiban: Thank you for the info! A couple questions if I may.

1) How expensive is the cannon for the Rubrics? Same price as for the terminators?

2) What kind of options does the Exalted Sorcerer have? We know you can bump ML up to 3, but do they have weapon options? Can they wear Terminator Armor?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:19:28


Post by: Vector Strike


Iuchiban, may Tzeentch bless your soul!

Outside the Warlord Trait, is there any other way to prevent/reduce Deep Strike scatter within the book?

What models can take the Doom of the Seer staff?

Davor wrote:
What is a sabe? At first I thought it was a spelling mistake and is suppose to be save, but I see it a few times. So is it suppose to be save or is it something else?


I guess it's either invul saves or saves in general


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:38:21


Post by: Thousand-Son-Sorcerer


 Roknar wrote:
Also, how in the nine hells are you supposed to use that re-roll special rule when it require you to take a around of 2k+ points in every formation other than the tzangors? I didn't think it would be THAT hard to get. Even just 9 exalted sorcerers is almost 2k, not including the HW choice ^_-

I hope that's not a sign of...something.


Look again you only need regular sorcerers to get these formations so you can max out the war cabal for 1400 ish points and still have access Divination with the Occult Terminators Sorcerer.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:50:04


Post by: caelim


Are the new Exalted Sorcerors required to generate one of their powers on the Discipline of Tzeentch table?

It seems strange to me that new War Coven formation would give you a boost to a BRB psychic discipline, but prevent you from rolling on it unless you're ML2+ (and even then, an ML3 Tzeentch sorceror is a worse Biomancer than a ML2 Librarian!)

But hey, it's Chaos, our worst enemy is ourselves :(


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 19:50:17


Post by: Cephalobeard


Luchiban, what does Magnus' wargear cost?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:02:16


Post by: Yoyoyo


caelim wrote:
Are the new Exalted Sorcerors required to generate one of their powers on the Discipline of Tzeentch table?

It seems strange to me that new War Coven formation would give you a boost to a BRB psychic discipline, but prevent you from rolling on it unless you're ML2+ (and even then, an ML3 Tzeentch sorceror is a worse Biomancer than a ML2 Librarian!)

But hey, it's Chaos, our worst enemy is ourselves :(

It's probably worth figuring out what has new potential rather than immediately complaining.

Siphon Magic has massive potential. Any WC1 power is essentially "free" and 2x Siphon will actually generate Warp Charge.

Conclave might be better Biomancers, so why not look outside Biomancy? I mean, you can always ally in an unmarked Cabal anyway.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:06:55


Post by: Red Corsair


OK I am totally making an army modeled after the seven samurai idea of a hand full of desperadoes. Ahriman and 9 Exalted sorcerors would be hillarious to field as an army. if you kept a few of them cheap, disc only and paired them with a mate I could see some serious psychic phases lol. Thats 32-37 warp charges a turn manifesting on 3+ Imagine ahriman spamming witch fires lol, 3 shrieks a turn, if you really wanted to win you could obviously just summon 10 units of horrors turn 1. My god, the more I think about it the more I think that formation might be broken. If they are all on discs and one guy casts shrouding they suddenly have a 2+ rerollable cover save..... So many insane combos.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:14:09


Post by: BrokenRecord


 Cephalobeard wrote:
Luchiban, what does Magnus' wargear cost?


I would imagine that, like most named characters, his wargear is built into his cost, which is 130 Meltabombs. Unless I missed where he has optional wargear.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:14:38


Post by: caelim


Yoyoyo wrote:

It's probably worth figuring out what has new potential rather than immediately complaining.

Siphon Magic has massive potential. Any WC1 power is essentially "free" and 2x Siphon will actually generate Warp Charge.

Conclave might be better Biomancers, so why not look outside Biomancy? I mean, you can always ally in an unmarked Cabal anyway.


Sorry, I was just using Biomancy as an example. There are some great powers in most of the other disciplines we have access to.

But there are a lot of duds, and there's a HUGE difference between a psyker rolling 2 vs 3 powers, in terms of reliability. (with 3 psykers, you go from a 66% chance of getting a particular power, to 87.5%).

Paying 15 points to get a better Invulnerable save is nice. Being charged 15 points to be less reliable at your job in my army is... sad.

My point wasn't to complain already, it was to hope that Tzeench Sorcerors might actually be better than others, rather than "cool but restrictive"


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:15:09


Post by: Cephalobeard


 BrokenRecord wrote:
 Cephalobeard wrote:
Luchiban, what does Magnus' wargear cost?


I would imagine that, like most named characters, his wargear is built into his cost, which is 130 Meltabombs. Unless I missed where he has optional wargear.


I would simply rather not assume.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:17:56


Post by: Mymearan


 BrokenRecord wrote:
 Cephalobeard wrote:
Luchiban, what does Magnus' wargear cost?


I would imagine that, like most named characters, his wargear is built into his cost, which is 130 Meltabombs. Unless I missed where he has optional wargear.


You don't need to count in melta bombs on Dakka


Automatically Appended Next Post:
 Cephalobeard wrote:
 BrokenRecord wrote:
 Cephalobeard wrote:
Luchiban, what does Magnus' wargear cost?


I would imagine that, like most named characters, his wargear is built into his cost, which is 130 Meltabombs. Unless I missed where he has optional wargear.


I would simply rather not assume.


Are there any named characters in the game whose wargear isn't included in their points cost? That would be extremely strange.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:19:15


Post by: Wulfmar


Thanks very much for the info Luchiban

It looks like positive stuff for my existing Thousand Sons and Ahriman by the look of it, bit of a kidney-blow for my existing terminators though (kitted out with power mauls / axes, fists and chainfists)


Does Ahriman happen to have any modification to spell casting? In particular, does he receive a spell familiar or similar to help mitigate perils (or is he still as prone to self destruction?)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:20:06


Post by: BrokenRecord


 Mymearan wrote:
 BrokenRecord wrote:
 Cephalobeard wrote:
Luchiban, what does Magnus' wargear cost?


I would imagine that, like most named characters, his wargear is built into his cost, which is 130 Meltabombs. Unless I missed where he has optional wargear.


You don't need to count in melta bombs on Dakka


Automatically Appended Next Post:
 Cephalobeard wrote:
 BrokenRecord wrote:
 Cephalobeard wrote:
Luchiban, what does Magnus' wargear cost?


I would imagine that, like most named characters, his wargear is built into his cost, which is 130 Meltabombs. Unless I missed where he has optional wargear.


I would simply rather not assume.


Are there any named characters in the game whose wargear isn't included in their points cost? That would be extremely strange.


The only one I can think of is Samael, and we KNOW Magnus isn't getting a Landspeeder option


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:22:56


Post by: SonsofVulkan


What sucks about exalted sorcerers, Ahriman, and CSM DPs is that they have to waste one of their psychic choices on a tzeentch power. Unless the new supplement changes that??


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:27:22


Post by: Crimson


Hey Iuchiban, thanks for sharing! I understand that at this point most people are mainly interested in the rules, but could you confirm whether the fluff summary found in this thread was accurate?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:54:42


Post by: Thousand-Son-Sorcerer


caelim wrote:
Yoyoyo wrote:

It's probably worth figuring out what has new potential rather than immediately complaining.

Siphon Magic has massive potential. Any WC1 power is essentially "free" and 2x Siphon will actually generate Warp Charge.

Conclave might be better Biomancers, so why not look outside Biomancy? I mean, you can always ally in an unmarked Cabal anyway.


Sorry, I was just using Biomancy as an example. There are some great powers in most of the other disciplines we have access to.

But there are a lot of duds, and there's a HUGE difference between a psyker rolling 2 vs 3 powers, in terms of reliability. (with 3 psykers, you go from a 66% chance of getting a particular power, to 87.5%).

Paying 15 points to get a better Invulnerable save is nice. Being charged 15 points to be less reliable at your job in my army is... sad.

My point wasn't to complain already, it was to hope that Tzeench Sorcerors might actually be better than others, rather than "cool but restrictive"


I really think the best Discipline for TS is Divination Ignores Cover and Twin Linked plus other good things.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 20:55:01


Post by: Guyver 3


What about the tzeentch warp storm table?

Also do you really need to take 9 units in every formation to get a reroll of 1's?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 21:14:55


Post by: Kanluwen


Guyver 3 wrote:
What about the tzeentch warp storm table?

Also do you really need to take 9 units in every formation to get a reroll of 1's?

From what has been said, it's not that you need to take "9 units" in every formation, but rather you have to take the maximum allotment of units that a formation can take.

So if a formation gives you the option of taking 1-3 Superduperguys, you need to take 3 Superduperguys in order to get the reroll of 1's for saving throws.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 21:15:39


Post by: VeteranNoob


Guyver 3 wrote:
What about the tzeentch warp storm table?

Also do you really need to take 9 units in every formation to get a reroll of 1's?


Yeah, each formation will tell you a range for number of units so if it says, for example, Sekhmet conclave core formation, 3-9 units of SOTermies if you have 9 you get that sweet re-roll. but War Cabal (other core) is less demanding so you'd need 3 exalted or regular sorcerers, 3 rubrics and 3 SOT instead of 1-2 for each. Looking at these as I build my army honestly reflect to what I would build anyway. I can't plop down cash for 9 boxes of SOT anytime soon but a goal to reach one day, War Cabal needs to be first for me in this case, and it makes sense. There's so much AP3 and psyker bad-assery in this army not worried one bit.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 21:23:28


Post by: Roknar


While on the topic of terminators, can they be taken instead of normal termies so we could use them with traitor's hate?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 21:24:43


Post by: Zerosoul


Man, I really like the looks of that War Cabal, but whoof, that's expensive, both in cash and points. Whoof. My store basically only plays 1850, so I guess I better get used to not being able to field anything else if I want that sweet formation bonus...


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 21:51:18


Post by: AncientSkarbrand


What is the point of the formation bonus.

Those units will very rarely be fielded in that abundance.

Its a bit of a slap in the testicles, to be frank.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:10:57


Post by: Guyver 3


any info on the daemon formations? And tzeentch warpstorm table?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:12:18


Post by: TheLumberJack


Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:24:11


Post by: adamsouza


 Galef wrote:

The current codex entry for Pink Horrors does not say they have access to Daemonology, and yet it is accepted that they can use it even without an FAQ, so why would an updated entry's lack of Daemonology be any different?
The BRB gives specific access to all psykers with few exceptions (no Malefic for GKs or Sanctic for Daemons, or at all for Nids).

Unless the new entries SPECIFICALLY say the Horrors (of any type) cannot access Malefic daemonology, they can use it. PERIOD
Or if it says they can ONLY access the Change Discipline, which we now know neither the Blue or Brimstone horrors entries are listed as such, so why would the Pinks entry be different?

Another possibility is if the Pink Horrors entry has access to Daemonology and Change (we haven't seen their entry yet, only the Blues & Brimstones)
That would make sense as otherwise, why ever buy Pinkies over Blues?


I'm going to guess RAI is they don't have access, but RAW they do, at least until 8th edition drops.



Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:35:56


Post by: BoomWolf


Anyone has a clue what are the "floating auxillary" of the war coven?

I mean, the units you can just take 1 of as an auxillary.

And if there a way to get both ahriman and a prince, while staying remotely sane in costs? seems like the only way to get princes in the war cover (hugely expensive if you want the reroll), and if you do then you gotta take the exiles for ahriman, and that thing clocks what? 700ish points? at minimum size before upgrades?


It seems 1ksons suffers the same issue as the cadian and ork detachments. they simply were not designed for the same scale most of us play.
In huge games (say, 3000 points) they become amazing, but in 1500-1850 range, they are very hard to pull off.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:49:44


Post by: Iuchiban


Zerosoul wrote:
Iuchiban: Thank you for the info! A couple questions if I may.

1) How expensive is the cannon for the Rubrics? Same price as for the terminators?

2) What kind of options does the Exalted Sorcerer have? We know you can bump ML up to 3, but do they have weapon options? Can they wear Terminator Armor?


Sorry guys, but duty called ...

Going back to the book:

1) Cannon fo Rubrics is +25 points

2) Exalted sorcerers: 160 points, Lvl2, +25 Lvl3. Disc for +30 points. Once per game, in the shooting phase thay may unleash the power of the Silver Tower:Reach Unlimited S9, AP2, Heavy1, Lance Blast One use only. Note that this is NOT a power, just a shooting attack.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:54:30


Post by: XT-1984


 BoomWolf wrote:
Anyone has a clue what are the "floating auxillary" of the war coven?



It was said on Frontlinegamings review of the book that a lone Heldrake was an auxiliary choice for the Thousand Sons detachment.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:57:37


Post by: Iuchiban


Let's go with some Tzeentch Daemon stuff:

There are three new loci (I think that's the name of the Daemon Heralds upgrades, and again translations may be not accurate)

- Lesser Loci of Metamorphosis (+15): Bearer and all the models in his unit have the IWND special rule

- Mayor Loci of Scam (+20): Roll a D6. All attacks that have the same result as in the rolled D6, are considered to be a 1.

- Glorious Loci of Creation (+35): Everytime a Pink of this unit horror dies, 4 Blue Horrors are created. Everytime a blue Horror of this unit dies, 2 Brimstone Horrors are created.


Automatically Appended Next Post:
XT-1984 wrote:
 BoomWolf wrote:
Anyone has a clue what are the "floating auxillary" of the war coven?



It was said on Frontlinegamings review of the book that a lone Heldrake was an auxiliary choice for the Thousand Sons detachment.


There are 2 Aux Formations (aparto from the already mentioned)

Daemon Engines: 1 Defiler, Forgefiend, Helbrute, Heldrake or Maulerfiend

Legion Armoury: 1 Chaos Land Raider, Predator or Vindicator


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 22:59:48


Post by: Guyver 3


Any reason other than the power why the exalted sorcerer is more expensive than a basic csm sorcerer 160 for a level 2 is allot! Some special gear or power?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:02:22


Post by: Iuchiban


Guyver 3 wrote:
Any reason other than the power why the exalted sorcerer is more expensive than a basic csm sorcerer 160 for a level 2 is allot! Some special gear or power?


They have a Chaos Lord Profile (3 Wounds, 3 Attacks, etc ..), Mark of Tzeentch, 5++ (with the mark, 4++), Veterans of the Long War SR, ,,,,


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:03:00


Post by: zamerion


Luchiban please, can you speak about the new warp table for daemon of tzeentch? (when use it) and something about daemon formations/decurion.

And has some horror access to daemonology?

Thanks a lot!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:11:02


Post by: Zerosoul


The increased profile helps a lot, but man, they're pricey, and can't even hop into Terminator Armor or grab a spell familiar. Painful. That's kind of a hard sell over a regular Sorcerer, to me. The extra wound is highly relevant, of course, but the extra attack...Blech. And the gun is completely useless unless you're planning on putting him on a Disc, which isn't a BAD plan, of course, but then you either have to find him a ride or do without everything that makes the disc cool.

Yeah, I think I'll either skip the Exalted Sorcerer for a regular Sorcerer or just find the extra points and go with a Daemon Prince.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:11:26


Post by: Skerr


Yoyoyo wrote:
caelim wrote:
Are the new Exalted Sorcerors required to generate one of their powers on the Discipline of Tzeentch table?

It seems strange to me that new War Coven formation would give you a boost to a BRB psychic discipline, but prevent you from rolling on it unless you're ML2+ (and even then, an ML3 Tzeentch sorceror is a worse Biomancer than a ML2 Librarian!)

But hey, it's Chaos, our worst enemy is ourselves :(

It's probably worth figuring out what has new potential rather than immediately complaining.

Siphon Magic has massive potential. Any WC1 power is essentially "free" and 2x Siphon will actually generate Warp Charge.

Conclave might be better Biomancers, so why not look outside Biomancy? I mean, you can always ally in an unmarked Cabal anyway.


It really hit me last night that the army really revolves around the power of the sorcerer so we need to utlize that and things like the power are a great example. I need to read up on it. Is it scale able? The higher the warpcharge the more siphoning? If so that could lead to some a lot of energy being thrown around.

With a sorcerer in just about all units and the ability to generate and extra spell makes them and ther units expensive though I love how this made up for with the Tzaangors. These guys are dirt cheap and plentiful with with decent stats for fodder and the ability to run and charge is huge!! I also play harlequins so the board control these guys are going to offer is great. Being able to fleet ans get a bonus if they charge 9 in or more is insane for 7 points a model if that is to be believed. sure you gotta take the beastmen formation to get that but what great fun!!


Automatically Appended Next Post:
Also it seems like the Helm is an auto include for me.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:17:37


Post by: Iuchiban


zamerion wrote:
Luchiban please, can you speak about the new warp table for daemon of tzeentch? (when use it) and something about daemon formations/decurion.

And has some horror access to daemonology?

Thanks a lot!


The Tzeentch Warp table can be used if your Warlord has the Daemon of Tzeentch SR and your primary detachment has been chosen from the Chaos Daemon Codex, Curse of the Wulfen book or Wrath of Magnus book.

2 - Choose at random one non-daemon Character. This chacarter suffers 1D3 Wounds withount saves of any kind. If slain, create a Chaos Spawn

3 - If any psiker manifest a power, the have to roll on the perils table with any double result

4 - Choose at random one Daemon of Tzeentch Character. Remove it from play. Return him to the battlefield via DS.

5 - All psikers manifest powers with 3+

6 - All flamer weapons gain the warpflame SR

7 - Each player may reroll up to 1D3 dice until end of turn. Each player rolls the D3 separetly.

8 - Psychic power cost is reduce by 1 (mínimum 1). If one psyker fails to manifest a power, automaticalli roll on the perils table.

9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames

10 - Via DS, deploy a unit of 10 Brimstone horrors

11 - Choose at random a non-Daemon of Tzeentch Character. Check LD. If failed, model is removed from play, replaced by a Herald of Tzeentch

12- Choose a Daemon of Tzeentch Character. Check Ld. If failed, model is removed from play. If passed, model is replaced by a Lord of Change.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:21:39


Post by: mrhappyface


Damn, some of those results are gonna be painful.

Thanks anyway Luchiban!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:29:40


Post by: Thousand-Son-Sorcerer


 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:42:05


Post by: Sersi


 mrhappyface wrote:
Damn, some of those results are gonna be painful.

Thanks anyway Luchiban!


If you take the Daemon Incursion Detachment at least you can add or subtract 1 from your roll on the table.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:44:09


Post by: CaptainSomas


Man I'm having the hardest time deciding in what to pick up first! I know I'm getting 2 boxes of rubicaez Ahriman, dice and the new paint from my local. I'm torn between getting Magnus, or a box of termies and exalted sorcs. Would get it all but limited only to about $300. >.< Pretty excited for this and can't wait to try the new rules in a Black Crusade detachment.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:44:40


Post by: mrhappyface


 Sersi wrote:
 mrhappyface wrote:
Damn, some of those results are gonna be painful.

Thanks anyway Luchiban!


If you take the Daemon Incursion Detachment at least you can add or subtract 1 from your roll on the table.

But would you use the Tzeentch warpstorm table if you had to?
Personally I would be borderline not bothering with the new table.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/28 23:52:23


Post by: blood reaper


Iuchiban wrote:
zamerion wrote:
Luchiban please, can you speak about the new warp table for daemon of tzeentch? (when use it) and something about daemon formations/decurion.

And has some horror access to daemonology?

Thanks a lot!


The Tzeentch Warp table can be used if your Warlord has the Daemon of Tzeentch SR and your primary detachment has been chosen from the Chaos Daemon Codex, Curse of the Wulfen book or Wrath of Magnus book.

2 - Choose at random one non-daemon Character. This chacarter suffers 1D3 Wounds withount saves of any kind. If slain, create a Chaos Spawn

3 - If any psiker manifest a power, the have to roll on the perils table with any double result

4 - Choose at random one Daemon of Tzeentch Character. Remove it from play. Return him to the battlefield via DS.

5 - All psikers manifest powers with 3+

6 - All flamer weapons gain the warpflame SR

7 - Each player may reroll up to 1D3 dice until end of turn. Each player rolls the D3 separetly.

8 - Psychic power cost is reduce by 1 (mínimum 1). If one psyker fails to manifest a power, automaticalli roll on the perils table.

9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames

10 - Via DS, deploy a unit of 10 Brimstone horrors

11 - Choose at random a non-Daemon of Tzeentch Character. Check LD. If failed, model is removed from play, replaced by a Herald of Tzeentch

12- Choose a Daemon of Tzeentch Character. Check Ld. If failed, model is removed from play. If passed, model is replaced by a Lord of Change.


A classic example of Games Workshop rule design. Opposed to a creative or innovative way to represent the rapidly changing and mutating nature of Tzeentch, we have a random table which removes a great degree of the players agency and frustrates battle plans and stratagem - making many choices outright worthless. And worst of all, it is lazy.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:00:18


Post by: Sersi


 mrhappyface wrote:
 Sersi wrote:
 mrhappyface wrote:
Damn, some of those results are gonna be painful.

Thanks anyway Luchiban!


If you take the Daemon Incursion Detachment at least you can add or subtract 1 from your roll on the table.

But would you use the Tzeentch warpstorm table if you had to?
Personally I would be borderline not bothering with the new table.


No. there are to many result that apply to you and your opponent; both bad and good.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:08:23


Post by: luke1705


 Sersi wrote:
 mrhappyface wrote:
 Sersi wrote:
 mrhappyface wrote:
Damn, some of those results are gonna be painful.

Thanks anyway Luchiban!


If you take the Daemon Incursion Detachment at least you can add or subtract 1 from your roll on the table.

But would you use the Tzeentch warpstorm table if you had to?
Personally I would be borderline not bothering with the new table.


No. there are to many result that apply to you and your opponent; both bad and good.


Actually that is a great reason to use it. The ability to go up or down would allow you to make the best use of the Tzeentch table


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:10:27


Post by: Skerr


 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:20:45


Post by: angryboy2k


Iuchiban wrote:
Hi all, Iuchiban here.

I already own my copy of the book. I will be home in about half an hour.

Prepare your questions!!!!!!


Hi luchiban!

Can you tell me if a unit of Tzaangors can have mixed weaponry or do they all need to be equipped identically?

Thanks!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:27:21


Post by: Mantle


 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:56:38


Post by: Skerr


 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 00:57:46


Post by: A Town Called Malus


 luke1705 wrote:
 Sersi wrote:
 mrhappyface wrote:
 Sersi wrote:
 mrhappyface wrote:
Damn, some of those results are gonna be painful.

Thanks anyway Luchiban!


If you take the Daemon Incursion Detachment at least you can add or subtract 1 from your roll on the table.

But would you use the Tzeentch warpstorm table if you had to?
Personally I would be borderline not bothering with the new table.


No. there are to many result that apply to you and your opponent; both bad and good.


Actually that is a great reason to use it. The ability to go up or down would allow you to make the best use of the Tzeentch table


This actually works. If you have no non-daemon of tzeentch characters in your army, you're always within 1 shift up or down of a decent result, no matter what you roll. Not sure if it is possible to take the detachment for the +/-1 and have no non-daemon characters though.

If an opponents character is removed and replaced with a spawn/herald/lord of change, who controls the new model? Or when it says random non-DoT character does it not include your opponents models? If it is the tzeentch player who gets control of the newly placed model then I'd do this on the table:

Roll 2: you stick and get D3 free hits against an enemy character, possibly getting you a free spawn.
3: either drop down to 2 for free hits or, if you want to, go up to 4 for deep strike for one of your characters.
4: go up to 5 or stick.
5: Stick or drop to 4.
6: Drop down to 5 or go up to 7 (but that gives opponent re-rolls as well so relies on luck to get more re-rolls/hope their re-rolls go badly).
7: Stick or move up to 8.
8: Stick or drop to 7.
9: Drop for easier casting, raise for free brimstone horrors.
10: Stick or +1 if you have no non-daemon of tzeentch characters.
11: Stick for opportunity to kill enemy character and replace them with a herald.
12: Drop down to 11.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:12:23


Post by: Bulldogging


I know it's been mentioned, but the requirements to get the save reroll of 1s is very unfortunate. They might as well not even include it for most of the formations. It could have been a very cool fluffy bonus.

The models look really good though.



Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:26:58


Post by: Skerr


I was just thinking that the bonus of rerollable saves really makes the power armor near invulnerable.

Reroll 1s and fail on 2 should come with a high price tag. The formations seem to be designed to stand on their own with little support form outside units. Whether they will, we shall see.

Though I think that the army can be quite good with using what units you need of the formations and focusing on the sorcerers strengths.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:30:00


Post by: Roknar


Btw, I was wondering what index chaotica: apocrypha is? Their article didn't really go into an details.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:30:18


Post by: jah-joshua


after looking at the sprues last week, getting my WD mag on Saturday, and now seeing the design video on Warhammer TV today, i am even more excited about Magnus...
the close-ups of the render in the video are amazing!!!
he has so many little cool details on the armor, skin, and wings...
so awesome to be getting a massive Demon Primarch in plastic
come on December!!!

cheers
jah


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:35:57


Post by: H.B.M.C.


9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:37:05


Post by: Mantle


 Skerr wrote:
 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Yes, it's of corse worth much more for the other units rerolling 1s on 3+/3++ or even 2+ on termites but then you're sinking an insane amount of points.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:39:30


Post by: A Town Called Malus


 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.


Don't forget to roll for Warpflame if they take any wounds!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 01:59:18


Post by: Matt.Kingsley


 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.


Same thing happens in the Chaos Daemons codex already, except there are 2 results that do that (if you run monogod or duogod lists).
Then there are 2 results where you roll for units on the table to see if they get hit by a blast that then has to roll for scatter, then to wound and then saves.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 02:03:20


Post by: Thousand-Son-Sorcerer


 Skerr wrote:
I was just thinking that the bonus of rerollable saves really makes the power armor near invulnerable.

Reroll 1s and fail on 2 should come with a high price tag. The formations seem to be designed to stand on their own with little support form outside units. Whether they will, we shall see.

Though I think that the army can be quite good with using what units you need of the formations and focusing on the sorcerers strengths.


To be fair getting SOT that reroll 1s for failed saves will basically let you negate any troops choices they bring since it will take a wall of fire to bring down even 1 terminator.


Automatically Appended Next Post:
 Skerr wrote:
 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Yes but its available for every formation, and with that particular formation I believe you can take 0-6 Tzzangors or Spawn


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 02:10:23


Post by: Roknar


 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits to see if he gets to roll for feel no pain to see you get to roll it will not die at the end of yours and to roll for warpflame and repeat the whole thing again.

Jesus 40K is a mess.[/quote

Emphasised text mine.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 02:41:06


Post by: Kirasu


GW must think that Warpflame is actually a useful ability for Tzeentch (Rather than a disadvantage) because that warp table is terrible.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 03:06:39


Post by: Skerr


Spoiler:
 Thousand-Son-Sorcerer wrote:
 Skerr wrote:
I was just thinking that the bonus of rerollable saves really makes the power armor near invulnerable.

Reroll 1s and fail on 2 should come with a high price tag. The formations seem to be designed to stand on their own with little support form outside units. Whether they will, we shall see.

Though I think that the army can be quite good with using what units you need of the formations and focusing on the sorcerers strengths.


To be fair getting SOT that reroll 1s for failed saves will basically let you negate any troops choices they bring since it will take a wall of fire to bring down even 1 terminator.

As I was saying maybe rerollable 1s is a bit op and if you want it its fair to pay out the nose for it.


Automatically Appended Next Post:
 Skerr wrote:
 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Yes but its available for every formation, and with that particular formation I believe you can take 0-6 Tzzangors or Spawn


Right, saw that this formation still looks fun.

Personally the GC looks tight, allows for some decent upgades and additions after prerequisites are taken and I like being able to cast an extra power.

Though I thought cabal also let you reroll 1s to hit until your next psychic phase if you cast in the current round.


Automatically Appended Next Post:
You meaning your unit.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 03:35:16


Post by: Thousand-Son-Sorcerer


 Skerr wrote:
Right, saw that this formation still looks fun.

Personally the GC looks tight, allows for some decent upgrades and additions after prerequisites are taken and I like being able to cast an extra power.

Though I thought cabal also let you reroll 1s to hit until your next psychic phase if you cast in the current round.


I would agree, that there is wiggle room there. As for the rerolling 1s I have seen two different versions of this, the first being "you reroll 1s with with attacks" and "you reroll 1s for psychic attacks" so i'm not sure there.

Its not just fun its down right good. Since you can easily take 4 units of Tzzangors and 4 units of spawn and use "Telekine Dome" to get a 3++ on everything.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 03:36:20


Post by: H.B.M.C.


 Roknar wrote:
 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits to see if he gets to roll for feel no pain to see you get to roll it will not die at the end of yours and to roll for warpflame and repeat the whole thing again.

Jesus 40K is a mess.


Emphasised text mine.


My point stands.

I hope 8th nukes everything for a complete back-to-basics reset.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 03:44:45


Post by: VeteranNoob


 Skerr wrote:
Spoiler:
 Thousand-Son-Sorcerer wrote:
 Skerr wrote:
I was just thinking that the bonus of rerollable saves really makes the power armor near invulnerable.

Reroll 1s and fail on 2 should come with a high price tag. The formations seem to be designed to stand on their own with little support form outside units. Whether they will, we shall see.

Though I think that the army can be quite good with using what units you need of the formations and focusing on the sorcerers strengths.


To be fair getting SOT that reroll 1s for failed saves will basically let you negate any troops choices they bring since it will take a wall of fire to bring down even 1 terminator.

As I was saying maybe rerollable 1s is a bit op and if you want it its fair to pay out the nose for it.


Automatically Appended Next Post:
 Skerr wrote:
 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Yes but its available for every formation, and with that particular formation I believe you can take 0-6 Tzzangors or Spawn


Right, saw that this formation still looks fun.

Personally the GC looks tight, allows for some decent upgades and additions after prerequisites are taken and I like being able to cast an extra power.

Though I thought cabal also let you reroll 1s to hit until your next psychic phase if you cast in the current round.


Automatically Appended Next Post:
You meaning your unit.


That's right, Cabal gains Oracular Guidance: If a psyker from war cabal successfully manifests a psyker power, the psyker and any war cabal unit he is part of or has joined, can reroll failed to-hit rolls of 1 until the start of your next psychic phase.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 03:48:10


Post by: Abadabadoobaddon


 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.

And if my unit gets hit and fails any saves I get to roll to see what psychic power my new unit that gets created generates!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 04:03:17


Post by: Skerr


 VeteranNoob wrote:
 Skerr wrote:
Spoiler:
 Thousand-Son-Sorcerer wrote:
 Skerr wrote:
I was just thinking that the bonus of rerollable saves really makes the power armor near invulnerable.

Reroll 1s and fail on 2 should come with a high price tag. The formations seem to be designed to stand on their own with little support form outside units. Whether they will, we shall see.

Though I think that the army can be quite good with using what units you need of the formations and focusing on the sorcerers strengths.


To be fair getting SOT that reroll 1s for failed saves will basically let you negate any troops choices they bring since it will take a wall of fire to bring down even 1 terminator.

As I was saying maybe rerollable 1s is a bit op and if you want it its fair to pay out the nose for it.


Automatically Appended Next Post:
 Skerr wrote:
 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Yes but its available for every formation, and with that particular formation I believe you can take 0-6 Tzzangors or Spawn


Right, saw that this formation still looks fun.

Personally the GC looks tight, allows for some decent upgades and additions after prerequisites are taken and I like being able to cast an extra power.

Though I thought cabal also let you reroll 1s to hit until your next psychic phase if you cast in the current round.


Automatically Appended Next Post:
You meaning your unit.


That's right, Cabal gains Oracular Guidance: If a psyker from war cabal successfully manifests a psyker power, the psyker and any war cabal unit he is part of or has joined, can reroll failed to-hit rolls of 1 until the start of your next psychic phase.


That's just awesome. Along with the reroll of perils and warlord trait the WC is the way I am going to go.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 04:09:32


Post by: Thousand-Son-Sorcerer


 Skerr wrote:
That's just awesome. Along with the reroll of perils and warlord trait the WC is the way I am going to go.


I will second that motion. With rerolls of 1 on all attacks and saves, all you need to do is focus on beefing the units up a bit and you will have a very formidable force.

What I'm thinking right now is max everything out but have 3 regular sorcerers in termi armor and put them in front of the Thousand Sons. A bit expensive but basically gives the unit a giant shield for small arms fire.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 04:18:50


Post by: 997Turbo


Does anyone know if Blue Horrors and Brimstone Horrors generate warp charges like pink horrors? For example, do 11 Blue or Brimstones horrors give you 2 WC?

Thanks!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 04:20:56


Post by: Thousand-Son-Sorcerer


 997Turbo wrote:
Does anyone know if Blue Horrors and Brimstone Horrors generate warp charges like pink horrors? For example, do 11 Blue or Brimstones horrors give you 2 WC?

Thanks!


They do but i'm not sure what is the exact ratio.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 04:20:57


Post by: VeteranNoob


 Skerr wrote:
 VeteranNoob wrote:
 Skerr wrote:
Spoiler:
 Thousand-Son-Sorcerer wrote:
 Skerr wrote:
I was just thinking that the bonus of rerollable saves really makes the power armor near invulnerable.

Reroll 1s and fail on 2 should come with a high price tag. The formations seem to be designed to stand on their own with little support form outside units. Whether they will, we shall see.

Though I think that the army can be quite good with using what units you need of the formations and focusing on the sorcerers strengths.


To be fair getting SOT that reroll 1s for failed saves will basically let you negate any troops choices they bring since it will take a wall of fire to bring down even 1 terminator.

As I was saying maybe rerollable 1s is a bit op and if you want it its fair to pay out the nose for it.


Automatically Appended Next Post:
 Skerr wrote:
 Mantle wrote:
 Skerr wrote:
 Thousand-Son-Sorcerer wrote:
 TheLumberJack wrote:
Guyver 3 wrote:
any info on the daemon formations? And tzeentch warpstorm table?


To add to this, does anyone know about Tzaangors? Are they just like tzeentch specific cultists like plague zombies are?


Guardsman stat line except WS/T 4 and 6++ and are NOT Daemon.


I heard you can take up to 30 and are about 7 points each. With 3 attacks on the charge their formation will be killer if you can afford the points. The ability to run and charge is awesome board control. Plus 1 to Str if they charge 9 in or more. Great manageable cannon fodder that will look great on the table. Great filler combat wise and thematically for the wizards and their golems.


Apparently the minimum is an exalted sorcerer and 3 units of tzaangors so not too expensive, max is an additional 6 units though for that rerollable 1 which might be good with that many guys but you're still rerolling for a 6 so not sure if it's really worth it.


In your example the rerollable save is just for the models in that formation correct?


Yes but its available for every formation, and with that particular formation I believe you can take 0-6 Tzzangors or Spawn


Right, saw that this formation still looks fun.

Personally the GC looks tight, allows for some decent upgades and additions after prerequisites are taken and I like being able to cast an extra power.

Though I thought cabal also let you reroll 1s to hit until your next psychic phase if you cast in the current round.


Automatically Appended Next Post:
You meaning your unit.


That's right, Cabal gains Oracular Guidance: If a psyker from war cabal successfully manifests a psyker power, the psyker and any war cabal unit he is part of or has joined, can reroll failed to-hit rolls of 1 until the start of your next psychic phase.


That's just awesome. Along with the reroll of perils and warlord trait the WC is the way I am going to go.

But wait, don't forget every psyker in the Grand Coven--all your formations in primary detachment with psykers (ya know, about all)--psykers can manifest one more power. so 2-->3, Magnus 5-->6


Automatically Appended Next Post:
 997Turbo wrote:
Does anyone know if Blue Horrors and Brimstone Horrors generate warp charges like pink horrors? For example, do 11 Blue or Brimstones horrors give you 2 WC?

Thanks!

11-15 - 2
16-20 - 3
stops there


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 04:23:11


Post by: Skerr


Say, can I bring a grand coven and meet my minimums. How then do I add in raptors or other units? A cad in addition to the WC?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 05:13:43


Post by: VeteranNoob


 Skerr wrote:
Say I bring a grand coven and meet my minimums. How then do I add in raptors or other units? A cad in addition to the WC?

yes, they give an example of that as well when they lay out the Grand Coven, same with demons pandemoniam.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 05:56:00


Post by: Yoyoyo


Was it confirmed if TS Sorcerers can take Spell Familiars?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 06:54:15


Post by: Thousand-Son-Sorcerer


 VeteranNoob wrote:
 Skerr wrote:
Say I bring a grand coven and meet my minimums. How then do I add in raptors or other units? A cad in addition to the WC?

yes, they give an example of that as well when they lay out the Grand Coven, same with demons pandemoniam.


VeteranNoob, Did they change the Icon of Flame at all? I heard that MoT and Bolter was auto soul blaze now.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 06:59:19


Post by: Virules


I thought a long time about how to make a fun, good list out of the new Wrath of Magnus Thousand Sons rules by using Traitor's Hate to circumvent the overpriced units to create a more interesting deathstar. You might see some neat combos using non-Fenris formations eventually. Here is my 1850 Hexfleet "Thousand Hates" list:



Detachment 1: Black Crusade Decurion
++Chaos Warband (all objective secured, hatred: imperium, free VotLW, +1 to invul if affected by a blessing)
-Chaos Lord, terminator armor, astral grimoire, combi-melta, chain fist, mark of tzeentch (joins terminators, makes unit fearless, moves his terminator unit 12" over terrain, rolls twice on boon table each turn)
-6x Chaos Terminators, mark of tzeentch, 2 chainfists, 2 power weapons, 2 power axes
-6x Chaos Space marines, mark of tzeentch
-6x Chaos Space marines, mark of tzeentch
-5x Warp Talons, mark of tzeentch
-1x Helbrute, 2 powerfists

++Heldrake Terror Pack
-2x Heldrakes, baleflamers (-1 Ld on enemies for telepathy spells and Doom of the Ser attacks, extra vector strikes on enemy units debuffed by telepathy spells)



Detachment 2: War Coven (cast telepathy on 3+)
-Chaos Sorcerer, psyker level 3, terminator armor, doom of the ser (badass daemon weapon), mark of tzeentch, spell familiar (join terminator unit, wreck anything non-vehicle in melee, roll sinisterum for re-roll all saves on unit or +2 I/A/T/S on self)
-Chaos Sorcerer, psyker level 3, terminator armor, force axe, mark of tzeentch, spell familiar, athenean scrolls (join terminator unit, cast invisibility on terminator unit on 4 dice with re-roll, succeed on 3+, if ANY two dice are the same the opponent cannot deny)
-Chaos Sorcerer, psyker level 3, jump pack, force axe, mark of tzeentch, spell familiar (join warp talon unit, cast force for 3++ on unit, throw psychic scream on a 3+)
-Chaos Sorcerer, psyker level 1, force axe, mark of tzeentch (sit in back with a chaos space marine unit, psychic scream anything that gets close)



There's a unit of 8 Tzeentch Terminators (including the characters) moving 12" over terrain, with a 2+/3++, possibly invisible and/or re-rolling armor saves, packing lots of chainfists and power weapons and a daemon weapon that will deal instant death wounds to wraithknights and deathstars. Psychic abilities and Heldrakes kill FMCs. Heldrakes and warp talons kill anything not in 2+ armor.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 07:20:29


Post by: mrhappyface


Does anyone know if we will get any KDK style mixing of daemon and non-daemon units? (i.e. no daemonic instability when taken in a thousand sons detachment)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 07:31:52


Post by: Thousand-Son-Sorcerer


 mrhappyface wrote:
Does anyone know if we will get any KDK style mixing of daemon and non-daemon units? (i.e. no daemonic instability when taken in a thousand sons detachment)


From what I have seen, Pink and Blue Horrors, they have daemonic instability not sure about anything else.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 07:37:05


Post by: mrhappyface


 Thousand-Son-Sorcerer wrote:
 mrhappyface wrote:
Does anyone know if we will get any KDK style mixing of daemon and non-daemon units? (i.e. no daemonic instability when taken in a thousand sons detachment)


From what I have seen, Pink and Blue Horrors, they have daemonic instability not sure about anything else.

I guess that's fair given the broken combinations you could make from a TDK list. :/


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 07:37:29


Post by: Tonberry7


Can Magnus be taken as an HQ with the Chaos Daemons faction or only as CSM?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 07:41:21


Post by: mrhappyface


 Tonberry7 wrote:
Can Magnus be taken as an HQ with the Chaos Daemons faction or only as CSM?

He is a LoW not a HQ, but I believe you can take him from both CSM and Daemons.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 07:54:10


Post by: Thousand-Son-Sorcerer


 mrhappyface wrote:
 Thousand-Son-Sorcerer wrote:
 mrhappyface wrote:
Does anyone know if we will get any KDK style mixing of daemon and non-daemon units? (i.e. no daemonic instability when taken in a thousand sons detachment)


From what I have seen, Pink and Blue Horrors, they have daemonic instability not sure about anything else.

I guess that's fair given the broken combinations you could make from a TDK list. :/


You can still get some broken stuff the Hearld formation that gets you 1 extra warp charge seems amazing since your getting 2 warp charges for 35 points stick them in a min unit of pink horrors and you have a scary good warp charge battery.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 09:00:23


Post by: Mymearan


 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.


Yeah I cringed at this one. Horrible.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 09:25:26


Post by: Eldarain


 Mymearan wrote:
 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.


Yeah I cringed at this one. Horrible.

As much as I like the direction the company is taking 40k is kind of a hot mess right now for sure. Played a game of 40k with someone who has been out since 2001 and they just looked baffled at all the stuff we had to roll for constantly and how many rules and rules exceptions we had to keep consulting and cross referencing. While I think some things in AoS were taken a bit far they are closer with that system than they are with 40k in my opinion. Definitely hoping for a similar but less drastic simplification in 8th.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 12:48:29


Post by: kronk


Iuchiban wrote:


The Tzeentch Warp table can be used if your Warlord has the Daemon of Tzeentch SR and your primary detachment has been chosen from the Chaos Daemon Codex, Curse of the Wulfen book or Wrath of Magnus book.

Spoiler:
2 - Choose at random one non-daemon Character. This chacarter suffers 1D3 Wounds withount saves of any kind. If slain, create a Chaos Spawn

3 - If any psiker manifest a power, the have to roll on the perils table with any double result

4 - Choose at random one Daemon of Tzeentch Character. Remove it from play. Return him to the battlefield via DS.

5 - All psikers manifest powers with 3+

6 - All flamer weapons gain the warpflame SR

7 - Each player may reroll up to 1D3 dice until end of turn. Each player rolls the D3 separetly.

8 - Psychic power cost is reduce by 1 (mínimum 1). If one psyker fails to manifest a power, automaticalli roll on the perils table.

9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames

10 - Via DS, deploy a unit of 10 Brimstone horrors

11 - Choose at random a non-Daemon of Tzeentch Character. Check LD. If failed, model is removed from play, replaced by a Herald of Tzeentch

12- Choose a Daemon of Tzeentch Character. Check Ld. If failed, model is removed from play. If passed, model is replaced by a Lord of Change.




I :Heart: this table so damn hard...


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 12:48:54


Post by: nintura


If the rumor that scatter die will be removed in 8th is true, it's quite possible you'll get your wish.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 12:51:36


Post by: kronk


 nintura wrote:
If the rumor that scatter die will be removed in 8th is true, it's quite possible you'll get your wish.


I haven't heard that one. Will Drop Pods and other deep strikers just land where you put them? And blasts? And ordinance barrages?

IG will armored companies are back, baby! You heard it here first!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 13:06:29


Post by: nintura


I dont know how they will work it out. It would be 100% speculation. It was from a couple pages back, I think.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 13:38:53


Post by: Kaiyanwang


 Eldarain wrote:
 Mymearan wrote:
 H.B.M.C. wrote:
9 - Roll a D6 for every unit on the battlefield. With a result of 1 or 2, D6 hits, S4, AP4, Warpflames
Roll on this chart to see if you roll for every unit on the table to see if you roll an amount of hits to see if you can roll to wound with those hits to see if your opponent gets to roll armour saves on those hits.

Jesus 40K is a mess.


Yeah I cringed at this one. Horrible.

As much as I like the direction the company is taking 40k is kind of a hot mess right now for sure. Played a game of 40k with someone who has been out since 2001 and they just looked baffled at all the stuff we had to roll for constantly and how many rules and rules exceptions we had to keep consulting and cross referencing. While I think some things in AoS were taken a bit far they are closer with that system than they are with 40k in my opinion. Definitely hoping for a similar but less drastic simplification in 8th.


Why AoS? Why not 3rd edition, with the knowledge of what was wrong back then? Why AoS must be even in the radar for 40k?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 13:52:06


Post by: Skerr


 Virules wrote:
I thought a long time about how to make a fun, good list out of the new Wrath of Magnus Thousand Sons rules by using Traitor's Hate to circumvent the overpriced units to create a more interesting deathstar. You might see some neat combos using non-Fenris formations eventually. Here is my 1850 Hexfleet "Thousand Hates" list:



Detachment 1: Black Crusade Decurion
++Chaos Warband (all objective secured, hatred: imperium, free VotLW, +1 to invul if affected by a blessing)
-Chaos Lord, terminator armor, astral grimoire, combi-melta, chain fist, mark of tzeentch (joins terminators, makes unit fearless, moves his terminator unit 12" over terrain, rolls twice on boon table each turn)
-6x Chaos Terminators, mark of tzeentch, 2 chainfists, 2 power weapons, 2 power axes
-6x Chaos Space marines, mark of tzeentch
-6x Chaos Space marines, mark of tzeentch
-5x Warp Talons, mark of tzeentch
-1x Helbrute, 2 powerfists

++Heldrake Terror Pack
-2x Heldrakes, baleflamers (-1 Ld on enemies for telepathy spells and Doom of the Ser attacks, extra vector strikes on enemy units debuffed by telepathy spells)



Detachment 2: War Coven (cast telepathy on 3+)
-Chaos Sorcerer, psyker level 3, terminator armor, doom of the ser (badass daemon weapon), mark of tzeentch, spell familiar (join terminator unit, wreck anything non-vehicle in melee, roll sinisterum for re-roll all saves on unit or +2 I/A/T/S on self)
-Chaos Sorcerer, psyker level 3, terminator armor, force axe, mark of tzeentch, spell familiar, athenean scrolls (join terminator unit, cast invisibility on terminator unit on 4 dice with re-roll, succeed on 3+, if ANY two dice are the same the opponent cannot deny)
-Chaos Sorcerer, psyker level 3, jump pack, force axe, mark of tzeentch, spell familiar (join warp talon unit, cast force for 3++ on unit, throw psychic scream on a 3+)
-Chaos Sorcerer, psyker level 1, force axe, mark of tzeentch (sit in back with a chaos space marine unit, psychic scream anything that gets close)



There's a unit of 8 Tzeentch Terminators (including the characters) moving 12" over terrain, with a 2+/3++, possibly invisible and/or re-rolling armor saves, packing lots of chainfists and power weapons and a daemon weapon that will deal instant death wounds to wraithknights and deathstars. Psychic abilities and Heldrakes kill FMCs. Heldrakes and warp talons kill anything not in 2+ armor.


Nice man!

So from if I take a Grand Coven and work in a formation of 3 vindicators with a warpsmith, give the warpsmith Aura of Dark Glory and Mark of Tzeentch for 30 points, VOTLW for free and a psycher casts Prescience on him (as an example) will he count as getting the -1 invuln for a blessing? just curious.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 13:52:07


Post by: Kirasu


They'll use whatever rules push the most supplemental products, such as as books, dice, psychic cards, etc. That's all that matters in the current ruleset.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 13:54:12


Post by: Skerr


 VeteranNoob wrote:
 Skerr wrote:
Say I bring a grand coven and meet my minimums. How then do I add in raptors or other units? A cad in addition to the WC?

yes, they give an example of that as well when they lay out the Grand Coven, same with demons pandemoniam.


OK great. V-noob, really appreciate the review and clarification. You to Luchiban.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 14:04:52


Post by: zamerion


Its possible to combine black crusader with the legions rules?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 14:05:32


Post by: Galef


 kronk wrote:
 nintura wrote:
If the rumor that scatter die will be removed in 8th is true, it's quite possible you'll get your wish.


I haven't heard that one. Will Drop Pods and other deep strikers just land where you put them? And blasts? And ordinance barrages?

IG will armored companies are back, baby! You heard it here first!

Pure speculation on my part, but in 4th ed, you just rolled to hit and placed the blast I could see that happening again.
For Deep Strikers, I would imagine you just roll on a modified mishap table: 1=dead, 2=back into reserves, 3+ you land where you want. So high risk vs high reward

As for the Tsons, it is sad that they will not be able to join Daemon units, but the the abuses would be much worse than anything KDK could do. So it's probably for the best
Speaking of abuses: I have started repainting half of my Pink Horrors blue.
I think the best way to do Pink/Blue horrors is to make half of them mostly Pink with some blue, and the other half mostly Blue with some Pink. that way you'd only need as many models as you need Blue Horrors.
For example: Lets say I start with 10 Pinks. normally that would mean I would also need 20 Blues, but with the paint scheme above, I only need 10 Blues as I can reuse the slain Pinks.
So those 10 Pinks suffer 3 casualties, creating a unit of 6 Blues. I would use 3 Blues and the 3 slain Pinks to make the new unit, ensuring that the mostly blue models create a "divide" between the units before they move apart.
So instead of needing 10 Pinks and 20 Blues, I only need 10 & 10 as I will reuse the Pinks mixed in with the Blues

The Brimstone horrors are another matter, but luckily they are only a 1:1 ration of models

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 14:21:42


Post by: VeteranNoob


icon of flame
All boltguns, combi bolers, heavy bolters, bolt pisols and inferno weapons carried by models with Mark of Tz in unit equipped with icon of flame gain soul blaze. (page 26)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 14:42:27


Post by: Skerr


 VeteranNoob wrote:
icon of flame
All boltguns, combi bolers, heavy bolters, bolt pisols and inferno weapons carried by models with Mark of Tz in unit equipped with icon of flame gain soul blaze. (page 26)


Can you clarify if the flamers have Soulblaze as an auto include. Frontline Gaming seemed to indicate that.

Also is there any adverse table that flamers have to roll in vs someones toughness that might increase or give them FnP? I read that on another forum and hoped that our flamers would not be subject to that.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:01:27


Post by: Trasvi


Blue Horrors are 1-10 = 1 WC, 11-20 = 2 WC.

I haven't seen a screenshot of the Brimstone horrors, but I'm assuming they're S/T 1, 2W.

So assuming you take a standard unit of 11 horrors for 99 points, plus a herald with the double splits thing...
11 horrors => 44 blue horrors => 88 brimstone horrors. 143 wounds (231 if you're facing Dark Eldar who can't ID T1) and up to 44 warp charge... for 99 points.

Potential downside -> giving up kill points. Upsides -> so so many.




Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:12:49


Post by: jreilly89


Anything worth picking up for a Daemons only army?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:13:19


Post by: Skerr


If rubric marines count as troops what does Ahriman ability do, allow rubric termies to be troops as well?

If not it seems redundant.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:19:28


Post by: Red_Drake


 Skerr wrote:
If rubric marines count as troops what does Ahriman ability do, allow rubric termies to be troops as well?

If not it seems redundant.


Rubric marines are only troops in a thousand sons detachment. Otherwise they are still elites.
Arhiman (and a tzeentch marked sorcerer warlord) makes them troops in any detachment


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:19:31


Post by: Captyn_Bob


 Skerr wrote:
If rubric marines count as troops what does Ahriman ability do, allow rubric termies to be troops as well?

If not it seems redundant.

It is still possible to take Ahriman in a non-thousand sons detachment I guess?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:26:39


Post by: BomBomHotdog


the bearer needs to be in the unit for the extra splitting so 11 pink to 44 blue to 44 brimstone or 11 pink into 22 blue into 88 brimstone

Via frontlinegaming.org:
Lord of Flux: Enemy units within 12″ of your Warlord treat all terrain, even open ground, as difficult terrain. Additionally, any enemy units that run, trubo-boost, move flat out or charge within that radius must take dangerous terrain tests.

Magnus gets this automagically. So he's a flying 12" terrain feature that pew-pews everything in the psycic phase! Put him near some vulnerable units for the dangerous terrain test since Tsons cant overwatch.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:37:06


Post by: zamerion


BomBomHotdog wrote:
the bearer needs to be in the unit for the extra splitting so 11 pink to 44 blue to 44 brimstone or 11 pink into 22 blue into 88 brimstone

.


With the formation of wulfen (9 horrors or flamers or exalted flamers) the focus is to all units in 12 ums,


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:43:18


Post by: Whitebeard


Here is what I have sitting here. What could do with it? I would love to make a fun and useful army (for local games, not for meta tourneys).

2 Lords of Change
2 Rhinos
2 Thousand Man Squads (10) w/Sorcerers
19 Screamers
40 Pink horrors
3 Flamers
1 Burning Chariot
1 Vindicator
1 Sorcerer
1 Ahriman
8 Thousand Sons with CC weapons and bolt pistols (Dont ask...)

I plan on getting some more stuff for it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:44:04


Post by: Skerr


Red_Drake wrote:
 Skerr wrote:
If rubric marines count as troops what does Ahriman ability do, allow rubric termies to be troops as well?

If not it seems redundant.


Rubric marines are only troops in a thousand sons detachment. Otherwise they are still elites.
Arhiman (and a tzeentch marked sorcerer warlord) makes them troops in any detachment


Thanks.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:51:16


Post by: nekooni


 Whitebeard wrote:
8 Thousand Sons with CC weapons and bolt pistols (Dont ask...)

Why?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:52:45


Post by: lokust2501


Am I correct in understanding that the only formation including Rubric marines is the War Cabal core choice including:

War cabal:
1 Ahriman, Daemon Prince, Exalted Sorcerer or Sorcerer
1-3 Rubric Marines
1-3 S O Termies
1-3 Exalted Sorcerer or Sorcerer


If this is the case then there's really no reason in having more than 3 units of Rubrics if you're aiming for the Grand Coven FBD, and want to be able to get the reroll saves of 1 on your Rubrics (and others)?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:53:52


Post by: mrhappyface


Will the wulfen formations be updated to include the new locis? If not that's fine, but if we can take the loci of creation in the warpflame host...


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:55:49


Post by: VeteranNoob


 Skerr wrote:
 VeteranNoob wrote:
icon of flame
All boltguns, combi bolers, heavy bolters, bolt pisols and inferno weapons carried by models with Mark of Tz in unit equipped with icon of flame gain soul blaze. (page 26)


Can you clarify if the flamers have Soulblaze as an auto include. Frontline Gaming seemed to indicate that.

Also is there any adverse table that flamers have to roll in vs someones toughness that might increase or give them FnP? I read that on another forum and hoped that our flamers would not be subject to that.


Inferno/bolt weapons have no additional special rules unless the icon of flame is in the unit which then grants them soul blaze. Warpflame weapons (pistol, flamer & heavy flamer) come with warp flame sp. rule. If a unit suffered one or more unsaved wounds from any attack with warp flame the phase they must take a toughness test. If failed immediately suffers D3 wounds, no armor or cover saves allowed. If test is passed then unit gains 6+ FnP rest of game. or improves existing FnP...for Chaos is fickle.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:56:40


Post by: mrhappyface


 Whitebeard wrote:

2 Thousand Man Squads

Also that is a lot of men


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 15:58:35


Post by: Red_Drake


VeteranNoob, What is the exact wording on the formation benefits for the formation with Kairos Fateweaver and 1-3 Lords of Change?
is it generic "models in this formation reroll" or is it a specific "the lords of change in this formation reroll"


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:10:58


Post by: Skerr


Pic of Magnus page from the book on Age of Sigmar


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:14:34


Post by: Galef


Trasvi wrote:
Blue Horrors are 1-10 = 1 WC, 11-20 = 2 WC.

I haven't seen a screenshot of the Brimstone horrors, but I'm assuming they're S/T 1, 2W.

So assuming you take a standard unit of 11 horrors for 99 points, plus a herald with the double splits thing...
11 horrors => 44 blue horrors => 88 brimstone horrors. 143 wounds (231 if you're facing Dark Eldar who can't ID T1) and up to 44 warp charge... for 99 points.

Potential downside -> giving up kill points. Upsides -> so so many.



A couple issue with the math here. It's hard to judge how many WCs you can get because models that are Split MUST join a unit that is within 6" unless a unit is not in range, then and only then can you make a new unit. So at most, a unit of 11 horrors would only make 1 extra unit per turn, since they cannot move away unit their movement phase or with clever removing of casualties (which the attacking player has more control over anyway)
You have to "split" them over multiple turns in order to make that many new units. Also, You can't have all the WC at once. The 2WC from the original 11 Horrors goes away once the unit dies

The best case scenario for the Daemon play in the first turn is to have 3 Pinkes get killed while in a unit with the Loci, creating 12 Blues. Now they have 1WC from the remaining 8 Pinks and 2WC from the new unit of 12 Blues. That is only 1 more than they started with. Hardly game breaking. If you manage to kill a lot of Pinkies, than you make a single large unit of Blue. If you kill ALL the Pink in that turn, the unit of 22 Blues only generates 2 WC, just like the staring 11 Pinks

Even Killing Pinks in multiple phases will typically only creates 1 unit of Blues. For Example: You use Psychic Shriek to kill some, a new unit is made within 6".
In your shooting phase you kill some more Pinks. Guess what? the unit of Blues you created before is still within 6", so new models add to that unit.
Now you assault the Pinks. Unless the Daemon player can remove casualties in a way that makes the Pink & Blue units more than 6" away, they won't be able to create a new unit until YOUR new turn (with some exceptions like perils, dangerous terrain, etc).

The Split rule is pretty amazing, but it is not possible to make 90 pts unit into 250pts worth of units in the same turn, nor is it likely to produce all the Warp Charge, all the time.
At best, the Daemon player will have about 2-4 WC being produced for the "same" 90pt investment at any given turn. Not 44

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:17:43


Post by: VeteranNoob


Red_Drake wrote:
VeteranNoob, What is the exact wording on the formation benefits for the formation with Kairos Fateweaver and 1-3 Lords of Change?
is it generic "models in this formation reroll" or is it a specific "the lords of change in this formation reroll"

Kairos and the 1-3 LoC from this formation can reroll any rolls of 1 when making psychic tests, to hi or to wound rolls. Also, while all the models from this formation are on the battlefield you can choose to reroll any attempt to seize the initiative and any reserve rolls.
note: could see it both ways but I think the last rule is for the original number of LoC you took in the formation to all still be alive. So 1-3 LoC.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:19:28


Post by: angryboy2k


Still hoping one of the lucky folks who's got the book can let us know if the Tzaangors can be equipped with different weapons within the same unit, or if they all have to be identically equipped. I'm hoping I can mix and match!

Thanks!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:21:51


Post by: VeteranNoob


angryboy2k wrote:
Still hoping one of the lucky folks who's got the book can let us know if the Tzaangors can be equipped with different weapons within the same unit, or if they all have to be identically equipped. I'm hoping I can mix and match!

Thanks!

Any Tzaangor may replace both close combat weapons for autopistol and chainsword at 1pt/model.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:21:56


Post by: Pain4Pleasure


The detachment was just released and I saw no mention of anything for tzeentch daemons. Anyone know where that is in the book?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 16:24:52


Post by: angryboy2k


 VeteranNoob wrote:
angryboy2k wrote:
Still hoping one of the lucky folks who's got the book can let us know if the Tzaangors can be equipped with different weapons within the same unit, or if they all have to be identically equipped. I'm hoping I can mix and match!

Thanks!

Any Tzaangor may replace both close combat weapons for autopistol and chainsword at 1pt/model.


Thanks, VeteranNoob! That's perfect! That means I can use some of the autopistols from the box to mod my Silver Tower Tzaangors, while keeping CC weapons for half the unit, masking the fact they're repeated poses.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 17:30:47


Post by: Red_Drake


So according the the wording on the Split rule, if you kill a unit of pink horrors in one go, they don't split, as there is no unit to place within 6" of at the end of the phase.

Special exception is given to RULES that completely remove the unit (assuming sweeping advance and posession, and perils result 1 fall under this), but not if the unit is entirely removed for any other reason

Additionally, any horrors killed BEFORE the point that the unit is removed entirely dont split as well, for the same reason.
If you kill all but one model in assault and they roll 12 on their instability test, you only get 2 blue horrors (as there was one model in the unit when the unit was removed) and the unit no longer exists to place the other blue horrors near to.

Does this mean the way to avoid the bs splitting is to kill the entire unit in one go? the OPPOSITE of the usual tactic which is "kill 1 model to drop them down 1 warp charge"


and amusingly, if they weren't immune to psychology, they would split when they ran off the board edge or were sweeping advanced


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 17:36:28


Post by: mrhappyface


Would you not class "remove model from play if it has lost it's last wound" a rule?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 17:38:05


Post by: Galef


Red_Drake wrote:
So according the the wording on the Split rule, if you kill a unit of pink horrors in one go, they don't split, as there is no unit to place within 6" of at the end of the phase.

Special exception is given to RULES that completely remove the unit (assuming sweeping advance and posession, and perils result 1 fall under this), but not if the unit is entirely removed for any other reason

I had this thought initially, but then I remembered that everything you do in 40K is governed by a "rule". So failing their saves and being removed as casualties is a "rule", though not a "special rule" as defined by the BRB. But the Split rule doesn't say "special rule", just "rule". If the Split rule said "special rule" you would be right.

However it doesn't so it appears that the only way to stop splitting is to cause the unit to fail an Instability test, specifically a failure that removes the whole unit (either double 6s or rolling high enough to kill every model left in the unit). All other "rules" will still allow them to split

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 17:40:32


Post by: Skerr


 VeteranNoob wrote:
 Skerr wrote:
 VeteranNoob wrote:
icon of flame
All boltguns, combi bolers, heavy bolters, bolt pisols and inferno weapons carried by models with Mark of Tz in unit equipped with icon of flame gain soul blaze. (page 26)


Can you clarify if the flamers have Soulblaze as an auto include. Frontline Gaming seemed to indicate that.

Also is there any adverse table that flamers have to roll in vs someones toughness that might increase or give them FnP? I read that on another forum and hoped that our flamers would not be subject to that.


Inferno/bolt weapons have no additional special rules unless the icon of flame is in the unit which then grants them soul blaze. Warpflame weapons (pistol, flamer & heavy flamer) come with warp flame sp. rule. If a unit suffered one or more unsaved wounds from any attack with warp flame the phase they must take a toughness test. If failed immediately suffers D3 wounds, no armor or cover saves allowed. If test is passed then unit gains 6+ FnP rest of game. or improves existing FnP...for Chaos is fickle.


Bummer. I mean slight chance of it backfiring so I guess no to bad. do not have any xp using it.

Thanks VN


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 17:45:04


Post by: Red_Drake


 mrhappyface wrote:
Would you not class "remove model from play if it has lost it's last wound" a rule?

right, but thats not a rule that removes the whole unit from the board (unless you consider the last model in the unit being removed as a "unit of 1", and even then, it would only allow "the unit" (read: the last model) to split instantly. the rest of the casualties would still be placed at the end of the phase, nearby the non-existant unit)


EDIT: whoops, forgot that instability was specifically excluded from letting a unit split when removed. I removed that bit from this post


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 18:51:37


Post by: Kharne the Befriender


I was just looking at the sprues for the Tzaangors and they seem to have shields, is there a specific entry stating they can take shields? Are the shields base wargear? Do they count as Close Combat Weapons?

They also have some pretty neat swords and axes, and also some miscellaneous weapons, great kit over all.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 18:54:15


Post by: VeteranNoob


When a Pink dies you set up 2 blues at the end of that phase (so they can't act in that phase. If there is already a unit of blues within 6" of the dying pinks, the 2 models/pinks go there. Otherwise, even if the whole unit of pinks is destroyed, excluding demonic instability, the last pink to be removed from the table (so controlling picks which pink to pick up last) is the point where 6" of this last horror (still 2blues/pink) so that this new unit of blues is entirely within the 6" bubble, essentially, of that last pink. Same with brimmies

also: I put the pics up from the rules a few pages back so everyone can just see for themselves.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:00:12


Post by: Whitebeard


So should I be picking up a bunch of blue horrors and brimstone models?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:09:27


Post by: Ghaz


 Kharne the Befriender wrote:
I was just looking at the sprues for the Tzaangors and they seem to have shields, is there a specific entry stating they can take shields? Are the shields base wargear? Do they count as Close Combat Weapons?

They're most likely there for use in Age of Sigmar and not 40K.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:11:02


Post by: Galef


 Whitebeard wrote:
So should I be picking up a bunch of blue horrors and brimstone models?

Yes, but good luck, as GW does not yet sell either in stand-alone kits. You can get 3 Blue Horrors in the Tz Chariot box, or 4 Blues from the Silver Tower boxed game, which also include 4 Brimstone horrors. eBay currently does not have any for sale (I've been checking)

 VeteranNoob wrote:
When a Pink dies you set up 2 blues at the end of that phase (so they can't act in that phase. If there is already a unit of blues within 6" of the dying pinks, the 2 models/pinks go there. Otherwise, even if the whole unit of pinks is destroyed, excluding demonic instability, the last pink to be removed from the table (so controlling picks which pink to pick up last) is the point where 6" of this last horror (still 2blues/pink) so that this new unit of blues is entirely within the 6" bubble, essentially, of that last pink. Same with brimmies

Agreed. It does deem to imply that only 1 thing stops splitting and that is if Instability removes the unit. Removing the unit in ANY other way still produces blue/brimstone Horrors.
Now a good question is whether the reference to Instability is specifically the double 6s, or if any failed check that is high enough to remove the last few models in the unit?

SIde note, if you do remove all models in the unit, you do not wait until the end of the phase to place the new unit. They are immediately placed. So if you can kill a whole unit in one go, you can then target the unit created in the same phase.

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:15:42


Post by: Hulksmash


Are the daemon princes in the formations CSM or codex daemons?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:26:52


Post by: Kharne the Befriender


 Ghaz wrote:
 Kharne the Befriender wrote:
I was just looking at the sprues for the Tzaangors and they seem to have shields, is there a specific entry stating they can take shields? Are the shields base wargear? Do they count as Close Combat Weapons?

They're most likely there for use in Age of Sigmar and not 40K.


But would it be to far fetched to use them as CCW in 40k? Or should I just stick with the chainswords?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:36:32


Post by: Matt.Kingsley


Theoretically, if one was unable to fit all Blue Horrors within 6" of the unit, would the excess be removed as casualties, or would they just not deploy?

If the former, would this cause Brimstone Horrors to spawn?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 19:47:51


Post by: Galef


 Matt.Kingsley wrote:
Theoretically, if one was unable to fit all Blue Horrors within 6" of the unit, would the excess be removed as casualties, or would they just not deploy?

If the former, would this cause Brimstone Horrors to spawn?

Oh, snap! Good question


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:18:16


Post by: VeteranNoob


 Galef wrote:
 Whitebeard wrote:
So should I be picking up a bunch of blue horrors and brimstone models?

Yes, but good luck, as GW does not yet sell either in stand-alone kits. You can get 3 Blue Horrors in the Tz Chariot box, or 4 Blues from the Silver Tower boxed game, which also include 4 Brimstone horrors. eBay currently does not have any for sale (I've been checking)

 VeteranNoob wrote:
When a Pink dies you set up 2 blues at the end of that phase (so they can't act in that phase. If there is already a unit of blues within 6" of the dying pinks, the 2 models/pinks go there. Otherwise, even if the whole unit of pinks is destroyed, excluding demonic instability, the last pink to be removed from the table (so controlling picks which pink to pick up last) is the point where 6" of this last horror (still 2blues/pink) so that this new unit of blues is entirely within the 6" bubble, essentially, of that last pink. Same with brimmies

Agreed. It does deem to imply that only 1 thing stops splitting and that is if Instability removes the unit. Removing the unit in ANY other way still produces blue/brimstone Horrors.
Now a good question is whether the reference to Instability is specifically the double 6s, or if any failed check that is high enough to remove the last few models in the unit?

SIde note, if you do remove all models in the unit, you do not wait until the end of the phase to place the new unit. They are immediately placed. So if you can kill a whole unit in one go, you can then target the unit created in the same phase.

-


The language in splitting I'll type exactly: "If a friendly unit of Pink Horrors suffers any casualities, the slain Horrors will split and creat Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks)."


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:40:41


Post by: Red Corsair


 Hulksmash wrote:
Are the daemon princes in the formations CSM or codex daemons?


I am no expert but thousand sons are from CSM so I would assume you field any unit available in CSM, from that book and if it only exists elsewhere you would then look elsewhere but hopefully the WoM sheds some light on it. If not, I would be fine with it either way my opponent wanted so long as they were consistent.


Automatically Appended Next Post:
 VeteranNoob wrote:
 Galef wrote:
 Whitebeard wrote:
So should I be picking up a bunch of blue horrors and brimstone models?

Yes, but good luck, as GW does not yet sell either in stand-alone kits. You can get 3 Blue Horrors in the Tz Chariot box, or 4 Blues from the Silver Tower boxed game, which also include 4 Brimstone horrors. eBay currently does not have any for sale (I've been checking)

 VeteranNoob wrote:
When a Pink dies you set up 2 blues at the end of that phase (so they can't act in that phase. If there is already a unit of blues within 6" of the dying pinks, the 2 models/pinks go there. Otherwise, even if the whole unit of pinks is destroyed, excluding demonic instability, the last pink to be removed from the table (so controlling picks which pink to pick up last) is the point where 6" of this last horror (still 2blues/pink) so that this new unit of blues is entirely within the 6" bubble, essentially, of that last pink. Same with brimmies

Agreed. It does deem to imply that only 1 thing stops splitting and that is if Instability removes the unit. Removing the unit in ANY other way still produces blue/brimstone Horrors.
Now a good question is whether the reference to Instability is specifically the double 6s, or if any failed check that is high enough to remove the last few models in the unit?

SIde note, if you do remove all models in the unit, you do not wait until the end of the phase to place the new unit. They are immediately placed. So if you can kill a whole unit in one go, you can then target the unit created in the same phase.

-


The language in splitting I'll type exactly: "If a friendly unit of Pink Horrors suffers any casualities, the slain Horrors will split and creat Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks)."
That can't be all of it, I would assume it gets specific and tells you when where and how. That specificity is the key point.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:43:24


Post by: Ghaz


Just a heads up from Warhammer TV...


[Thumb - Magnus.jpg]


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:46:00


Post by: Red_Drake


 Red Corsair wrote:
 VeteranNoob wrote:
 Galef wrote:
 Whitebeard wrote:
So should I be picking up a bunch of blue horrors and brimstone models?

Yes, but good luck, as GW does not yet sell either in stand-alone kits. You can get 3 Blue Horrors in the Tz Chariot box, or 4 Blues from the Silver Tower boxed game, which also include 4 Brimstone horrors. eBay currently does not have any for sale (I've been checking)

 VeteranNoob wrote:
When a Pink dies you set up 2 blues at the end of that phase (so they can't act in that phase. If there is already a unit of blues within 6" of the dying pinks, the 2 models/pinks go there. Otherwise, even if the whole unit of pinks is destroyed, excluding demonic instability, the last pink to be removed from the table (so controlling picks which pink to pick up last) is the point where 6" of this last horror (still 2blues/pink) so that this new unit of blues is entirely within the 6" bubble, essentially, of that last pink. Same with brimmies

Agreed. It does deem to imply that only 1 thing stops splitting and that is if Instability removes the unit. Removing the unit in ANY other way still produces blue/brimstone Horrors.
Now a good question is whether the reference to Instability is specifically the double 6s, or if any failed check that is high enough to remove the last few models in the unit?

SIde note, if you do remove all models in the unit, you do not wait until the end of the phase to place the new unit. They are immediately placed. So if you can kill a whole unit in one go, you can then target the unit created in the same phase.

-


The language in splitting I'll type exactly: "If a friendly unit of Pink Horrors suffers any casualities, the slain Horrors will split and creat Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks)."
That can't be all of it, I would assume it gets specific and tells you when where and how. That specificity is the key point.


"Split: If a friendly unit of Pink Horrors suffers any casualities, the salin Horrors will split and create Blue Horrors at the end of that Phase (after all other units have performed their actions and made their attacks).
Two Blue Horrors are created for each slain Pink Horror- if there is allready a friendly Blue Horror unit within 6" of the Ping Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors.
If a rule causes a Whole unit of Pink Horrors to be Removed at once (excluding Daemonic Instability), you can immediatly create a unit of Blue Horrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has to models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horror unit."


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:50:26


Post by: Galef


 VeteranNoob wrote:

The language in splitting I'll type exactly: "If a friendly unit of Pink Horrors suffers any casualities, the slain Horrors will split and creat Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks)."

And the rule goes on to say "If a rule causes the whole unit to be removed at once (excluding Instability), you can IMMEDIATELY create a units of Blue Horrors, just before removing the LAST model from the Pink horror unit."

So in any case in which the unit is removed (Instability is the only exception noted), you do not wait until the end of the phase, you do it immediately, and 6" from the last Horror removed. The reference to the "last horror" has to mean any time the unit is removed, not just rules that take out the whole squad. There has to be a "last model" to measure too.
So if you shoot down all 11 horrors in a single phase, 22 Blue horrors are created within 6" of the last model. Immediately, not at the end of the phase

-


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:51:10


Post by: VeteranNoob


@Hulk DP are entries in CSM TS Grand Cove and demons Pandemoniad.
GC: War Cabal, Sekhment conclave, reharti war sect, lord of the legion, war coven

demons: Lords of Pandemonium


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 20:55:38


Post by: Red_Drake


VeteranNoob, is Magnus purely a CSM lord of war? or can be taken as a Lord of War choice in daemon armies as well?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 21:01:42


Post by: Cephalobeard


Red_Drake wrote:
VeteranNoob, is Magnus purely a CSM lord of war? or can be taken as a Lord of War choice in daemon armies as well?


This is important to me.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 21:03:22


Post by: JimOnMars


 Galef wrote:
I think the best way to do Pink/Blue horrors is to make half of them mostly Pink with some blue, and the other half mostly Blue with some Pink. that way you'd only need as many models as you need Blue Horrors.
What I might try (if I played daemons) is installing 3 blue LEDs in the bases with a watch battery. If they turn blue, just switch them on!

I will still need a ton more of them though...


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 21:07:05


Post by: Roknar


@VeteranNoob:
Are terminator and/or rubrics replacements for normal termies /TSons? Like cataphractii for loyalists.
I'm asking because that would allow us to use scarab occult in a terminator annihilation force.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 21:14:27


Post by: VeteranNoob


 Cephalobeard wrote:
Red_Drake wrote:
VeteranNoob, is Magnus purely a CSM lord of war? or can be taken as a Lord of War choice in daemon armies as well?


This is important to me.

he's listed in the intro (pg 8) as a new datasheet entry for CSM codex. LoW. He is not in the Demon Pandemoniad from Warzone Fenris. That's all I got for you. I'm building a SCM TS army and plan to eventually ally in some cute, cuddly Tz demons for fun.


Automatically Appended Next Post:
 JimOnMars wrote:
 Galef wrote:
I think the best way to do Pink/Blue horrors is to make half of them mostly Pink with some blue, and the other half mostly Blue with some Pink. that way you'd only need as many models as you need Blue Horrors.
What I might try (if I played daemons) is installing 3 blue LEDs in the bases with a watch battery. If they turn blue, just switch them on!

I will still need a ton more of them though...

In addition to adding Blue or Brimstone horror models, that would be fething cool


Automatically Appended Next Post:
 Roknar wrote:
@VeteranNoob:
Are terminator and/or rubrics replacements for normal termies /TSons? Like cataphractii for loyalists.
I'm asking because that would allow us to use scarab occult in a terminator annihilation force.

Try to answer as best I can. All the TS stuff is new addition to CSM. Ahriman and Rubrics replace the CSM codex entries. Does that help?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 21:43:14


Post by: TheDraconicLord


 Ghaz wrote:
Just a heads up from Warhammer TV...



The hero we deserve


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 21:53:07


Post by: Hulksmash


 VeteranNoob wrote:
@Hulk DP are entries in CSM TS Grand Cove and demons Pandemoniad.
GC: War Cabal, Sekhment conclave, reharti war sect, lord of the legion, war coven

demons: Lords of Pandemonium


I guess I can just check the Faction icon at the top of the sheets but based on what you're saying it's the CSM DP's outside of any daemon formations specific to that faction. Sounds good. I prefer the CSM variant.

Do we still have to pick one power from our marked discipline or did they do away with that?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 22:05:27


Post by: VeteranNoob


If we're building a CSM TS army we would pull from DP in CSM codex at this point for the GC.
from that pic I took that circulated and Atia posted on her blog, the DP for this TS detachment would need to take the demon of Tz, and mark of tz if possible, and could elect to choose all his powers from the new expanded Lore of tzeentch (primaris +6) if he so desired.
Furthermore, as he already has VotLW *if* he is affected by a blessing his invuln save is improved by 1 until the start of our next psy phase. He would reroll failed to-hits vs. SW every round of close combat, though SW gain hatred (TS). He could take from the TS 6 artefacts.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 22:06:59


Post by: Skerr


 Kharne the Befriender wrote:
 Ghaz wrote:
 Kharne the Befriender wrote:
I was just looking at the sprues for the Tzaangors and they seem to have shields, is there a specific entry stating they can take shields? Are the shields base wargear? Do they count as Close Combat Weapons?

They're most likely there for use in Age of Sigmar and not 40K.


But would it be to far fetched to use them as CCW in 40k? Or should I just stick with the chainswords?


Either or looks cool actually and appropriate.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 22:12:03


Post by: Cephalobeard


Was able to find this.

[Thumb - FB_IMG_1480376963099.jpg]


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 22:27:13


Post by: Matt.Kingsley


Red_Drake wrote:
"Split: If a friendly unit of Pink Horrors suffers any casualities, the salin Horrors will split and create Blue Horrors at the end of that Phase (after all other units have performed their actions and made their attacks).
Two Blue Horrors are created for each slain Pink Horror- if there is allready a friendly Blue Horror unit within 6" of the Ping Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors.
If a rule causes a Whole unit of Pink Horrors to be Removed at once (excluding Daemonic Instability), you can immediatly create a unit of Blue Horrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has to models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horror unit."


Ok, if this is the exact wording then it becomes near impossible to run out of room to place the models as they don't need to be within 6", the unit they for does.

Which also means you could daisy chain Blue/Brimstone horrors across the board, which is dumb.

"You killed 10 horrors in your unit with the Herald with the Exalted Locus this shooting phase. I now get to create a unit of 40 Blue Horrors. Oh look I now have a sizable number of blue horrors in your deployment zone, even though the pink horrors were still in mine."


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/29 23:12:48


Post by: Trasvi


 Galef wrote:
Trasvi wrote:
Blue Horrors are 1-10 = 1 WC, 11-20 = 2 WC.

I haven't seen a screenshot of the Brimstone horrors, but I'm assuming they're S/T 1, 2W.

So assuming you take a standard unit of 11 horrors for 99 points, plus a herald with the double splits thing...
11 horrors => 44 blue horrors => 88 brimstone horrors. 143 wounds (231 if you're facing Dark Eldar who can't ID T1) and up to 44 warp charge... for 99 points.

Potential downside -> giving up kill points. Upsides -> so so many.



A couple issue with the math here. It's hard to judge how many WCs you can get because models that are Split MUST join a unit that is within 6" unless a unit is not in range, then and only then can you make a new unit. So at most, a unit of 11 horrors would only make 1 extra unit per turn, since they cannot move away unit their movement phase or with clever removing of casualties (which the attacking player has more control over anyway)
You have to "split" them over multiple turns in order to make that many new units. Also, You can't have all the WC at once. The 2WC from the original 11 Horrors goes away once the unit dies

The best case scenario for the Daemon play in the first turn is to have 3 Pinkes get killed while in a unit with the Loci, creating 12 Blues. Now they have 1WC from the remaining 8 Pinks and 2WC from the new unit of 12 Blues. That is only 1 more than they started with. Hardly game breaking. If you manage to kill a lot of Pinkies, than you make a single large unit of Blue. If you kill ALL the Pink in that turn, the unit of 22 Blues only generates 2 WC, just like the staring 11 Pinks

Even Killing Pinks in multiple phases will typically only creates 1 unit of Blues. For Example: You use Psychic Shriek to kill some, a new unit is made within 6".
In your shooting phase you kill some more Pinks. Guess what? the unit of Blues you created before is still within 6", so new models add to that unit.
Now you assault the Pinks. Unless the Daemon player can remove casualties in a way that makes the Pink & Blue units more than 6" away, they won't be able to create a new unit until YOUR new turn (with some exceptions like perils, dangerous terrain, etc).

The Split rule is pretty amazing, but it is not possible to make 90 pts unit into 250pts worth of units in the same turn, nor is it likely to produce all the Warp Charge, all the time.
At best, the Daemon player will have about 2-4 WC being produced for the "same" 90pt investment at any given turn. Not 44

-


Sure, it is a theoretical scenario. Probably even impossible due to game length.

But even in the worst case scenario, a single 11 model pink horror unit without the locus now has effectively 55 (77) wounds and needs to be killed at least 3 times. They operate at the same or *increased* effectiveness as models die.

With how the game usually goes for me, my opponents throw a few stray boaters at the pinks to knock out one warp charge - a strategy which won't work anymore. Now just to stop the snowball effect the opponent needs to invest a large amount of shooting. If the pinks go to ground in ruins, you need to put 50 wounds on them to kill them all in one phase. If my opponent invests that amount of shooting to kill horrors instead of daemon princes I'm happy.
Wiping them out in assault is far easier, but it still takes at least 3 turns to completely do. If your opponent is trying to assault you off an objective, it's futile.

Now that I really think about it, I think the split rule is going to cause players to just completely ignore the pink horrors until the game is sealed, because trying to deal with them just creates more problems than it solves.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 00:40:14


Post by: commander dante


 Cephalobeard wrote:
Was able to find this.

All that i can see is that he is 650 smakeroos and his melee wepon is AP2 (despite the fact that MCs Close Combat Attacks are always AP2)


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 00:50:06


Post by: Retrogamer0001


Is there any confirmation that Dark Angels will be getting any updates/new models? I see the DA codex says "no longer available" on the Canadian site, though I know this may mean nothing.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 00:53:51


Post by: Lou_Cypher


Any confirmation that the Tzeentch Discipline still have the Prismatic Gaze D Str power?

The chance to get them with Blue and Brimstone Horrors as split might be interesting.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 01:04:02


Post by: astro_nomicon


They fleshed out the Tzeentch table in the for chaos space marines. The Daemon Tzeentch table from Curse of the Wulfen is unchanged.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 01:33:53


Post by: DarkStarSabre


 astro_nomicon wrote:
They fleshed out the Tzeentch table in the for chaos space marines. The Daemon Tzeentch table from Curse of the Wulfen is unchanged.


Now if Traitor Legions does the same for Nurgle and Slaanesh I will be so happy.

Especially for Nurgle. Since Typhus HAS to take that god awful discipline it'd be nice to have a chance of stuff worth using other than Force lol.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 01:57:38


Post by: Berwald


 DarkStarSabre wrote:
 astro_nomicon wrote:
They fleshed out the Tzeentch table in the for chaos space marines. The Daemon Tzeentch table from Curse of the Wulfen is unchanged.


Now if Traitor Legions does the same for Nurgle and Slaanesh I will be so happy.

Especially for Nurgle. Since Typhus HAS to take that god awful discipline it'd be nice to have a chance of stuff worth using other than Force lol.

I don't believe the Traitor legion supplement will carry any Chaos bonuses.

Remember, Traitor legions are those that left the might of the Imperium and DIDN'T join chaos.
Otherwise, they would be Chaos Space Marines.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 01:58:44


Post by: Wolf_in_Human_Shape


Yeah, new powers are a pretty exciting prospect! It would be awesome to see Cabals with marks, for a change, and not have that be a terrible self-inflicted hamstring for fluff's sake.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:02:42


Post by: Dayknight


So why not engage the horrors in melee? They do have instability...


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:13:40


Post by: Thousand-Son-Sorcerer


 Wolf_in_Human_Shape wrote:
Yeah, new powers are a pretty exciting prospect! It would be awesome to see Cabals with marks, for a change, and not have that be a terrible self-inflicted hamstring for fluff's sake.


Don't be so quick, look at what they did with the Change and Tzeentch disciplines, they took the old tables and slapped some new ones on there. They will probably do the same with everything else.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:18:27


Post by: Berwald


 Thousand-Son-Sorcerer wrote:
 Wolf_in_Human_Shape wrote:
Yeah, new powers are a pretty exciting prospect! It would be awesome to see Cabals with marks, for a change, and not have that be a terrible self-inflicted hamstring for fluff's sake.


Don't be so quick, look at what they did with the Change and Tzeentch disciplines, they took the old tables and slapped some new ones on there. They will probably do the same with everything else.

I actually have not seen the 2 newest disciples online.
Would appreciate it if anyone would send me a link to them! =O


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:23:57


Post by: Carnikang


Berwald wrote:
 DarkStarSabre wrote:
 astro_nomicon wrote:
They fleshed out the Tzeentch table in the for chaos space marines. The Daemon Tzeentch table from Curse of the Wulfen is unchanged.


Now if Traitor Legions does the same for Nurgle and Slaanesh I will be so happy.

Especially for Nurgle. Since Typhus HAS to take that god awful discipline it'd be nice to have a chance of stuff worth using other than Force lol.

I don't believe the Traitor legion supplement will carry any Chaos bonuses.

Remember, Traitor legions are those that left the might of the Imperium and DIDN'T join chaos.
Otherwise, they would be Chaos Space Marines.


*checks the Strongly Disagree checkbox

It has all of the Traitor Legions, all of whom DID turn to chaos. The only ones who supposedly haven't are the Alpha Legion. I could very well see them including special things for specific Gods and such if they're doing Legion Specific rules.

Edit; Also would like to point out that is is a Chaos Space Marine Supplement.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:29:25


Post by: Roknar


Berwald wrote:
 DarkStarSabre wrote:
 astro_nomicon wrote:
They fleshed out the Tzeentch table in the for chaos space marines. The Daemon Tzeentch table from Curse of the Wulfen is unchanged.


Now if Traitor Legions does the same for Nurgle and Slaanesh I will be so happy.

Especially for Nurgle. Since Typhus HAS to take that god awful discipline it'd be nice to have a chance of stuff worth using other than Force lol.

I don't believe the Traitor legion supplement will carry any Chaos bonuses.

Remember, Traitor legions are those that left the might of the Imperium and DIDN'T join chaos.
Otherwise, they would be Chaos Space Marines.


...say what?

No offense, but I think you might want to brush up on your lore... all of it.

The traitor legions all fell to chaos, some more than others. Horus was the warmaster and had the blessing of all 4 gods.
What your thinking of are renegade astartes, those may or may not fall to chaos although the majority do. Like the crimson slaughter.
Those only started appearing after the horus heresy. The Traitor Legions are called Traitor legion because that's exactly what they are. There haven't been any since...officially.
Some of these have been around for 10000 years, and steeped in the stuff of warp for longer than some renegade astartes chapters even exist.

4 of the legions dedicated themselves utterly and completely to their patron gods, two worship all of chaos equally. The remaining three may not be quite as eager to serve the great 4 by comparison but make no mistake, they are servants of chaos all. So getting updated chaos disciplines is going to happen for the respective traitor legions or not at all. As seen now with the Thousand Sons.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:32:39


Post by: Berwald


 Roknar wrote:
Berwald wrote:
 DarkStarSabre wrote:
 astro_nomicon wrote:
They fleshed out the Tzeentch table in the for chaos space marines. The Daemon Tzeentch table from Curse of the Wulfen is unchanged.


Now if Traitor Legions does the same for Nurgle and Slaanesh I will be so happy.

Especially for Nurgle. Since Typhus HAS to take that god awful discipline it'd be nice to have a chance of stuff worth using other than Force lol.

I don't believe the Traitor legion supplement will carry any Chaos bonuses.

Remember, Traitor legions are those that left the might of the Imperium and DIDN'T join chaos.
Otherwise, they would be Chaos Space Marines.


...say what?

No offense, but I think you might want to brush up on your lore... all of it.

The traitor legions all fell to chaos, some more than others. Horus was the warmaster and had the blessing of all 4 gods.
What your thinking of are renegade astartes, those may or may not fall to chaos although the majority do. Like the crimson slaughter.
Those only started appearing after the horus heresy. The Traitor Legions are called Traitor legion because that's exactly what they are. There haven't been any since...officially.
Some of these have been around for 10000 years, and steeped in the stuff of warp for longer than some renegade astartes chapters even exist.

4 of the legions dedicated themselves utterly and completely to their patron gods two worship all of chaos equally. The remaining three may not be quite as eager to serve the great 4 by comparison but make no mistake, they are servants of chaos all. So getting updated chaos disciplines is going to happen for the respective traitor legions or not at all. As seen now with the Thousand Sons.

You are correct. I mistook the Traitors for Renegades. my b


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:37:27


Post by: DarkStarSabre


Berwald wrote:

You are correct. I mistook the Traitors for Renegades. my b


Even that doesn't hold true.

Especially when you consider that the Crimson Slaughter are an explicitly Renegade SM Chapter (and a Chaos Space Marine supplement) and one of the most infamous Renegades of all - the Tyrant of Badab, Huron Blackheart is a special character in the base Chaos Space Marine codex.

You really might want to brush up on your lore before wading in so.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:39:57


Post by: Wolf_in_Human_Shape


 Thousand-Son-Sorcerer wrote:
 Wolf_in_Human_Shape wrote:
Yeah, new powers are a pretty exciting prospect! It would be awesome to see Cabals with marks, for a change, and not have that be a terrible self-inflicted hamstring for fluff's sake.


Don't be so quick, look at what they did with the Change and Tzeentch disciplines, they took the old tables and slapped some new ones on there. They will probably do the same with everything else.


True, but the new Tzeentch tree is fun, barring the Blessing of Mutation. Granted, not exactly "worth" skipping Telepathy or Biomancy for, but I like the Mind Control power. Taken in a Cyclopia Cabal, you could turn some nasty units against each other. For funsies, not really too concerned with tournament power.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 02:55:58


Post by: Roknar


A tzeentch cyclopia cabal could get three different powers to take over enemy units, two of which are guaranteed. Could be fun.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 03:03:39


Post by: Thousand-Son-Sorcerer


Berwald wrote:
 Thousand-Son-Sorcerer wrote:
 Wolf_in_Human_Shape wrote:
Yeah, new powers are a pretty exciting prospect! It would be awesome to see Cabals with marks, for a change, and not have that be a terrible self-inflicted hamstring for fluff's sake.


Don't be so quick, look at what they did with the Change and Tzeentch disciplines, they took the old tables and slapped some new ones on there. They will probably do the same with everything else.

I actually have not seen the 2 newest disciples online.
Would appreciate it if anyone would send me a link to them! =O


https://www.frontlinegaming.org/2016/11/26/war-zone-fenris-wrath-of-magnus-review-dataslates-and-special-rules/

That is for the new Tzeentch

http://www.belloflostsouls.net/2016/02/40k-new-chaos-daemon-psychic-powers-confirmed.html

That is for the new Daemon Powers from WZ:Fenris part 1


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 03:55:53


Post by: JustaerinAtTheWall


I'm liking the new releases for TS, as this could suggest a branching out for CSM and the possibility of each chaos god being a separate faction(Lookin' forward to my boy Nurgle! )
As for the models, DP Magnus is an excellent centerpiece for a CSM army. His unfurled wings definitely give him a presence on the battlefield to rival his presence in the Warp. The new RM look like an excellent update to the older models and breath life into a frankly dying faction(tabletop wise). Ditto for the terminators, which look great in their TBT tartaros armor. As for Ahriman and the Sorcerers, They all look pretty good, but when you compare the new CSM sorcerer models to the new Ahriman, they're pretty similar barring his helm and staff.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 04:18:06


Post by: andysonic1


 VeteranNoob wrote:
If we're building a CSM TS army we would pull from DP in CSM codex at this point for the GC.
from that pic I took that circulated and Atia posted on her blog, the DP for this TS detachment would need to take the demon of Tz, and mark of tz if possible, and could elect to choose all his powers from the new expanded Lore of tzeentch (primaris +6) if he so desired.
Furthermore, as he already has VotLW *if* he is affected by a blessing his invuln save is improved by 1 until the start of our next psy phase. He would reroll failed to-hits vs. SW every round of close combat, though SW gain hatred (TS). He could take from the TS 6 artefacts.
Heeeeeeeey, can you spill if anything in Traitor Legions is compatibly with KDK? I don't need details, I just want to know if I should squash all my hopes and dreams now before saturday.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 07:51:14


Post by: mrhappyface


I may be imagining it but is there something in the new release that means the psyker knows all Tzeentch powers, kinda like the eternal grimoire?
I could have swarn something let a sorceror (or it might have been Ahriman) know all Tzeentch powers, does anyone know what I am talking about?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 07:58:03


Post by: The Grumpy Eldar


 mrhappyface wrote:
I may be imagining it but is there something in the new release that means the psyker knows all Tzeentch powers, kinda like the eternal grimoire?
I could have swarn something let a sorceror (or it might have been Ahriman) know all Tzeentch powers, does anyone know what I am talking about?


Not sure. I think I read somewhere that both Ahriman and the Exalted Sorcerers have all the Tzeentch powers. No idea if I read it right.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 07:58:16


Post by: Thousand-Son-Sorcerer


 mrhappyface wrote:
I may be imagining it but is there something in the new release that means the psyker knows all Tzeentch powers, kinda like the eternal grimoire?
I could have swarn something let a sorceror (or it might have been Ahriman) know all Tzeentch powers, does anyone know what I am talking about?


Magnus knows all Tzeentch Powers and Sorcerers can now roll all of their powers on the Tzeentch table.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 11:22:46


Post by: angelofvengeance


Rubricae (Ahriman's guys) paint video is up:

 angelofvengeance wrote:
Another useful video from Mr Rhodes. Enjoy .
**Edit: fixed




Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 12:33:15


Post by: Da Once & Future Git


If some lovely person with the book could pretty please answer these questions that would be awesome sauce!!

Do the Sorcerers, Scarab Occult Terminator Sorcerers and Exalted Sorcerers still have to select one of their powers from Tzeentch or are they free to select all their powers from wherever they like?

Can Exalted Sorcerers take Terminator armour at all? What about items from the Chaos Rewards and Special Issue Wargear lists? (I read somewhere they couldn't)

What is the range of the Astral Grimoire? Can you also please confirm if it is the bearer AND/OR a unit within X"?

Cheers!


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 13:18:26


Post by: Bulldogging


 Da Once & Future Git wrote:


What is the range of the Astral Grimoire? Can you also please confirm if it is the bearer AND/OR a unit within X"?

Cheers!


Speaking of the Grimoire, am I right in thinking that it can work on Walkers?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 13:31:18


Post by: Da Once & Future Git


 Bulldogging wrote:
 Da Once & Future Git wrote:


What is the range of the Astral Grimoire? Can you also please confirm if it is the bearer AND/OR a unit within X"?

Cheers!


Speaking of the Grimoire, am I right in thinking that it can work on Walkers?


Don't think so, as they're not Infantry


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 13:33:39


Post by: bubber


 Bulldogging wrote:
 Da Once & Future Git wrote:


What is the range of the Astral Grimoire? Can you also please confirm if it is the bearer AND/OR a unit within X"?

Cheers!


Speaking of the Grimoire, am I right in thinking that it can work on Walkers?

Zombies are immune from magic. a baseball bat seems to work though.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 13:48:38


Post by: Verviedi


Apologies if these are already posted.








Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 14:03:40


Post by: andysonic1


DEAMON ENGINE DETACHMENT LETS YOU TAKE HELDRAKES?

SEPARATE AUXILIARY JUST FOR VEHICLES?!

WHAT?!

burns his KDK book


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 14:08:56


Post by: Verviedi


So I'm guessing we'll see a lot of lists that look like this in the future. Forgive me if I'm wrong and have no clue how Chaos works.

THOUSAND SON MFD
War Cabal
Core:
Exalted Sorceror
Exalted Sorceror
Min Rubric Marines
Min Terminators

Aux:
Daemon Engine with Heldrake To Infinity


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 14:23:04


Post by: casvalremdeikun


Why, when you could just take an Air Superiority Detachment and get actual benefits out of it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 14:57:04


Post by: Verviedi


Because I haven't ever touched Death From The Skies except to find out what my Barracuda does in it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 15:05:21


Post by: Davor


 Verviedi wrote:
Because I haven't ever touched Death From The Skies except to find out what my Barracuda does in it.


Has anyone really bought this book let alone actually use the rules? Isn't this one of those books that people just agree is never used?


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 15:10:45


Post by: Verviedi


My local GW tries to make us use it.


Daemon Primarch Magnus/Wrath of Magnus/Traitor Legions Codex Supplement/Thousand Sons @ 2016/11/30 15:17:50


Post by: Kirasu


Sorta disappointing that the detachment is basically just all the new models forced on you. Yet you can take demon engines but no warsmith or vehicles but no CSM? (Who pilots them then?). They could have made this a bit more interesting rather than be so dogmatic about restricting it heavily to new kits.