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Thousand Sons Chapter Tactics, Rubricae Terminators and Council of Sorcerers  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Thousand Sons Chapter Tactics:
Runic Affinity:
When generating spells, models with the psyker rule may reroll to generate the spells. The second spell must be used.
The Rubricae:
For one turn per game, all psykers reroll to wound on all witchfire spells.

Elite:
Rubricae Terminators: 200 Points
WS BS S T W I A Ld Sv
4 4 4 4 1 4 2 10 2+, 3+
4 4 4 4 1 4 2 10 2+, 3+

Unit Composition:
Infantry 2 Rubricae Terminators
Infantry (Character) 1 Sekhmet Sorcerer

Wargear:
Terminator Armor
Combi-bolter
Rubricae Terminators Only
Combi-pistol
Sekhmet Sorcerer Only
Power Weapon
Rubricae Terminators Only
Force Power Sword (S: User, AP 2)
Sekhmet Sorcerer Only
Sigil of Corruption (4++)
Inferno Bolts (AP 3)


Special Rules
Champion of Chaos
Sekhmet Sorcerer Only
Fearless
Mark of Tzeentch
Psyker
Mastery Level 2 - Sekhmet Sorcerer Only
Sekhmet Sorcerer generates powers from the Biomancy, Pyromancy, Telepathy, and Tzeentch disciplines.
Slow and Purposeful
Veterans of the Long War
Bulky
Deepstrike


Options
May add up to seven Rubricae Terminators.............................. 46 pts/model
Any Rubricae Terminator may replace his power weapon with one of the following::
Lightning Claw........................ 3 pts/model
Powerfist………………………. 7 pts/model
Chainfist................................ 12 pts/model
The Sekhmet Sorcerer may take a gift of mutation...................... 10 pts
The Sekhmet Sorcerer may take melta bombs................................ 5 pts
One model in the unit may take an icon of flame ........................ 15 pts
The unit may take a Chaos Land Raider as a Dedicated Transport............ 230 pts




The Council of Sorcerers: 250 Points
You may one Council of Sorcerers for each Daemon Prince or Ahriman in your army. This selection does not take up a Force Organization Slot.
WS BS S T W I A Ld Sv
4 4 4 4 1 4 0 10 3+, 4++
4 4 4 4 1 4 0 10 3+, 4++


Unit Composition:
Infantry 2 Rehati Sorcerers
Infantry (Character) 1 Grand Rehati Sorcerer

Wargear:
Power armor
Aura of Dark Glory (5++)

Special Rules
Champion of Chaos
Fearless
Mark of Tzeentch
Psyker
Mastery Level 2 - Rehati Sorcerer only
Mastery Level 3 - Grand Rehati Sorcerer only
The Council of Sorcerers generate powers from the Biomancy, Pyromancy, Telepathy, and Tzeentch disciplines.
Slow and Purposeful
Veterans of the Long War
Deepstrike
Blessing of Magnus
When generating psychic powers, The Council of Sorcerers generate +1 powers. (Rehati Sorcerer generates 3 powers, can use 2 etc.) Roll on the psychic powers chart until at least one power generated is a Witchfire type power. The Council of Sorcerers may choose between their powers generated when deciding which power to use. Council of Sorcerers may use witchfire spells during the overwatch and assault phase.

Options:
May add up to seven Rehati Sorcerers………………………….. 75 pts/model
The Grand Rehati Sorcerer may take a gift of mutation………... 10 pts
The Grand Rehati Sorcerer may take melta bombs…………….. 5 pts
The unit may take a Chaos Rhino as a Dedicated Transport………………. 35 pts
The unit may take a Chaos Land Raider as a Dedicated Transport............ 230 pts

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So what does everyone think? Are they balanced? Would you play against these rules? Are they fluffy? Any and all feedback appreciated.




   
Made in gb
Executing Exarch






Jimmurphy wrote:
Combi-pistol
Sekhmet Sorcerer Only
Never seen a Combi-pistol before (although, now I want to...), Terminators of all stripes are normally given storm/combi bolters instead of pistols, is the intent here +1A for two CCW's?
Jimmurphy wrote:
Force Power Sword (S: User, AP 2)
Sekhmet Sorcerer Only
AP 2 weapons that are not Unwieldy are particularly potent, especially with Force. Is it's worth taken into account for the points cost?
Jimmurphy wrote:
The Council of Sorcerers: 250 Points
You may one Council of Sorcerers for each Daemon Prince or Ahriman in your army. This selection does not take up a Force Organization Slot.
What about an army lead by a Sorcerer? Or just DP's & Ahriman?
Jimmurphy wrote:
The Council of Sorcerers may choose between their powers generated when deciding which power to use.
Not quite sure what you mean here, elaborate?
Jimmurphy wrote:
Council of Sorcerers may use witchfire spells during the overwatch and assault phase.
Cool rule
They look fun and fluffy to me, no idea about balance though!
   
 
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