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What units do post-Rubric Thousand Sons use, besides Rubrics, Chaos/Sorcerer Lords or Sorcerers?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Beautiful and Deadly Keeper of Secrets





Pre-fourth edition: Mark of Tzeentch.

"All models automatically have the Sorcerer Ability without having to select the upgrade from their list entry. In addition they will automatically pass Any psychic test they are required to take.
The main list limits chosen to one sorcerer per unit, but if the unit has the mark of Tzeentch, every model has the sorcerer ability."

The invulnerable saves came only from the 4th edition. Before then Rubrics came with +1 Wound from the Daemonic Essence mutation.

This message was edited 2 times. Last update was at 2013/02/14 12:10:04


 
   
Made in fi
Sure Space Wolves Land Raider Pilot






Oh, good to know. I wasn't aware of the 3.5ed rules, as I can't seem to find them anywhere for the time being.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in us
Lesser Daemon of Chaos






Idea for TS Chosen: Mastery level 2-3 psyker with better control over his thralls, so they end up being much more potent on the battlefield. While a normal Sorceror can point their finger and say "Shoot that guy", the Chosen Sorceror can guide his thralls' bullets, making them WS/BS5 as long as the Sorc is alive.

Idea for Chaos Lord: Was a powerful commander before being turned to dust, then the TS decided to cram a daemon in his armor, which gained his battlefield knowledge from consuming the ashes. He has the stats for a Chaos Lord, but counts as being a level 1-3 psyker. Instead of rolling for his powers, he gets a series of unique ones. Stuff like "Tzeentchian Sentience: Target unit replaces Slow and Purposeful with Relentless until the next turn." Whatever you think would fit.

This message was edited 1 time. Last update was at 2013/02/14 16:12:24


 
   
Made in gb
Twisting Tzeentch Horror




Sheffield

No.

Tzeentch is a master of manipulation too. A character may be blessed with his mark for his intricate schemeing or manipulations, maneuvering, and generally achieving his objectives through cunning and guile.

Of course Tzeentch may decide to bless him with Psychic talents, or the power of foresight, or even feathers and a beak.

Tzeentch does not solely deal with magic.

"Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponents fate."
Sun Tzu



http://s1.zetaboards.com/New_Badab/index/

JOIN THE ETERNAL WAR. SAY YOU FOLLOWED MY LINK IN YOUR INTRODUCTION TO HELP TZEENTCHS CAUSE. 
   
Made in fi
Sure Space Wolves Land Raider Pilot






Yup. He deals with all kinds of random gak, like mutations and what not.

Ave Dominus Nox
*A feral howl* ~2900pts

 
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

Heavy support, think soul-grinder built like brass scorpion. Think the roc in scorpion king.
disc of Tzeentch for sorcerer, flyers and flamer

http://4.bp.blogspot.com/-qnexWod1Llk/T32bXi6svFI/AAAAAAAAADI/d5vP_kULghE/s1600/ScorpionKing.jpg




Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
Made in us
Gore-Soaked Lunatic Witchhunter




Seattle

I'm well aware of what Tzeentch is the god of. Of all the Great Four, he's my favorite, and works really well in DH games because the PCs can never be sure if they are purging heretics or allowing a far more insidious plan to come to fruition. Trust me, take the phrase "just as planned..." out for a spin a few sessions, after the party appears to have totally defeated the bad guys and utterly derailed the campaign (even if they have). Paranoia and uncertainty work well in Inquisition-centric games.

It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised. 
   
 
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