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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Hi, guys. This isn't a super overhaul, so you won't see the Chaos Sorcerer or Rubric Terminators.. Just basic Ahriman/Thousand Sons rules that I want to use with a few friends in a small campaign of terror. : ] You also won't see any Codex: Chaos Space Marines hate here. I just wanted to do something unique for home games.



Mark of Tzeentch: Models with the Mark of Tzeentch re-roll failed Armor and Invulnerable save rolls of 1. Psykers with the Mark of Tzeentch generate their powers from any Lore in the Discipline of Tzeentch and re-roll failed psychic tests.

All is Dust: Models with this special rule are Fearless and ignore the effects of the Spawnhood result on the Chaos Boon table.

Thousand Sons Special Rules (Same stats and wargear as before):
Mark of Tzeentch, Aura of Dark Glory, Veterans of the Long War, All is Dust, Slow and Purposeful (Thousand Sons Rubrics only), Psyker Mastery Level: 1 (Aspiring Sorcerer only).

Ahriman Special Rules: (Same stats and wargear as before):
Mark of Tzeentch, Aura of Dark Glory, Veterans of the Long War, All is Dust, Psyker: Mastery Level 4.

The Black Staff of Ahriman: Ahriman may manifest multiple Witchfire powers, provided he has enough Warp Charge to do so.




The Discipline of Tzeentch:


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The Lore of Fate:

Primaris Power "Nightmare": Witchfire (Warp Charge 1). Range: 12" Strength: 6 AP: 2 Type: Assault 2, Ignore Cover, Pinning

1-2 "Dark Revelations": Blessing (Warp Charge 1). Targets the psyker's unit. Models in this unit may re-roll any failed Armor, Invulnerable or Cover Saves until the start of your next turn.

3-4 "The Divining ": Blessing (Warp Charge 1). Targets the psyker's unit. Models in this unit have the Preferred Enemy and Tank Hunters special rules until the start of your next turn.

5-6 "Tzeentch's Favor": Blessing (Warp Charge 2). Targets a single friendly psyker with the Mark of Tzeentch within 24". The psyker has a 2+ Invulnerable Save until the start of your next turn.
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The Lore of Change:

Primaris Power "Pink Fire of Tzeentch": Witchfire (Warp Charge 1). Range: Template, Strength: 5, AP: 3, Type: Assault 1

1-2 "Gift of Chaos": Blessing (Warp Charge 1). Targets the psyker. The psyker immediately rolls on the Chaos Boon table in Codex: Chaos Space Marines, re-rolling Dark Apotheosis.

3-4 "Debilitating Mutations": Malediction (Warp Charge 1). Targets a non-vehicle enemy unit within 24". The unit suffers a -1 penalty to it's Weapon Skill, Ballistic Skill, Strength, Toughness and Initiative characteristics (to a minimum of 1) until the start of your next turn. Each unit can only be affected once by Debilitating Mutations each turn. This power has no effect on models with the All is Dust special rule.

5-6 "Warp Armor": Blessing (Warp Charge 1). Targets the psyker's unit. Models in the unit gain +1 to their armor save until the start of your next turn.
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The Lore of Lies:

Primaris Power "Bolt of Tzeentch": Beam (Warp Charge 1). Range: 24" Strength: 8 AP: 1 Type: Assault 1.

1-2 "Warp Portal": Blessing (Warp Charge 1). The psyker and his unit are removed from the table and immediately Deep Strike. Enemy units no longer locked in combat with this unit consolidate.

3-4 "Slow Time": Blessing (Warp Charge 1). Targets the psyker's unit. Models in this unit have Initiative 10, +1 attack and ignore the restrictions of Slow and Purposeful until the start of your next turn.

5-6 "The Twisting Path": Blessing (Warp Charge 1). Targets the psyker. While the psyker is alive, your army may re-roll a single dice this turn and may even force your opponent to re-roll a single dice (even a single dice out of a batch, such as a 3D6 roll) in their next turn. Multiple Twisting Path powers do not stack.
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This message was edited 14 times. Last update was at 2013/09/24 16:48:17


 
   
Made in ua
Frightening Flamer of Tzeentch





As far as current fluff goes, Thousand Sons aren't very fond with Tzeench psychic disciplines. Sure, they study them, but mostly keep their attention on the "classical" legion cult disciplines, that later became the foundation of imperial psychic disciplines: Corvidae (Divination), Pavony (Biomancy), Attenae (Telepathy), Raptora (Telekinesis) and Pyrae (Pyromancy).

Thiusand Sons devote themselves to one of these five cult disciplines and focus on them, while considering new tzeenc-alligned disciplines a secondary. From this point of view CSM codex TS sorcs with their mandatory Tzeench spells have nothing to do with canon.


Automatically Appended Next Post:
Now for the spells:

"Dark Revelations" is flat out broken. Fortune comes for 2 WC and work for Eldar because of their low T and overly weaker saves. Unit with rerollable 3+/4++ or even 2+/4++ would be unreasonably tough. I might suggest rerolling only invulns.

"Tzeentch's Favor" might look good but in practice would be useless - you would better spand those two WC's killing things, buffing or debuffing squads instead of single model that have 2+ LoS and tough meatdustsields for the safety needs.

"Gift of Chaos", just like the previous one it is useless even with stupid S4 autohit removed - there are much, much better ways to spend this WC other than giving the sorc a minor buff that 90% wouldn't help him at all.

"Debilitating Mutations": Not OP but definatelly too powerful. It os all around better than biomancy Enfeble, which speaks volumes about it, as Enfeble is considered to be one of the most powerful maledictions in the came.

"Warp Armor": Just no. TS are not Eldar, and even on Eldar this power is not utterly broken only because of warlock poor leadership and low chance to get it.

"The Twisting Path" Rerolling one die for the cost of one WC is too small. If theis would be one die per each phase while the power is in effect, or D6/D3+1 rerolls it might be OK, otherwise aotoswitch to primaris (especially if this primaris is the Linemaker of Doom)

This message was edited 4 times. Last update was at 2013/09/25 12:25:17


"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
 
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