Was brainstorming over how to make them not only more unique, but also moar fwuffy.
New statline for Thousand Son Marines
WS-2
BS-2 S-2 T-5 W-1 I-2 A-1
LD-10
Sv-3+
INV-4++ PTS- 25?
New statline for Thousand Son Sorcerer
WS-4
BS-4 S-4 T-4 W-2 I-5 A-2
LD-10
Sv-3+
INV- 4++ PTS- 50?
4-20 Marines, 1 Sorcerer. 150 points base. Max cost of 550...
Reasoning-
Like typical Undead, their souls are mostly gone, what is left is tenuously linked to their suit of power armor. They have trouble doing anything on their own, requiring a Thousand Son's Sorcerer to command them. However, a sorcerer can only give them basic commands and cannot aim or fight a melee for each squad member. They do not have an actual body inside of their suits, making them quite weak, yet much more resilient.
Marine Wargear-
Bolter with Inferno Rounds
Marine Special Rules-
Fearless,
FNP 4+, Slow and Purposeful, Night Vision, Immune to the effects of Blinding and Concussion, Adamantium Will.
Ambling- The unit always counts as moving through difficult terrain.
Inferno Rounds- At the start of each Shooting phase in which any model of the unit shoots roll a
D6-
1- Reroll Cover Saves (Had Ignore Cover, but too
OP?)
2-
AP-3
3-
AP-4 (Had
AP-2,
AP-3)
4- S-5
5-
BS-5 (Decided against a straight reroll- From 66% to ~83%, +1.5 hits/ 9 shots [On second thought, perhaps a reroll would be better?])
6- Reroll Invulnerable Saves
Pretty much a move and shoot unit that has quite a bit of staying power, but can only tarpit in
CC. Versatile, yet random Inferno Rounds keep things interesting.
Now for Sorc Rules-
Has all the rules and options in the Thousand Son entry in the codex plus:
The Sorcerer Commands-
If the Sorcerer is killed via Force Weapon/ Perils of the Warp/ Any other psychic weapon or psychic power: Every Marine in the squad rolls a
D6- on a 4+ the psychic backlash causes Instant Death with no saves.
The Sorcerer can give commands to the squad. They are not psychic powers, you do not need to test to use them. However, every phase in which you use a command, you may not use a power. All commands can be used at any point of either players turn, and continue to be used until declared as turned off, or a power is used. (Note that this means that you could use Guide Aim at the start of your first turn and never 'turn it off' until the game ends. However, you would not be able to use any psychic powers as you would be using a command.) Each Sorcerer can use one command per turn. Each Sorcerer can use any of the four commands.
Guide Aim- Reroll all failed to hit rolls during this phase.
Animate- Ignore Ambling,
WS, S, I increase from 2 to 4.
Shield Sorcerer- Any number of hits allocated to the Sorcerer may be reallocated to a model in the unit. Roll to hit and wound as normal, but use the
INV of a chosen Marine. If passed, the Marine takes the wound, if failed, the Sorcerer takes the wound.
Re-Animator- Any Marine killed by a non Instant Death weapon, while this command is active, is laid on it's side either on the board or off to the side. At the end of the turn it is put back with the unit on a
D6 5+, as long as the Sorcerer is still alive. This command does not need to be active at the end of your turn. You could activate it during the enemies shooting phase and then use Warptime during their assault phase, and still roll to resurrect your Marines.
These rules can also be used for Terminators. Just take the standard cost, rules and upgrades for the Terminators, change the profile to the above Marine one and add 15 points. The Sorcerer can take a suit of Terminator armor for +15 and has the options of a Terminator Sergeant.
A little rules heavy, I know, but the way the game has shifted...
Animate for when you need to move quick and/or have the slightest chance in hell of winning an assault.
Shield Sorcerer is designed to protect the Sorcerer from the new wound allocation rules. One Precise Shot can halve the combat value of this costly unit.
Re-Animator is just fwuffy :3