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OK we are only talking LVL1 sorcerers but I like the idea of making him enhance the rubrics.
1. As long as the sorcerer is alive they are considered relentless instead of S&P and overwatch at BS 2/
2. Sorcerer does not roll for any powers. Instead when he powers up his force weapon all rubric bolters are +1 S.
Okay valid fluff arguement. Batsh### crazy if we are talking fixing a unit selection in CSM codex with other options remaining valid. Take the 1000 Sons War Cabal and add your ASPIRING sorcerers in charge of keeping the rubrics pointing and shooting in the right direction. Stop arguing for LVL 2.3 or 4 ASPIRING sorcerers or we can open up the argument to lowly warlocks being placed over guardians... I mean why not spiritseers they are just lvl 2.
IF you want a broken selection lets go back to 3rd Ed 1000k sons and arm them all with kai guns led by lvl 3 Ahriman wannabes and of course cost 300 points with a free landraider with machine spirit because afterall Ahriman is the greatest.
DAaddict wrote: Okay valid fluff arguement. Batsh### crazy if we are talking fixing a unit selection in CSM codex with other options remaining valid. Take the 1000 Sons War Cabal and add your ASPIRING sorcerers in charge of keeping the rubrics pointing and shooting in the right direction. Stop arguing for LVL 2.3 or 4 ASPIRING sorcerers or we can open up the argument to lowly warlocks being placed over guardians... I mean why not spiritseers they are just lvl 2.
IF you want a broken selection lets go back to 3rd Ed 1000k sons and arm them all with kai guns led by lvl 3 Ahriman wannabes and of course cost 300 points with a free landraider with machine spirit because afterall Ahriman is the greatest.
That's why I've dropped the idea of even hoping for upgrades such as super blasty heavy bolters or kai guns - the forthcoming new models from GW are almost certainly NOT going to include any near gear, as GW will likely not want to utterly invalidate their current codex unit entry.
Hence why it'd simply be better to just make their Inferno Bolts deadlier... And as the entire CSM codex lacks a decent counter to MC's beyond just 'spam that plasma!', why not give the bolts slightly higher strength AND the potential to inflict multiple wounds!? (oh, and make Spawns, because you can't be truly Tzeentchian without farming new friends!)
And again, I wholly agree - no more than Mastery Lv1 for the Aspiring/Acolyte Sorcerers!
These guys are the lowest rankings of the psychic Marines who made up the original Legion. While they may be 'on par' with the likes of your typical Wyrdboy or Codicier or basic Astropath, they're nowhere close to the level of the actual Cabal members of the Legion, who had their own powers greatly increased to boot when the Rubric was cast.
Hence, Lv1, while the 'true' Sorcerers of the remaining Thousand Sons Legion are the HQ's who can go up to Lv3.
And no to the idea of a secondary 'Lore of Magnus' for simply buffing 1kSons squads... Just make the Tzeentch lore into a proper lore of it's own, and give a couple rules to the Aspiring Sorc which act as passive buffs to the unit as a whole, at least until he's dead.
Spoiler:
Rubric Marine: WS4/BS4/S4/T4/I2/W2/A1/Ld8
Acolyte Sorcerer: WS4/BS5/S4/T4/I4/W1/A2/Ld9
- Fearless
- Mark of Tzeentch
- Aura of Dark Glory
- Inferno Bolts
- The Sorcerer Commands
- Immortal Sentinels
- Veterans of the Long War
Mark of Tzeentch; Models with the Mark of Tzeentch have the Hatred: Mark/Daemon of Nurgle & Adamantium Will special rules, and may re-roll invulnerable saving throws of a 1. Psykers may also re-roll failed Perils of the Warp tests.
Inferno Bolts; S5/ap3, Gift of Mutation.
- any model which suffers an unsaved wound from an Inferno Bolt must immediately take a Toughness test. If the test is failed, then the model immediately suffers an additional wound with no saves of any kind allowed. If a Character or Monstrous Creature loses its last wound because of this rule, roll a D6 - on a 2+ a Chaos Spawn is created and placed within 3" of the original model.
If the controlling player does not have a suitable Chaos Spawn model, or the newly created model can't be placed more than 1" from any other models, then no Chaos Spawn is created.
The Sorcerer Commands; While the unit's Aspiring Sorcerer is alive, he can re-roll failed 'Look Out Sir!' tests and the entire unit is Relentless.
If there is no Acolyte Sorcerer controlling the unit, then the unit gains the Slow and Purposeful rule instead, and must pass a Ld test in order to preform any actions, though the unit will fight as normal if it is engaged in any assaults.
Immortal Sentinels; When making an Overwatch reaction, the unit counts as firing at BS2. A unit with this rule however always counts as making a Disordered Charge when attempting to charge.
Lore of Tzeentch:
Primaris - Flickering Fire of Tzeentch (as codex: Daemons)
1. Treason of Tzeentch WC1/Malediction - 24".
Until the start of the caster's next Psychic phase, the target unit must use the lowest Ld value (instead of the highest as would normally be the case) for any leadership based tests they make.
[spoiler]While some may scoff at this power as Leadership is less 'useful' as it was in Fantasy, there are still a decent number of Ld based skills (IG Orders, PotW, etc... for example), and this spell will seriously neuter those things!
Plus, the amount of obvious synergy this spell has with Slaanesh magic & some of the new Daemon rules (ie: The Doomsday Bell) in general means that you can still build entire strategies around just this spell.
2. Pink Fire of Tzeentch WC1/Witchfire - SD6+1/ap4, Template, Torrent
Spoiler:
I know some might argue for ap3 or even ap2, but it's a WC1 power, and it can potentially hit at S7. If people really insist on ap3, then you'd have to bump it up to WC2 just to keep it even remotely balanced.
3. Bolt of Change (as codex: Daemons)
4. Glean Magic WC2/Witchfire - 18"/special
Can only be used to target a model with the Psyker/Brotherhood of Psykers special rule. If successfully cast, both the caster & their target roll a D6 and add their Mastery Level to the roll. If the caster scores higher, the target suffers an automatic S3/ap2 Ignores Cover hit with the Warpflame rule, and immediately forgets one randomly chosen psychic power.
If the caster does not already know this spell, then he immediately gains it and cast it just like any of his other powers. Once the caster attempts to cast his stolen spell, it is destroyed and is immediately discarded.
Spoiler:
Absolutely my all time favourite spell in Fantasy! And considering how common psykers in general are nowadays, the only times you'd really not want this power would be against Necrons, Tau & Orks. This would be a huge boon vs. those annoying Libby Conclaves to boot, as you can single out the most annoying member & potentially steal that one power which your opponent (foolishly!) based their entire army around! (looking at you Invis!!)
Plus, it's hugely unique as it gives Tzeentch an outright anti-psyker ability.
6. Infernal Gateway WC2/Witchfire - 18"/S2D6*/ap2/Assault 1, Blast, Ignores Cover
If an 11 or 12 is rolled when determining the power's strength, use the Large Blast marker instead.
*Note: All powers have the Warpflame special rule (as codex: Daemons)
Spoiler:
I know a lot of people hate Warpflame, but it's a fun rule, and fits well with Tzeentch's convoluted nature. Besides, within a CSM army, it's even less of an issue since you have an actual Shooting phase to counter any potential FnP 'gifting' to your opponent.
[/spoiler]
I really don't see how anyone could claim these as obnoxious/OP and/or hugely unfluffy...
It's probably also along the lines of the best we could potentially hope fore, since there's almost certainly better odds of the Maple Loafs winning the Cup next year, than of GW suddenly making new weapon upgrades for 1kSons.
What would be OP however, is giving the unit anti-MC + anti-vehicle abilities, alongside a unit champ that's on the level of an HQ Sorc who also gets boosted and/or is immune to being picked out.
Oh, and squad-wide ranged Force attacks... that kind of BS needs to simply burn in a (warpflame) fire!
The biggest issue is that a ML1 Sorcerer with no special abilities and mediocre psychic powers is dead weight. Each Aspiring Sorcerer is adding 58pts to the unit and can't possibly compete against better Psykers. What's more valuable -- a ML3 Tzeentch Herald with Paradox, that can guarantee Summoning on 5 dice each turn? Or two ML1 Sorcerers that can't even generate outside their marked power? You are getting killed on opportunity cost.
S4 AP3 is already great anti-MEQ. In terms of anti-MC, S5 Inferno Bolts and a Toughness test would help... but you're still looking at ~100 Shots to down a WK or Stormsurge, and against a 2+ Riptide with Stim you'd need more than 200. That's assuming none of the Gift of Mutation wounds are saved by FNP, and we don't risk Warpflame because we're unlikely to burst the unit down.
Now if each TS squad consists of a Sorcerer and 4x Rubrics, in a 6 turn game, you'd need about ~300pts of Thousand Sons rapid-firing every single turn to kill a Sword/Shield WK. You'd need about ~600pts to put down a Riptide. You might want transports, so add another 70-140pts before upgrades. Meanwhile... isn't T4 2W 5++ actually even more vulnerable to S8+ templates? You're now less survivable to IA Riptides and Battle Cannons, like you might find on a Knight Warden.
You could add 5W and you wouldn't resolve this problem. So I'm not 100% convinced it's a fix at this point.
This message was edited 3 times. Last update was at 2016/06/10 02:07:52
UNIT TYPE:
Infantry. Philosophus is Infantry (Character).
UNIT COMPOSITION:
4 Rubricae
1 Philosophus
WARGEAR:
Power armour
Boltgun (Rubricae only)
Bolt pistol (Philosophus only)
Force weapon (Philosophus only)
SPECIAL RULES:
All Is Dust
Champion of Chaos (Philosophus only)
Independent Character (Philosophus only)
Mark of Tzeentch
Psyker (Mastery Level 1) (Philosophus only)
The Enumerations (Philosophus only)
The Sorcerer Commands
Veterans of the Long War (Philosophus only)
All Is Dust: Models without the Champion of Chaos special rule have the Fearless and Slow and Purposeful special rules. Every time a Psyker with this special rule would normally roll on the Chaos Boon table, he may instead gain a psychic power generated from the Discipline of Tzeentch in addition to any powers he already knows.
Spoiler:
The Rubric prevents mutation. Instead your psychic powers are enhanced.
Mark of Tzeentch: Models with the Mark of Tzeentch add +1 to their Invulnerable Save (to a minimum of 6+). At the beginning of any of their Psychic Phases a Psyker with the Mark of Tzeentch may choose to discard any number of psychic powers previously generated from the Discipline of Tzeentch and replace them with an equal number of new powers generated from amongst the psychic disciplines known to him.
Spoiler:
The theme is change. Fish for powers all game long.
The Enumerations: A Psyker with this special rule generates D3 Warp Charges per Mastery Level. When taking a Psychic test the Psyker may discard any number of successfully harnessed Warp Charge dice. Discarded dice are disregarded entirely and do not count for the purposes of manifesting powers, determining if the Psyker has suffered Perils of the Warp or resolving Deny the Witch tests.
Spoiler:
Makes TS into WC batteries. By discarding 6s you can avoid Perils but you'll need to burn more dice to successfully cast.
The Sorcerer Commands: The Philosophus must be deployed with the unit and cannot leave it during the course of the game. The Philosophus must reroll all failed Look Out Sir! rolls.
Spoiler:
Rubricae are bodyguards. 2+ reroll able LoS!
PSYKER:
The Philosophus generates powers from the Biomancy, Daemonology, Divination, Pyromancy, Telekinesis, Telepathy and Tzeentch disciplines.
Spoiler:
Now that SM have a bazillion SM-only disciplines we might be able to get access all the rulebook disciplines while still sticking to the CSM < SM fundamental inequality.
OPTIONS:
● May add up to fifteen Rubricae ... 18 pts/model
● The Philosophus may be upgraded to Psyker (Mastery Level 2) ... 25 pts
● The Philosophus may items from the Special Issue Wargear and Chaos Rewards lists.
Spoiler:
Can take a spell familiar. Gift of mutation = additional Tzeentch power for Philosophus. Inferno Bolts relocated here as wargear option for models with MoT.
● One model in the unit may take an Icon of flame ... 15 pts
● The unit may select a Chaos Rhino as a Dedicated Transport ... 35 pts
DISCIPLINE OF TZEENTCH
Primaris Power
Tzeentch's Firestorm
Per Codex: Chaos Daemons.
1. Flickering Fire ... Warp Charge 1 - 3
Per Codex: Chaos Daemons.
2. Boon of Mutation ... Warp Charge 1
Per Codex: Chaos Space Marines but without the S4 hit.
Spoiler:
Chaos Boon = additional Tzeentch power for Philosophus.
3. Doombolt ... Warp Charge 1
Per Codex: Chaos Space Marines.
4. Breath of Chaos ... Warp Charge 2
Per Codex: Chaos Space Marines.
5. Flesh-change ... Warp Charge 2
Flesh-change is a focussed witchfire with a range of 6". The target must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. If the target is slain place a friendly unengaged unit consisting of a single Chaos Spawn within 6" of the slain model and more than 1" from enemy models. If the Chaos Spawn cannot be placed just remove the slain model as normal. This power has no effect on vehicles.
6. The Twisting Path ... Warp Charge 3
The Twisting Path is a blessing that targets the Psyker and remains in effect for the rest of the game. If at the end of the game the Psyker has been removed as a casualty the opposing player scores an additional Victory Point. If not, the controlling player scores an additional Victory Point.
Spoiler:
Gives the CSM player a way to win even if the SM player beats on him all game. CSM are a punching bag army. Accept it. You're not supposed to be able to go toe-to-toe with SM in a fair fight. The thought of CSM beating up SM makes Baby Jervis cry so we need a way to win without that happening. The Twisting Path gives you that other path to victory. Just cast it and try to survive. You're a punching bag. Roll with the punches and you might win. Just as planned.
This message was edited 1 time. Last update was at 2016/06/10 03:46:10
Yoyoyo wrote: The biggest issue is that a ML1 Sorcerer with no special abilities and mediocre psychic powers is dead weight. Each Aspiring Sorcerer is adding 58pts to the unit and can't possibly compete against better Psykers. What's more valuable -- a ML3 Tzeentch Herald with Paradox, that can guarantee Summoning on 5 dice each turn? Or two ML1 Sorcerers that can't even generate outside their marked power? You are getting killed on opportunity cost.
S4 AP3 is already great anti-MEQ. In terms of anti-MC, S5 Inferno Bolts and a Toughness test would help... but you're still looking at ~100 Shots to down a WK or Stormsurge, and against a 2+ Riptide with Stim you'd need more than 200. That's assuming none of the Gift of Mutation wounds are saved by FNP, and we don't risk Warpflame because we're unlikely to burst the unit down.
Now if each TS squad consists of a Sorcerer and 4x Rubrics, in a 6 turn game, you'd need about ~300pts of Thousand Sons rapid-firing every single turn to kill a Sword/Shield WK. You'd need about ~600pts to put down a Riptide. You might want transports, so add another 70-140pts before upgrades. Meanwhile... isn't T4 2W 5++ actually even more vulnerable to S8+ templates? You're now less survivable to IA Riptides and Battle Cannons, like you might find on a Knight Warden.
You could add 5W and you wouldn't resolve this problem. So I'm not 100% convinced it's a fix at this point.
In a totally GW kind of way +10 for an aspiring champion, +15 for a force weapon and +25 for a sorceerer level so +50. But I agree either the sorcerer is overpriced or the rubrics are overpriced for what they do. I would rather pay for CSM with MOT and then +50 for a sorcerer with a 1 WC spell that enhances their save to 4+ and transforms their bolts to AP3/. It would be cheaper and at least the sorcerer would contribute something.
Some very cool ideas there, Abadabadoobadon. "The Enumerations" in particular, that rule is super solid.
DAaddict wrote: I would rather pay for CSM with MOT and then +50 for a sorcerer with a 1 WC spell that enhances their save to 4+ and transforms their bolts to AP3/. It would be cheaper and at least the sorcerer would contribute something.
If we use Ahriman and Aspiring Sorcerers as a model, a Thousand Sons sorcerer is basically ---> Aura of Dark Glory, Mark of Tzeentch, Inferno Bolts, VotLW. So it's a 35pt upgrade package to the normal CSM sorc, who unlocks Rubric Marines as a retinue. Aspiring Sorcerers could become optional (or remain mandatory for an army without a Thousand Sons HQ).
At any rate a new plastic kit is on the way, so it'll be interesting to see if GW attempts a fix.