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![[Post New]](/s/i/i.gif) 2010/10/12 16:21:50
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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Formosa wrote:yep the sorceror is an upgrade, sorry i wasnt clear.
unfortunately as players and fans we all have our own views on how they should be.. almost chaotic eh?
as to the T4(5) this is because of the 2 wounds, all added up my unit is 330pts before powers are added, this is because of how tough a unit it is. again my opinion is that Rubic marines should be the unit that can take insane ammounts of punnishment, also note the lack of fearless, this i put in for balance reasons, rubic marines are tough as old boots but should be weak in CC
Fearless may well make them worse in combat - think of all the extra armour saves, provided they were assaulted by something that's strong enough to take 'em.
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![[Post New]](/s/i/i.gif) 2010/10/12 19:21:56
Subject: Re:Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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Ah, okay. Thanks for clearing that up Formosa, I'll take a your ideas into account. Annnyway, I've started work on the HQ section of the fandex, more precisely Exalted Sorcerers and Sorcerers. You'll notice that the Exalted sorc has been beefed up a bit past his buddies in the 'regular' Chaos codex, but that was intentional-they're not called Exalted for nothing after all! The other Sorcerer has been tweaked as well, but in the opposte direction; I've toned his power level down to make him an H.Q for smaller games. Comments, critiques, I would appreciate feedback: Exalted Sorcerer of Tzeentch: 125pts WS: 5 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 SV: 3+/4+ Special rules: Fearless, Independant charecter, Mistrusting, Psyker. Mistrusting: Those high in the service of the god of lies did not get their by being complacent; and they are always wary of making themseves vunerable to an attack from behind. Amistrusting charecter may not join a unit including another independent charecter, even if it is not chosen from this codex. Wargear: Power armour, Force weapon, bolt pistol, frag and krak grenades, mark of Tzeentch (bonus already included in profile) Options: May take a plasma pistol for +15pts May take Meltabombs for +5pts May take Wings for +20pts May take Deathscremer (Tzeentch Daemon weapon) for +40pts. Note if the sorcerer selects a Daemon weapon, it still counts as a force weapon (albeit a two handed one). May repace all wargear with Terminator armour, twin linked bolter, and force weapon for 15pts. In this state he may only select a Deathscremer and items marked with an * from the armoury. May select 100pts of wargear from the Tzeentch armoury (coming soon). Psychic powers: May select 3 psychic powers from the Tzeentch psychic power lists. (again, coming soon) Sorcerer of Tzeentch: 90pts WS: 4 BS: 5 S: 4 T: 4 W: 2 I: 4 A: 2 LD: 10 SV: 3+/4+ Special rules: Psyker, Mistrusting, Fearless, Independent charecter. Wargear: Power armour, Force weapon, bolt pistol, frag and krak grenades, mark of Tzeentch (bonus already included in profile) Options:May take a plasma pistol for +15pts May take Meltabombs for +5pts May take Wings for +20pts May take Deathscremer (Tzeentch Daemon weapon) for +40pts. Note if the sorcerer selects a Daemon weapon, it still counts as a force weapon (albeit a two handed one). May select 50pts of items from the armoury. Psychic powers: May select two powers from the Tzeentch psychic power list. I apologise that their is a lot of reference to stuff that isn't done yet; hopefully as I get more work done then the holes will start to patch up. As I mentioned previously Dakka's IP policy doen't allow me to post up the rules for items from the codex, but I think everythings pretty self-explanatory (The Deathscremer is a weapon that can give you more attacks and has a ranged attack, in essence). Also, this is an odd question, but when the final version of this fandex is done do people want it available as a word document, pdf document, or both? Best wishes and regards, LLF
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This message was edited 1 time. Last update was at 2010/10/13 18:46:05
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![[Post New]](/s/i/i.gif) 2010/10/12 19:55:02
Subject: Beginnings of 1000 sons codex project.
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Sinister Chaos Marine
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I just started playing 1ksons and im going to keep an eye on your progress, like the idea of a physic dred!
PDF for me
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Drive Me Closer I Want To Hit Them With My Sword
5k points
2k points
daemons 2k |
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![[Post New]](/s/i/i.gif) 2010/10/12 20:40:00
Subject: Beginnings of 1000 sons codex project.
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Tunneling Trygon
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PDF For me please LLF!
Word Document seems too... n00bish tbh XD!
no offense intended
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Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
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![[Post New]](/s/i/i.gif) 2010/10/13 01:18:48
Subject: Re:Beginnings of 1000 sons codex project.
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Frothing Warhound of Chaos
Wolverhampton
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Hey, i'm a big dirty nerdy Chaos fan boy and i'm really not ashamed to say it. I've got a few points i'd like to raise. (p.s. I too went I WANNEM I WANNEM I WANNEM after reading the Thousand Sons book).
1) HQ
Ahriman and Memohotep i have absolutly zero issues with. Infact i like the Dread rules a lot and would be very inclinded to use him.
Exhalted Sorceror, is there any real need for balistic skill 6, ok i get it.. Tzeentch deamons are better at shooting but lets face it they monumentally suck up close and personal. However Thousand Sons are still marines, and a marine is at his best up close and personal. Sure the deamons get a trade off... naff WS for better BS. I can't personally see why I'd reduce a Sorcerers WS or up his BS. What i'd be tempted to say to represent the fact he's a sorcerer first and a combat monster second is drop both his WS and BS to 5. Sure it leaves him 'technically' out matched by a SM captain but thats only until you throw in warptime and turn captain into so much power armoured mince.
Sorcerer of Tzeentch: I'm all cool with his stats, kinda makes him a librarian in reverse ( WS switched with BS).
Wargear/Equipment. Its a bit 3rd ed. Which is fine, 3rd ed had issues but lets face it so does fifth. You seem to have mashed together both systems for selecting wargear. It would work but seems a little unweildy (and you'd be flicking back and forth to check rules/descriptions etc) {I hated that... fething flicky flicky syndrome... page x for wargear a page y for wargear b pages z for stats etc} I'd be tempted to do a techmarine style upgrades, list thralls much like servitors. Maybe one box stating the 3 or 4 types of thralls and game effects. Then maybe Exhalteds can have 0 - 6 and a normal sorceror 0 - 3 for example.
Deamon Weapons. Need to be more expensive. Regular heretics pay 40 points + MOT for the Deathscreamer. You are giving them at half price... its almost buy one get one free.. (do you have a knock off line in deamon weapons.. if so pm me and i'll buy a dozen)
Deamon Prince: Just make sure it HAS to take Mark of Tzeentch simples.
Lord of Change: Would you take it out of the deamon book? or out of the CSM book? If its out of the Deamon book (stat wise) are you going to make it take psychic tests? Because a lot of its abilities (codex not to hand at the mo) are treated as shooting attacks. How would you 'fluff' a deamon of Tzeentch suffering 'perils of the warp' he is the perils of the warp personified.
Elites
Rubric Terminators: I'm guessing normal thousand sons in terminator plate with the sorcerous rounds in their combi bolters. If so i'd be cool with that just need a points increase to represent the ammo but the slow and purposeful might go some way to lowering the points increase. How would you deal with Termie Champions. Personally i'd allow any number to be upgraded as champions as per the usual rules, however allow ONE champion to be further upgraded to a Aspiring Sorcerer aka Thousand sons sgt in termie plate with the usual 'must take one psychic power'.
Sorcerer Dread: Keep it a chaos dread minus the crazed rule... add one psychic power. Job done.
Chosen Sorcerers: Bit suspiscious on this one... is it going to be a squad of twenty Aspiring sorcerers running round bolt of changing whole armies to death and then multiple force weaponing anything that survives?
How about a sternguard style unit? Standard Thousand sons (not slow and purposeful) but with maybe some upgrade options for the squads. A little like the old veteran skills. This however represents the temple of study they were drawn from.
The Pyrokines could have something to improve their combat/shooting powers maybe the rending rule... magical flames from their chainswords/even more sorcerous flames from their bolters than usual.
The telekines could maybe use a squad level Kine shield. Maybe counting as Feel no pain or +1 to their invul save. (there are several 3+ invul save units out there already aka Assault Termies Legion of the Damned Wraiths etc)
The Prophetic temple (can't remember name) maybe give them re-rolls to hit on combat/shooting?
Otherwise treat the squad as the usual Thousand sons but allow maybe three to be upgraded to Aspiring sorcerors?
Possessed. For these guys straight out of the book but must take MOT.
Troops.
Thousand Sons: Does what it says on the tin.
Chaos marines: Surely in Codex Thousand sons all chaos marines would be Thousand sons. Might need a bit of fluff in there if you want to keep them, personally i can't see why you would.
Cultists: Personally i'd use something akin to the Guard conscripts rules for these guys but maybe give them access to one special weapon/heavy weapon per full 10 in the squad. I suspect these would represent the kabals/cults that the thousand sons keep in the imperium looking for useful stuff for them... aka Ahrimans minions.
Horrors: Straight out of the deamons codex?
Fast Attack:
Spawn: See codex CSM i assume.
Wyrm Riders: Like the idea.. really can't get my head round how you'd make the fluff fit it.
Chosen Sorcerers on Discs of Tzeentch: Raptors? or Thunderwolves? Ok.. so aspiring sorcerers are the 'normal' free thinking thousand sons.. i like the idea of them charging about on discs (lots of nerd drool on this one) however would you treat them as jump infantry or as a thunderwolf style unit. Having talked this through with my housemate (another dribbling 40k geek) we came up with an idea please feel free to throw out any and all of this post.
1-5 Disc Riders.
WS BS S T W I A Ld Sv
4 4 4 4 3 4 4 10 3+/4++ *cough* thunder wizards *cough cough*
Type = Jump Infantry
Equipment = Boltgun (Standard Thousand Sons ammo) Close combat weapon 1 psychic power each
Upgrades = May take power weapon or a force weapon for x points
or theres the Thousandtor's
Standard Thousand sons squad but with +1 attack and jump infantry (standard disc rules)
The Sorceror dieing. Ok.. if he dies, the unit is in difficult terrain (slow and purposeful rule) which means they as jump infantry take dangerous terrain tests.. aka roll a one and one guy is toast. We thought this a little crippling. Personally i'd see it as the willpower has vanished, the control of the deamons is ebbing and they return to the warp. I'll call this option one.
Option two. Sorceror dies. Unit is now at the will of the rather narked off deamons and not alot else. So in this situation i enivisage them acting a lot like chaos spawn but with 2D6 move (added together) and must charge nearest unit. Marines may not fire their bolters. (this is mostly to stop people going HARHARHAR I HAZ UZED MAH RAPID FIRE GUNZ HARHARHAR I DON'TZ HAZ TO CHARGE THE WOLFLORD AND HIS WOLFGUARDZ HARHARHAR)
Option three: Or as i like to think of it.. the awkward but amusing one. So sorceror meets his untimely end. Now squad is at the mercy of a somewhat fickle master... Tzeentch himself. If deamons are merely a part of the god given form... why not have them mess you around as much as the Changer of Ways does.
in short roll 3D6 and a scatter dice. Discard one of the D6 of your choice and move squad according to scatter. The choosing which dice to remove gives the thousand sons player a measure of control but still most of the descisions are made by the roll of a dice aka Tzeentch.
Heavy Support.
Tanks = straight out of the book.
Havocs = What special weapons would you give them? I can't see why you wouldn't just use thousand sons with the usual choice of 4 heavy/special weapons and maybe a aspiring sorceror as sgt as usual.
As i said part way through this ramble of fanboydom, feel free to chuck it out the window and laugh your butt off at it. On the flip side feel free to use any and or all of the bits you like. Like i said i'm a massive Chaos/Tzeentch nerd and should you want to bounce any ideas off my rather warped imagination just hit me up with a PM/board reply and i'd be happy to help in any geeky unsightly nerdy way possible. (can you tell i miss my old codex)
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![[Post New]](/s/i/i.gif) 2010/10/13 18:57:56
Subject: Re:Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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Again, lot's of good points here. I see what you mean about the Sorcerer's WS and BS, and also the Daemon weapon (and yes, if you order now we can have 1 shipped to your home in just 3 working days!  ). The Daemons will be coming from the Daemons codex-whilst that does mean that yes, there will be some flicky flicky syndrome, it stops me getting in trouble with GW for reposting their rules.
The armoury I'm kind of keen on keeping, but most stuff will have pretty straightforward rules (I.E psychic hood equivilant, artifact that gives you +1 to the roll for first turn etc). I do take your sentiments into account though.
The Chosen sorcerer squad will be capped at 10 men, and when you consider that Aspiring sorcerers are expensive anyway (though they will receive a slight reduction) I don't think them being a 'super unit' is really going to be an issue. The veteran skills concept however I like a lot, and will try to fit in.
And don't worry about the Wyrmriders, I think I've thought of a way to tie them into the Egyptian theme quite nicely.
I know, I know, no real update today. I am working on it but I don't really have anything new to post atm. I will however let you know that, inspired by Zid (cheers man!), there is a new Heavy support choice on its way. It isn't the Gatekeeper, but the Imperium will still be... heartbroken about it.
Best wishes and regards,
LLF
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![[Post New]](/s/i/i.gif) 2010/10/13 22:37:30
Subject: Re:Beginnings of 1000 sons codex project.
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5th God of Chaos! (Yea'rly!)
The Great State of Texas
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-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
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![[Post New]](/s/i/i.gif) 2010/10/14 02:26:48
Subject: Beginnings of 1000 sons codex project.
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Khorne Chosen Marine Riding a Juggernaut
Breaking Something Valuable
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I had an idea a while back, don't know if it was posted or not- how about, like a farseer council, a group of 3 to 5 initiate sorcerers? Sounds good to me, for their potential. Also, I love the new powers, suits them well.
PDF please!
Also, 2 more things- first, thousand sons deserve some warlords, so give them a scaled back chaos lord, more shootier that the norm?
Also, for the last thrall (suggest a new name, thrall is already used, maybe warplings?) I suggest a thralll of change- used at any time, the psyker MUST re roll all dice for the remainde of the turn. Good if you're having crap luck! otherwise, a warpling of deceit- the Psyker counts as part of the attatched unit in CC, so therefore no attacks may be allocated against him.
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YOU ALL!
DS:90S++G++MB++I+Pw40k09#+D++A+/eWD-R++T(S)DM+
: ANGRY MARINES! RAGE INFINITE!
Tyr Redfang's Great Company
: The Primal Host- Double as Angry Marines who went to far... |
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![[Post New]](/s/i/i.gif) 2010/10/14 19:41:19
Subject: Re:Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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The Silver tower was considered Frazz, but it already has rules in Apocalypse and I think that is the right home for it personally.
Anyway, the rules for everyones favourite group of angry bjective holders, the cultists are done. Lemme know what you think.
Chaos cultists of Tzeentch: 5pts
WS: 2
BS: 3
S: 3
T: 3
W: 1
I: 3
A: 1
LD: 6
SV: 6+
Unit type: Infantry
Number/ Squad: 10-50
Wargear: Laspistol or lasgun.
Close combat weapon.
Options: 1 model may take a flamer for +10pts
1 model in the unit may be upgraded to a cult champion (+1 attack and Leadership) for +10pts
One squad member may carry an Icon of Tzeentch for +15pts (note that because human cultists are lower in the eyes of the gods than their Astartes servant, the Mark only confers a 6+ invunerable save rather than a 5+)
Special rules: Scouts, Scum of the Earth, Dark inspiration.
Scum of the Earth: Though there are hundred sof thousand of humans willing to give themselves over to the great god Tzeentch, they will never be the core of his legions. Cultists do not count towards your minimum troops selection (I.E you must take at least two other troops choices to play a legal army).
Dark Inspiration: The debased human worshippers of chaos are spurred onto ever greater acts of corruption by the prescence of the Chaos Space Marines. Any unit of cultists withing 6" of a unit of Space Marines (I.E anything that isn't a Cultist, a vehicle, or a Daemon with the exception of Daemon princes) may their leadership for the marine's. If they are within 6" of a Chaos HQ (Even a Lord of Cange or Memohotep), then they are fearless.
Also, what is it every Tzeentch worshipper loves? More psychic powers!
The toungue of Daemons: The Sorcerer subtly manipulates the mind of his enemies to alter their speach patterns, leaving them bleeting in the unitelligeble toungue of Daemon's. This power is cast on a single enemy unit at the beginning of your turn. For the remainder of this turn, they must use the lowest leadership value in the squad (I.E a squad of Space Marines with a sergeant would still use their LD of 8) for all related tests. Fearless units are unaffected by this power.
Psychic scream: The Sorceror unleashes a mental roar of blistering power, causing his foes to flee in terror. Use this power at the beginning of your Shooting phase (Note however that it is not a psychic shooting attack). All non-fearless enemy units within 6" must immediatly take a morale check or fall back as per the normal rules. In addition, any psykers within the powers radius will suffer d6 strength 4 hits with no armour saves allowed.
Best wishes and regards,
LLF.
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![[Post New]](/s/i/i.gif) 2010/10/14 21:01:26
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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I recognise some Zureal13 in there..
Looking forward to more.
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![[Post New]](/s/i/i.gif) 2010/10/14 22:49:04
Subject: Beginnings of 1000 sons codex project.
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Khorne Chosen Marine Riding a Juggernaut
Breaking Something Valuable
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LLF- you like my thralls (see above post)? Sorry if it was kinda hidden... Automatically Appended Next Post: For a wyrm rider:
Monstrous creature,
WS: 5 BS: 4 S: 8 T: 8 W: 4 I: 3 A: 4 LD: 10 3+, 5++
Rules: Fearless, furious charge, Wings, Breath of change, Menacing Talons
Breath of flames: Template, S: 5 AP: 2
Menacing Talons: All wounds dealt by a wyrmrider cause instant death.
So a killy flier.
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This message was edited 1 time. Last update was at 2010/10/14 23:28:13
YOU ALL!
DS:90S++G++MB++I+Pw40k09#+D++A+/eWD-R++T(S)DM+
: ANGRY MARINES! RAGE INFINITE!
Tyr Redfang's Great Company
: The Primal Host- Double as Angry Marines who went to far... |
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![[Post New]](/s/i/i.gif) 2010/10/15 07:24:53
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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IMO that ^ will be hard to justify for the ridiculous points cost it's gonna get. Atleast 300 and something points.
Besides, the new standard for MCs is S + T 6. The Wraithlord is just meh and pretty useless anyway.
I'd take the S + T down, maybe putting it at S7 T6 at the most.
And besides, what kind of goddamn S8 creature needs furious charge?! It only helps the initiative really anyway..
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![[Post New]](/s/i/i.gif) 2010/10/15 23:20:26
Subject: Beginnings of 1000 sons codex project.
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Khorne Chosen Marine Riding a Juggernaut
Breaking Something Valuable
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Sorry, that was kinda quick typed, and just sorta an outline....
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YOU ALL!
DS:90S++G++MB++I+Pw40k09#+D++A+/eWD-R++T(S)DM+
: ANGRY MARINES! RAGE INFINITE!
Tyr Redfang's Great Company
: The Primal Host- Double as Angry Marines who went to far... |
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![[Post New]](/s/i/i.gif) 2010/10/16 23:16:55
Subject: Re:Beginnings of 1000 sons codex project.
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Storm Trooper with Maglight
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I'm really liking it so far. However, to make the Codex 'special' it needs a few more creative ideas. Sadly, it's 1am in Sweden now and I'm tired, so you'll have to
do the work all by yourself. Muhaha.
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![[Post New]](/s/i/i.gif) 2010/10/17 06:44:36
Subject: Beginnings of 1000 sons codex project.
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Tunneling Trygon
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Whoop!
For Creative shiz....
Try new Insanity Sauce!!!
Take 1 bottle of golden syrup, a packet of haribo, and a bowl. Mix em all together IN the bowl! and Nom your sanity away ^^
Back On Topic, Wyrm Riders Could be a combination of Screamers of Tzeentch and Flamers of Tzeentch?
And Hows Aboot a Mind Control Unit XD?!
Decpeptor of Tzeentch?
Decpetor targets enemy non-vehicle unit and both player roll a d6 + LD. If deceptor gets higher you can now perform d3 actions. 1 Shooting attack = 1 action. No Charging!
If Player Rolls Higher, he has figured out your sneaky tactic and turns around and makes one shot, with one weapon at you!
In all fairness it is quarter to seven here.... and i woke up at 20 to 7.....
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Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.
A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else. |
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![[Post New]](/s/i/i.gif) 2010/10/17 07:02:33
Subject: Beginnings of 1000 sons codex project.
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Homicidal Veteran Blood Angel Assault Marine
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Hmmm, Mind Control Unit...
That sounds like a psychic power that could be used.
Mind Control
Cast on an enemy non-HQ or Monstrous Creature. If they fail a leadership check, you may make a shooting attack with them in the shooting phase taking into account their movement in the enemy's prior turn.
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![[Post New]](/s/i/i.gif) 2010/10/17 12:05:54
Subject: Re:Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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Yeah, yeah, no updates for a few days. Sorry, life's been gak (and no, I don't want to talk about it). I've not been completely idle though, so a quick round up of what I've been working on:
Psychic powers are done (now with happy fun mind controlling abilities-thanks Bloodhorror and Greyspark! ).
Troops are done.
HQ is very close to being done, just working on revised rules for Ahriman.
I'm currently working through Elites.
Fast attack, the armoury, and Heavy support are all having bits and bobs done on them, but so far aren't in any state resembling completion.
I know I know; "But Fauntleroy, if troops/powers are done, where are they?". Well, I've wrote them all down in word so I wouldn't need to learn them off by heart, and currently that program is sticking up the V's at me. If it works later I'll post 'em up, but don't hold your breath. Anyway, the Dread is done, so here are his rules as they currently stand;
Sorcerer-Dreadnaught:
A Sas I've alreorcerer Dreadnaught is used exactly as presented in codex: Chaos Space Marines, with the following exceptions:
They have -1 attack, to represent thier reduced blood frenzy.
They do not suffer from the Crazed rule.
They may select 1 psychic power from the Tzeentch psychic power list.
Again, apologies for not being able to post up stats and options for him: as I've mentioned previously the IP policy prevents me from doing so on legal grounds. Also, those who checked out Memohoteps rules will notice this guy is very similar to him, so he will be receiving slightly revised stats. Again, it isn't much of an update, and for that I apologise; I'm trying my best but that cursed real life is getting in the way!
Just some replies before I sign off:
@Asgeirr-I did indeed miss the thralls completely, but I like the ideas a lot. I considered a 'combatty hero', but then again the Exalted Sorcerer is pretty hard when you look at it! Also, I apologise for not making clear what a Wyrmrider is; they aren't Sorcerers riding full size Dragons, thnk of them more as CSM jetbikes.
@DarkVoid: Pertaining your comment about seeing some Zuriel13...told you so.
Best wishes and regards,
LLF
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![[Post New]](/s/i/i.gif) 2010/10/17 13:35:01
Subject: Beginnings of 1000 sons codex project.
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Khorne Chosen Marine Riding a Juggernaut
Breaking Something Valuable
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Aw... it would be fun to have rubric sorcerers riding huge dragons! Ah well, maybe another time...
Hooray for your updates! It's nice not to have to slog through old posts to find what I'm looking for. Hope to see th 'dex up soon!
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YOU ALL!
DS:90S++G++MB++I+Pw40k09#+D++A+/eWD-R++T(S)DM+
: ANGRY MARINES! RAGE INFINITE!
Tyr Redfang's Great Company
: The Primal Host- Double as Angry Marines who went to far... |
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![[Post New]](/s/i/i.gif) 2010/10/17 17:25:04
Subject: Beginnings of 1000 sons codex project.
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Frightening Flamer of Tzeentch
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I would make the DiscRiders Jetbikes.
The discs never land and I think it would be awesome for a MEQ to have Jetbikes.
For Rubric Terminators:
Take your normal 30 Point Chaos Terminator, equipped with 2+/5++, CombiBolter and Power Weapon.
Up save to 2+/ 3++ Save; Add Fearless, Slow & Purposeful, The Sorceror Commands, Inferno Bolts and disallow any further options (including Champions, as all the Champions should be in their own Sorcerers Cabal) But there should be an Aspiring Sorcerer to lead the squad.
I also had an idea of having a special character that was more assault orientated. This character would allow normal Thousand Sons to gain Move Through Cover to make them a little faster and the option to change their Bolters for BP, CCW and Grenades.
I also think that Thousand Sons should use Sorcery, and not just ordinary Psychic Powers like the other races.
My idea before was to make it a Daemon Weapon Test and if it passes, the power can't be negated (like the Daemon powers in their own codex).
While the odds of taking a wound is about twice as much. the ability doesn't really increase the odds of success much.
Bring back the Talisman of Tzeentch (for those who don't remember, it was Enemy Psykers were Ld-1 for all Psychic tests) and allow them to stack. 4 of them would be an awesome Psychic Defence for the Army (since every new army is needing some form of defence now).
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This message was edited 1 time. Last update was at 2010/10/17 17:26:27
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![[Post New]](/s/i/i.gif) 2010/10/17 17:33:48
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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By the way, just remembered something from a 40k game. Anyway, instead of chosen, you can have units of sorcerors! Option for a [insert higher sorceror rank here] to lead the unit, they could be a bodyguard for the Sorceror Lords or whatever you want to call 'em, and they could have the options for Discs of Tzeentch (entire unit would have to take it, obviously) or Terminator armour.
Of course, the maximum unit size would have to be 9. If they take 9, then they could get some kind of bonus..
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![[Post New]](/s/i/i.gif) 2010/10/17 19:47:33
Subject: Re:Beginnings of 1000 sons codex project.
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Wicked Ghast
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Little lord Fauntleroy wrote:
Sight of the Raven:
This power is used at the beginning of your shooting phase. If cast successfully, the Sorcerer and any squad he accompanies count all their weapons as twin-linked for the remainder of their turn.
sight of the raven? what do ravens have to do with the 1k sons?
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Orks: approx 4000 pts
Uruk-hai force(700 pts)
about 700 points of Vampire Counts
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![[Post New]](/s/i/i.gif) 2010/10/17 19:58:26
Subject: Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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Tzeenthc is sometimes known as the Raven god.
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![[Post New]](/s/i/i.gif) 2010/10/17 20:57:50
Subject: Beginnings of 1000 sons codex project.
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Khorne Chosen Marine Riding a Juggernaut
Breaking Something Valuable
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I still like the coven of sorcerers idea. Dark made a good point about an upgrade if there are 9.
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YOU ALL!
DS:90S++G++MB++I+Pw40k09#+D++A+/eWD-R++T(S)DM+
: ANGRY MARINES! RAGE INFINITE!
Tyr Redfang's Great Company
: The Primal Host- Double as Angry Marines who went to far... |
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![[Post New]](/s/i/i.gif) 2010/10/18 17:53:41
Subject: Re:Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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Hey guys.
So, I managed to salvage the completed Psychic power list from my rapdily dying Word processer (stupid microsoft), so have included them in an attatchement at the bottem of the page. Lemme know what you think.
Also, I've been doing some work on the Chosen Aspiring Sorcerer squads. This was a VERY difficult unit to create balanced mechanics for and stop it becoming a huge psychic death squad, so please bear that in mind when commenting. Having said that, feedback as always is appreciated.
Chosen Aspiring Sorcerers; 45pts/model.
Unit size: 1-9
Aspiring Sorcerers have the same statline and wargear as in the Chaos Space Marine codex, with the following exceptions:
Rather than each having a psychic power, the unit may instead choose one Psychic power from the Tzeentchen Psychic power list. The Sorcerers are 'pooling' their powers to create a mighty nimbus of energy. The Psychic power they use is cast automatically, and cannot be stopped by any means (I.E Pyshic hoods have no effect upon it). The spell's range may be measured from any model in the squad, but every model in the squad must be within that range. If the spell has an assault value, then it is equal to the number of models in the squad (Yes, that means you can have an assault 9 Bolt of change!).
One Squad member may carry an icon of Chaos for +5pts.
The Squad may ride Disks of Tzeentch (see Codex: Chaos Space Marines) for +15pts a model. Squads riding Disks of Tzeentch becomes a fast attack choice rather than an elites choice.
Squads not mounted upon Disks may purchase a Rhino Dedicated transport for +35pts, or Land Raider dedicated transport for +220pts. See Codex: Chaos Space Marines for these vehicle's rules.
Squads that number 9 men are favoured by the god Tzeentch; they increase thier invunerable save by 1 (in effect , this gives them a 3+ invun save).
This is of course just a very rough draft, so feel free to rip it apart. I have another question about the layout of the 'dex as well; would you guys like me to include some fluff, artwork etc, or should it just be rules, rules and er, rules!
Best wishes and regards,
A very tired LLF
| Filename |
Tzeentchen psychic powers.docx |
Download
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| Description |
The psychic power list. |
| File size |
13 Kbytes
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![[Post New]](/s/i/i.gif) 2010/10/18 19:35:50
Subject: Beginnings of 1000 sons codex project.
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Khorne Chosen Marine Riding a Juggernaut
Breaking Something Valuable
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Perfect, even though assault nine is a leeeeetle overpowered! Must be expensive to take.
What happens if they fail?
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YOU ALL!
DS:90S++G++MB++I+Pw40k09#+D++A+/eWD-R++T(S)DM+
: ANGRY MARINES! RAGE INFINITE!
Tyr Redfang's Great Company
: The Primal Host- Double as Angry Marines who went to far... |
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![[Post New]](/s/i/i.gif) 2010/10/18 19:47:31
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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Very nice-looking! Can't say I wouldn't spend a few hours overhauling it and actually writing out the profiles/'dex page, but ah well. Can't please everyone completely, but you CAN please me a fair bit. :Thumbsup: Nice one!
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![[Post New]](/s/i/i.gif) 2010/10/19 18:51:53
Subject: 1000 sons codex project.
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Potent Possessed Daemonvessel
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Darkvoidof40k wrote:Very nice-looking! Can't say I wouldn't spend a few hours overhauling it and actually writing out the profiles/'dex page, but ah well. Can't please everyone completely, but you CAN please me a fair bit. :Thumbsup: Nice one!
Thanks Dark. Unfortunatly, as I've stressed numerous times the IP policy on Dakka doesn't allow me to give out the rules from the codex, so it'll have to go 'half-finished' if you will (Wow, that almost sounded like an insult. It wasn't intended to be, my apologies if any offence was taken).
Asgeirr Darkwolf wrote:Perfect, even though assault nine is a leeeeetle overpowered! Must be expensive to take.
Thanks, and think of it this way; to get the full nine you need to pay 405pts, which even in 2000pt games is just over a fifth of your total army. Then, you'll not want them to be footslogging since they'll attract a lot of firepower, so that's another 35pts at least for a naked rhino. So to get a 9 man squad that's likely to do...well, anything, you're paying a bare minimum of 440pts. Yes, they're powerful, but then again I would expect no less from a cadre of students of the Sorceror god!
Anyway, I'm really really sorry guys, but I'm feeling terrible today and the creative juices just aren't flowing. Word is still being... freespoken, shall we say, so I can't link to any other stuff from there either. Basically, what I'm trying to say is that I've got nothing to give to you today. I don't know...I'll try and get something done, but I'm just not in the 'zone' tonight. Again, I apologise greatly.
I love you guys, and I don't think I make it clear enough just how much all the help and support menas to me. Even comments like 'Looking good' or the like are special to me. I can't thank all of you enough; I wouldn't be here today if it weren't for you lads and lasses.
Best wishes and regards,
(a very emotional) LLF.
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This message was edited 2 times. Last update was at 2010/10/19 19:17:33
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![[Post New]](/s/i/i.gif) 2010/10/20 07:28:41
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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The speculation that springs from some of the things I read..
And don't worry, I never took that as an insult in the slightest way. Tbh, It'd never even crossed my mind.
Although, I understand what you're saying about the rules, but it never stopped me.  (see sig)
When I first hinted at this Sorceror squad, I was thinking of it as a sort-of Chaos Seer council equivelant. I.e. They all get 1/2 powers and can use one per turn, and then perhaps they can be lead by a stronger sorceror who gives some special bonus or whatever. Also, nine men could've had the effect of re-rolling failed Psychic tests.. Ah well, another idea for another time!
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![[Post New]](/s/i/i.gif) 2010/10/20 19:38:09
Subject: Beginnings of 1000 sons codex project.
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Potent Possessed Daemonvessel
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Darkvoidof40k wrote:The speculation that springs from some of the things I read..
And don't worry, I never took that as an insult in the slightest way. Tbh, It'd never even crossed my mind.
Although, I understand what you're saying about the rules, but it never stopped me.  (see sig)
When I first hinted at this Sorceror squad, I was thinking of it as a sort-of Chaos Seer council equivelant. I.e. They all get 1/2 powers and can use one per turn, and then perhaps they can be lead by a stronger sorceror who gives some special bonus or whatever. Also, nine men could've had the effect of re-rolling failed Psychic tests.. Ah well, another idea for another time!
Hmm, I see. Kind of like a retinue for the Exalted sorcerer?
Anyway, Rubric Terminators ago-go!:
Rubric Terminator-35pts/model.
Rubric Terminators have the same staline and special rules as regular Terminators chosen from Codex: Chaos Space Marines, with the following exceptions:
They have the Inferno bolts, Fearless, Slow and purposeful, and the Sorceror commands special rules. They also have the Mark of Tzeentch, but being Rubric Terminators they have a 3++ save instead of 5++.
All the options from Codex: Chaos Space Marines are available, with the exception of marks of other gods and Terminator champions (as it is impossible for a Rubric marine to learn new skills, and all the sorcerors who survived the Rubric have gone on to lead their ownunits or warbands). 1 squad member may carry an Icon of Chaos for +5pts.
You may buy an Aspiring Sorceror for the squad in place of a regular Terminator for 60pts. An Aspiring Sorceror has the same statline and Special rules as in the Thousand sons unit entry (with the exception of his Sv), and is armed with Terminator armour, a Force Weapon, and a twin-linked bolter. He must also choose one psychic pwer from the Tzeentchen psychic power list.
If the squad numbers 9 models, then any psychic tests attempted by the Aspiring Sorceror pass automatically.
It's not much, but hey; knocking down entries one by one. Also, someone (I bleieve it was Greyspark) mentioned being an offer to playtest earlier in the thread; I know I'm not done yet, but if anyone could use the units in their current army against an open minded opponents and report how they played in a real game I would be enourmously grateful. Speciffically, I need to know which you were playing against, the mission, and then just a brief summary on how they performed. Thanks in advance if anyone does this (don't feel pressured to though, I won't come and smash up your house and steal your prized chicken if you don't...much  ).
Best wishes and regards,
LLF
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![[Post New]](/s/i/i.gif) 2010/10/21 07:29:47
Subject: Beginnings of 1000 sons codex project.
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Chaplain with Hate to Spare
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Ah, but if they cannot learn new skills.. A 2
Then again, if the Rubric 'naters were already that awesome when they were crappified then I 'spose it's fine.
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