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NOTE! All non-daemon units in this codex are assumed to have the Veterans of the Long War special rule, as listed in C:CSM. Only applies to units, that may already purchase it in the aforementioned codex.
Tzeenzch's Favored Sons:
All character's in this codex that are also psykers are subject to this rule. Any successful attempts to nullify the effects of any psychic power (Deny the Witch, Runic Weapon etc etc) must be re-rolled.
Mark of Tzeenzch:
+1 to any invulnerable saves of the model with the Mark of Tzeenzch, any models without invulnerable saves instead gain a 6+ invulnerable.
Fearless:
Most units in this codex are "fearless", as listed in the official warhammer 40 000 rulebook.
Vengeance for Prospero:
To represent the eternal grudge shared by both Space Wolves and the Thousand Sons, all units with this rule have Preferred Enemy and Hatred against units from Codex: Space Wolves, in adition, all units from aforementioned codex have Preferred Enemy against the units with this rule.
A Legion of Automatons:
To represent the Thousand Sons' nigh immunity to the powers of the Warp, and mostly mindless nature any unit with this rule the ignores the Boon table, and the "Champions of Chaos" rule no longer applies. Furthermore, every unit with this rule will gain the "Adamantium Will" USR.
The Rubric:
To represent the effect the Rubric of Ahriman caused to the legion, all units with this rule gain a 6+ ivulnerable save and have the Slow & Purposeful special rule.
Any walker with this rule instead treats all difficult terrain as dangerous, and gains the It Will Not Die USR.
_________________________________________
------------------------------------------------------------------------
Wargear: Follows the same rules and wargear as Codex: Chaos Space Marines, with the following changes:
Remove Blight Grenades, Chainaxes, Plague Knives, jump packs, Noise Marine Sonic Weapons and Chaos Bikes
Inferno Bolts now also affect combi-bolters, heavy bolters and the boltgun part of combi-weapons.
Also, remove all of the unique wargear except The Scrolls of Magnus or the Dimensional Key.
All other marks, daemonic steeds and icons of chaos, except the ones devoted to Tzeenzch should be discarded.
(1: For models without TDA only. 2: Does not replace a weapon.)
------------------------------------------------------------------------
Spoiler:
Special Issue Wargear:
Melta Bombs, 5pts
Sigil of Corruption, 30pts
---
Chaos Rewards
A model may take one of each of the following:
Combat Familiar, 15pts
Spell Familiar, 5pts/character mastery(a ML1 character pays only 5pts, while a ML3 character pays 15pts)
Aura of Dark Glory, 20pts
-A model with the Mark of Tzeenzch may take a Disc of Tzeenzch(1) for 30pts
---
Artefacts of Chaos:
A model may replace one of their weapons with one of the following:
One of each is the limit per army.
Scrolls of Magnus(2), 50pts
Dimensional Key(2), 30pts
---
Melee Weapons:
A model may replace their bolt pistol and/or CCW with one of the following:
Lightning Claw, 15pts
Power Weapon, 15pts
Power Fist, 15pts
---
Ranged Weapons:
A model may replace ONE weapon with one of the following:
Combi-bolter, 3pts
Combi-flamer, -melta or -plasma, 10pts
Plasma Pistol, 15pts
---
Terminator Weapons:
A model in TDA may replace their combi-bolter with:
A Combi-flamer, -melta or -plasma, 7pts
Power Weapon, 12pts
Lightning Claw, 17pts
Power Fist, 22pts
Chainfist, 27pts
A model may also replace their power weapon with:
Lightning Claw, 5pts
Power Fist, 10pts
Chainfist, 15pts
---
Chaos vehicle armory:
This is exactly as listed in C:CSM
__________________________________________
-------------------------------------------------------------------------
Psychic Powers:
The psykers in this codex may generate powers from the tables of Pyromancy, Telepathy, Telekinesis, Divination, Biomancy and Tzeenzch(see C:CSM).
---
No more than one power may be generated from the discipline of Tzeenzch.
---
Thousand Sons Cult descendants: Any non-unique psyker may choose to be a descendant of any ONE of the following Thousand Sons cults:
Pyrae(10pts/model): The character is allowed to re-roll one generated power on the Pyromancy table. A descendant of Pyrae must generate at least one power from this discipline.
Athaean(10pts/model): The character is allowed to re-roll one power on the Telepathy psychic discipline table. An Athaean descendant must generate at least one Telepathy power.
Pavoni(15pts/model): The character may re-roll once, when determining powers on the Biomancy table. The Pavonian descendant must generate at least one Biomancy power.
Corvidae(15pts/model): The character may re-roll once , when determining powers from the table of Divination. They must generate at least one Divination power.
Raptora(10pts/model): The character may re-roll once, when generating a power from the discipline of Telekinesis,and must always generate at least one power from the discipline.
__________________________________________
-------------------------------------------------------------------------
Force Organization:
---------------------------------------------------------------------------
The natives of Planet of the Sorcerers The thrall covens ---------------------------------------------------------------------------
Troops: Thousand Sons' Thralls(65pts)
Spoiler:
Thrall:
WS....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..3..........3.....3.....3.....1.....3....1.......7......6+
---
Thrall Wizard:
WS....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..3..........3.....3....3.....1.....3......2......8......6+
------
Type:
Infantry(the champion is a character)
------
Compulsion:
1 Wizard
9 Thralls
------
Special Rules:
Mark of Tzeenzch
Psyker, ML! (Thrall wizard only)
------
Psyker:
The Thrall Wizard may generate their power from the discipline of Telepathy.
------
Wargear:
Improvised armor
Autopistol or Autogun
CCW ------
Options:
For every ten models in the unit, one thrall may replace their Autopistol/Autogun with:
Flamer, 5pts
Heavy Stubber, 5pts
---
The wizard may take a shotgun, 2pts and/or a spell familiar, 5pts.
Tzaangor boss
WS....BS.....S.....T.....W.....I.....A.....Ld....Sv ...4.....2.....4.....3.....1.....3.....3......8....6+
---
Type:
Infantry(the boss is a character)
---
Composition:
14 Tribesmen
1 boss
---
Wargear:
(Crude) Autopistol
Unrecognizable Close Combat weapon
---
Special Rules:
Mark of Tzeenzch(included in profile)
Fleet
---
Options:
May add up to 20 additional tribesmen at 5pts/model.
---
The unit may replace their Autopistols with (Crude) Autoguns for no additional cost.
---
For each ten models in the squad, one tribesman may switch their Autopistol with:
-Flamer, 5pts/model
-Hvy Stubber, 5pts/model
---
The boss may replace his Autopistol with:
-An old Bolt Pistol, 2pts
-A Shotgun, 2pts
---
...And/or his close combat weapon with:
-A power weapon 10pts
---
One model in the unit may take an icon of flame, 20pts
---
______________________________________________
---------------------------------------------------------------------------------
Thousand Sons Marine units. HQ: ---------------------------------------------------------------------------------
Sorcerer Lord(90pts)
Type:
Infantry
------
Special Rules:
Independent Character
Fearless
Vengeance for Prospero
Mark of Tzeenzch(included in profile)
Psyker(Mastery level 1)
------
Wargear:
Power Armor
Force Weapon
Bolt Pistol
Frag grenades
Krak grenades
Veterans of the Long War
Inferno bolts
------
Options:
May take one additional mastery level for 25pts.
---
May also take items from Melee - or Ranged Weapons, Special Issue Wargear, Chaos Rewards and/or Artefacts of Chaos.
---
May alternatively, replace all wargear with TDA, a force weapon and a combi-bolter, 35pts.
- A Sorcerer Lord in TDA may take items from Terminator Weapons, Special Issue Wargear, Chaos Rewards and/or Artefacts of Chaos.
WS....BS.....S.....T.....W.....I.....A.....Ld....Sv ..5.....4.......4.....4.....2.....4.....2.....10....3+/6++
------
Compulsion:
1 Sorcerer
------
Type:
Infantry
------
Wargear:
Power Armor
Bolt Pistol
Force Weapon
Frag grenades
Krak grenades
Inferno bolts
------
Special Rules:
Fearless
Independent Character
Vengeance for Prospero
Mark of Tzeenzch(listed in profile above)
Psyker(Mastery level 1)
Veterans of the Long War
------
Options:
May take up to two additional mastery levels, 25pts each.
---
May take items from Melee/Ranged weapons, Chaos rewards, Special Issue equipment and/or Chaos artefacts
---
May replace all wargear with a Force weapon, Combi-bolter and terminator armor, 25pts
Aspiring Sorcerers:
WS....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..4.....4.....4.....4.....1.....4.....2.....10.....3+/4++
------
Compulsion:
4 Rubric Marines
1 Sorcerer
------
Type:
Infantry(The Sorcerer is a character)
------
Special Rules:
Fearless
Mark of Tzeenzch
Slow & Purposeful
Psyker(Mastery 1, Sorcerer only)
Veterans of the Long War
Vengeance for Prospero
A Legion of Automatons(Rubrics only)
------
Wargear:
Power Armor
Boltgun (Rubrics only)
Inferno Bolts
Bolt Pistol(Sorcerer only)
Force weapon(Sorcerer only)
Aura of Dark Glory
------
Options:
May add up to fifteen more Rubric marines, 23pts/model.
---
The Aspiring Sorcerer may take melta bombs, 5pts and/or a spell familiar, 5pts.
---
One model in the unit may take an Icon of Flame, 15pts.
---
The unit may take a Chaos Rhino as a dedicated transport.
Rubric terminator:
WS.....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..4......4.....4.....4.....1.....4.....2.....10.....2+/4++
--
Terminator Aspiring Sorcerer:
WS.....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..4......4.....4.....4.....1.....4.....2.....10.....2+/4++
------
Compulsion:
1 TDA Sorcerer
2 Rubric Terminators
------
Type:
Infantry(The sorcerer is a character)
------
Special Rules:
Mark of Tzeenzch
Fearless
Slow & Purposeful
Psyker(mastery 1, Sorcerer only)
Veterans of the Long War
Vengeance for Prospero
A Legion f Automatons(Rubric Terminators only)
------
Wargear:
Combi-Bolter
Power weapon(Rubrics only)
Force weapon(Sorcerer only)
Inferno Bolts
Terminator armor
------
Options:
May add up to seven additional Rubric Terminators, 38pts/model
---
Any Rubric terminator may choose one of the following three options:
-Replace their Power weapon with:
-Lightning claw, 3pts/model
-Power Fist, 7pts/model
-Chainfist, 12pts/model
-Replace their combi-bolter with combi-flamer, -melta or -plasma, 5pts/model
-Replace their combi-bolter and power weapon with a pair of lightning claws, 7pts/model.
---
For each five models in the squad, one Rubric terminator may replace his Combi-bolter with:
Hvy Flamer, 10pts/model
Reaper Autocannon, 25pts/model
---
The Sorcerer may take items from the Terminator weapon section of the wargear and/or a spell familiar, 5pts.
---
One model in the unit may have the honor of carrying an Icon of Flame, 30pts.
---
The unit may take a Chaos Land Raider as a dedicated transport.
Possessed
Follow exactly the rule, as stated in C:CSM.
Apply the changes to all options, as stated in this codex's wargear section.
--------------------------------------------------------------------------------
Thousand Sons dreadnought(105pts)
Spoiler:
Dreadnought:
WS....BS...........AV...........I.....A.....HP ..4......4....F:12, S:12, R:10.....4.....2......3
------
Type:
Vehicle(Walker)
------
Composition:
1 Dreadnought
------
Special Rules:
Vengeance for Prospero
The Rubric
------
Wargear:
Multimelta
DCCW(w/ built in combi-Bolter)
Smoke Launchers
Searchllight
------
Options:
May replace combi-bolter with built in hvy flamer, 10pts
---
Replace multimelta with:
Twin-linked heavy Bolter, 5pts
Reaper Autocannon, 5pts
Plasma Cannon, 10pts
Twin-linked Lascannon, 25pts
---
May one of each of the following:
Inferno bolts, 15pts
Mark of Tzeenzch, 15pts
Aura of Dark Glory, 20pts
Mutilators:
Follows exactly the rules, as written in C:CSM. Apply all restrictions as stated in this codex.
_______________________________________________
----------------------------------------------------------------------------------
Heavy Support: ----------------------------------------------------------------------------------
Obliterators
Follows exactly the rules, as written in C:CSM. Apply all restrictions as stated in this codex.
----------------------------------------------------------------------------------
Thousand Sons Havocs(130pts)
Spoiler:
Havoc:
WS....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..4......4.....4.....4.....1.....4.....1.....10.....3+/4++
---
Aspiring Sorcerer:
WS....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..4......4.....4.....4.....1.....4.....2.....10.....3+/4++
------
Type:
Infantry(the sorcerer is a character)
------
Composition:
4 havocs
1 Aspiring Sorcerer
------
Special Rules:
Fearless
Vengeacne for Prospero
Veterans of the Long war
Psyker, mastery 1(sorcerer only)
Mark of Tzeenzch
A Legion of Automatons(Havocs only)
------
Wargear:
Power Armor
Aura of Dark Glory
Boltgun
Force weapon(Sorcerer only)
Bolt pistol(Sorcerer only)
Inferno bolts
------
Options:
May add up to five more Havocs, 23pts/model.
---
Up to four models in the unit may replace their Boltguns with:
Heavy Bolter, 10pts/model
Autocannon, 10pts/model
Missile Launcher (with Frag&Krak missiles), 10pts/model
-May also Flakk missiles, 10pts/model
Lascannon, 20pts
---
The Aspiring Sorcerer may take items from the Ranged weapons section of the Wargear list.
---
The Sorcerer may take a spell familiar, 5pts.
---
One model in the unit may take the Icon of flame, 20pts
Defiler, Forgefiend and Maulerfiend
Follows exactly the rules, as written in C:CSM. Apply all restrictions as stated in this codex.
-------------------------------------------------------------------------------------
Chaos Land Raider, -Predator and -Vindicator
Follows exactly the rules, as written in C:CSM. Apply all restrictions as stated in this codex.
_________________________________________________
-------------------------------------------------------------------------------------
Fast Attack: Chaos Spawn and Heldrake
Follow exactly the rules, as written in C:CSM. Apply all restrictions as stated in this codex.
-------------------------------------------------------------------------------------
Thousand Sons Chosen Sorcerers(150pts)
Spoiler:
Chosen Sorcerer:
WS.....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..4.....4.....4.....5.....2.....4.....3.....10.....3+/4++
Type:
Jetbikes
------
Composition:
3 Chosen Sorcerers
------
Wargear:
Bolt Pistol
Force Weapon
Power Armor
Aura of Dark Glory
Disc of Tzeenzch(included in profile)
Inferno Bolts
------
Special Rules:
Mark of Tzeenzch(included in profile)
Psyker(mastery 1)
Fearless
Veterans of the Long War
Vengeance for Prospero
------
Options:
May add up to three more Chosen, 50pts/model.
---
Any sorcerer may replace their Bolt pistol with a Plasma pistol, 10ots/model.
---
One sorcerer may be upgraded to have an extra mastery level, 20pts.
WS....BS.....S.....T.....W.....I.....A.....Ld.....Sv ..5......4.......4.....4.....3.....5.....3.....9.....3+/4++
------
Type:
Infantry
------
Wargear:
Mutated Boltgun**
Power Armor
Aura of Dark Glory
A Sorcerer's Hand*
Inferno bolts
------
Special Rules:
Veterans of the Long War
Mark of Tzeenzch
Fearless
Psyker, Mastery level 2
The Burden of Experience***
------
*A Sorcerer's Hand:
The other hand of Karlsen, of which the fingers have lengthened to almost like tentacles.
Rng.....S.....AP.....type
..n/a.....user.....3.....melee, specialist weapon, force weapon, shred
---
**Mutated Boltgun:
Karlsen's boltgun that has been fused together with his other arm. He is able to control it mentally.
Rng.....S.....AP.....type
.24".....4.....3.....assault 2, Force, psychic control
---
Psychic control:
Any shots fired with the Mutated boltgun are always hit on the roll of a 2+.
---
***The Burden of Experience:
Over the long millennia, Karlsen has gone completely insane on multiple occasions due to the burden of his cursed, unending existence, though he has been able to perform the blasphemous ritual known as the Dark Communion in order to safely store his memories.
At the beginning of every one of the controlling player's turns, Karlsen's controlling player must roll a D6, if the result is 5 or more, Karlsen will go insane and double his attacks, but is incapable of casting psychic powers. His weapon- and ballistc skills also drop to 3, and the "psychic control" rule of the Mutated boltgun has no effect. He also gains the "Fleet" and "Rage" USR for the remainder of the gameturn.
By: LlamaAgility(AKA, SyndromE)
This message was edited 22 times. Last update was at 2013/02/16 12:58:32
"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command
Why remove the boons of chaos? They would only apply to sorcerers who have nothing to lose, they are immune to the flesh change, not daemonic assension!
To me this looks a bit too much like the chaos codes, when the thousand sons are totally different. For example chosen rubric makes no sense, 'cause you know, you carnt choose dust... I think insted you could have a pyker battle squad kinda thing. If your making your own codex, go all out, dont just change a few things. Like you should make your own special weapons, maybe bring back the badlem staff and the kai gun.
Also remember in the fluff the thousand sons make use of beastmen hoardes, maybe you could enclude them to further change it from the chaos dex.
Thousand sons to me should run like a hunchmen grey knight list. The marines themselves are very elite and powerful, but not the army itself. The army is hoards of chaff augmented by sorcerery with marine back up. 'Cause lets face it, the thousand sons numbers are dwindling, and to lose an enitre army of them would be disaterous in the fluff. but having a squad of them as the hammer to a hoard of beastmen (think ork) augmented by a thrall wizard coven and a deepstriking coven termie unit with lord sounds like the way they would fight to me.
Seems like a pretty well thought out and balanced Codex. I do like the Thousand Sons as well.
When you have 'Compulsion' in the entries, dont you mean 'Composition'? As in the unit composition?
I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/ Tzeentch Daemons 2000pts Kabal of the Sundering Strike 2500pts Eldar Corsairs 750pts 400pts Corregidor/Nomads 300pts Yu Jing 200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang
HerbaciousT wrote: Seems like a pretty well thought out and balanced Codex. I do like the Thousand Sons as well.
When you have 'Compulsion' in the entries, dont you mean 'Composition'? As in the unit composition?
Yes. For some reason I had thought that's what codices say. I did not bother fixing it any more, as it still pretty much explains the same thing as "composition".
To me this looks a bit too much like the chaos codes, when the thousand sons are totally different. For example chosen rubric makes no sense, 'cause you know, you carnt choose dust...
I added the "chosen rubrics" just to make this codex more diverse with options. This is due it is still a WIP(which I should have indicated in the OP).
For the same reason I do not have added the beastmen.
Also, I did not create my own special weapons, because the TS use pretty much the same stuff as other chaos legions. That is why I put the restrictions.
I WAS thinking, that I could replace special weapons with psychic powers for the Aspiring Sorcerers. Thus, I would remove their ability to roll on the power tables.
Thousand sons to me should run like a hunchmen grey knight list. The marines themselves are very elite and powerful, but not the army itself. The army is hoards of chaff augmented by sorcerery with marine back up. 'Cause lets face it, the thousand sons numbers are dwindling, and to lose an enitre army of them would be disaterous in the fluff. but having a squad of them as the hammer to a hoard of beastmen (think ork) augmented by a thrall wizard coven and a deepstriking coven termie unit with lord sounds like the way they would fight to me.
100% agreed. I was thinking to, and will likely add the beastmen to handle the dirty work. This is how they roll.
I just wanted to post this the way it is now, because it helps me get some feedback and help, and I won't need to re-write the entire codex if something goes wrong.
Okay, I'll bite: I can't see why would a Thousand Sons player pick this list to represent his TS army. And now, lets assume that he wants to win, or at least have fun against all armies, including the top-tier ones.
So for me, the list feels kinda' "immature": it doesn't fix any of the problems a TS player face, and while the new units are nice, they just carry on the flaws what make TS armies generally unplayable.
The list needs spice. Something that would make people feel safe when they face a minmaxed IG/SW/GK/Necron army with their Thousand Sons.
AtoMaki wrote: Okay, I'll bite: I can't see why would a Thousand Sons player pick this list to represent his TS army. And now, lets assume that he wants to win, or at least have fun against all armies, including the top-tier ones.
So for me, the list feels kinda' "immature": it doesn't fix any of the problems a TS player face, and while the new units are nice, they just carry on the flaws what make TS armies generally unplayable.
The list needs spice. Something that would make people feel safe when they face a minmaxed IG/SW/GK/Necron army with their Thousand Sons.
Look, I am aware of this. I am currently reading and studying the fluff for the "native" beastmen of their current home world. I'm not saying it would fix any problems, but it will create more options and alternatives.
I am also going to add more options for the thralls and more thrall-type units (possibly).
Bear in mind, that as I previously stated it IS a WIP.
I understand your opinion and I agree upon it, also.
This message was edited 1 time. Last update was at 2013/02/10 17:26:15
Look, I am aware of this. I am currently reading and studying the fluff for the "native" beastmen of their current home world. I'm not saying it would fix any problems, but it will create more options and alternatives.
I am also going to add more options for the thralls and more thrall-type units (possibly).
Bear in mind, that as I previously stated it IS a WIP.
I understand your opinion and I agree upon it, also.
Yeah, I got it, but my point is that you should make the basic Thousand Sons stuff viable first and jump to new units after that.
Yeah, I got it, but my point is that you should make the basic Thousand Sons stuff viable first and jump to new units after that.
Mostly, I did. The terminators for example are basic TS stuff.
All I really DID add was the chosen, whom are going to go after I've got some proper options to replace them with.
Automatically Appended Next Post: Oh right, the Havocs too.
This message was edited 1 time. Last update was at 2013/02/10 19:32:27
Remove the Chosen Rubric, as it doesn't make sense
Add a full "Sorcerer Cabal" Instead, with the brotherhood of psyker rule, as well as ranged psyker attacks that represent the power that a full, grouped psyker choir can pull off.
Add a full "Sorcerer Cabal" Instead, with the brotherhood of psyker rule, as well as ranged psyker attacks that represent the power that a full, grouped psyker choir can pull off.
I like the latter idea.
I might also remove the chosen, as Rubric terminators should be just fine.
Another idea for Fast Attack might be Sorcerers riding in chariots or disks, or one leading a full group of screamers.
Also if you need some good advice for cultists/humans of Tzeentch, I suggest reading Tome of Fate for an entire society/planet dedicated to Tzeentch known as the Q'Sal
ZebioLizard2 wrote: Another idea for Fast Attack might be Sorcerers riding in chariots or disks, or one leading a full group of screamers.
Also if you need some good advice for cultists/humans of Tzeentch, I suggest reading Tome of Fate for an entire society/planet dedicated to Tzeentch known as the Q'Sal
A squad riding Discs of Tzeenzch sound so incredibly cool I can't just leave it out.
And thank you on that suggestion for book. I am in the process of reading Prospero Burns, but I haven't got the patience to advance much.
I'd also suggest cutting down the Psykers cost in the base troop, as a mainstay troop it should be taken in context with the army (and it's overcosted even over there..) 20-35 at best. It should've never been near 60.
Maybe even create "Sorcerer Initiates", as thousand sons had a big deal on proper training when it came to sorcerer types.
This message was edited 1 time. Last update was at 2013/02/11 10:41:28
I like the inclusion of the psyker cults, as for the rules I don't think they should be paying extra for the higher ML as the higher ML don't benefit since you only reroll one power.
Where is the sorcerer lord getting the 5++ from?
If the thrall wizard gets the option for a spell familiar shouldn't the aspiring sorcerers?
Tarrasq wrote: I like the inclusion of the psyker cults, as for the rules I don't think they should be paying extra for the higher ML as the higher ML don't benefit since you only reroll one power.
Where is the sorcerer lord getting the 5++ from?
If the thrall wizard gets the option for a spell familiar shouldn't the aspiring sorcerers?
1. I added the cost increase/ML, because you could always generate all powers from one discipline and still re-roll one. Imagine this done with Divination or Biomancy. Too easy to abuse.
2. I didn't think hard enough. I now gave the sorcerer lord an Aura of Dark Glory and put up the cost.
3. I forgot to add them. It is done now.
On a side note, here what I'm likely going to add:
Thrall Wizard Band(a squad of 5-8 thrall wizards led by an aspiring sorcerer. One may be upgraded to Thrall Champion, and gain +1ML or something.)
Thrall Sorceres(comparable to a sanctioned psyker)
Tzaangor mob(besatman mob, a fast expendable, relatively cheap swarming unit)
Minotaur mob(another mob of beastmen, just think Nobs or Ogryns and you'll get the idea)
I'm just not sure 30 pts is worth only a 12.5% increase in chance of getting a power you want if you roll all on the same table for ML3. You go from 50% to 62.5%. Not exactly OP.
The reroll actually benefits lower mastery levels more than higher levels. ML1 goes from 16.67% to 30.56% almost doubling the chance of getting the power you want.
You already pay for the higher ML, no one is going to pay 3 times the cost of an upgrade that gives less of a benefit than if you paid 1/3 the cost.
Also, don't give the Lord the aura of dark glory and don't increase the cost. You can just buy it from the wargear section, you don't want to be forced to buy an aura of dark glory if you're considering the sigil of corruption. Don't make it harder on yourself, just change it to 6++ to represent the MoT on the naked lord.
This message was edited 1 time. Last update was at 2013/02/11 20:22:49
Tarrasq wrote: I'm just not sure 30 pts is worth only a 12.5% increase in chance of getting a power you want if you roll all on the same table for ML3. You go from 50% to 62.5%. Not exactly OP.
The reroll actually benefits lower mastery levels more than higher levels. ML1 goes from 16.67% to 30.56% almost doubling the chance of getting the power you want.
You already pay for the higher ML, no one is going to pay 3 times the cost of an upgrade that gives less of a benefit than if you paid 1/3 the cost.
Also, don't give the Lord the aura of dark glory and don't increase the cost. You can just buy it from the wargear section, you don't want to be forced to buy an aura of dark glory if you're considering the sigil of corruption. Don't make it harder on yourself, just change it to 6++ to represent the MoT on the naked lord.
I'm not making anything harder for myself. I will change pricings a little, however. Maybe if all cults are just the same 10-15pts/model? I guess I'll make it that way.
Tzaangor boss
WS....BS.....S.....T.....W.....I.....A.....Ld....Sv ...4.....2.....4.....3.....1.....3.....3......8....6+
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Type:
Infantry(the boss is a character)
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Composition:
14 Tribesmen
1 boss
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Wargear:
(Crude) Autopistol
Unrecognizable Close Combat weapon
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Special Rules:
Mark of Tzeenzch(included in profile)
Fleet
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Options:
May add up to 20 additional tribesmen at Ypts/model.
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The unit may replace their Autopistols with (Crude) Autoguns for no additional cost.
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For each ten models in the squad, one tribesman may switch their Autopistol with:
-Flamer, 5pts/model
-Hvy Stubber, 5pts/model
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The boss may replace his Autopistol with:
-An old Bolt Pistol, 2pts
-A Shotgun, 2pts
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...And/or his close combat weapon with:
-A power weapon 10pts
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One model in the unit may take an icon of flame, 20pts
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This message was edited 1 time. Last update was at 2013/02/16 10:34:37
Nice and nasty. 3 attacks at str 4 I3 is really good especially with counter attack which means in the first round of any combat there is a good chance for 4 attacks.
My only concern is that they would have to cost too many points. They have better stats then orks boys, come with granades and an invunlnerable, a baad one for sure but it's better then ork shirt saves. For all this they'd have to cost at least 9-10 points. Add mark of tzeentch to ork boys with granades and you get the rough cost. If you want them cheaper (like 7-9 points) you could drop granades, which i wouldnt see them as having anyway, or drop counter attack. And maybe have an upgrade (1-2pts) that gives them rage. (bloodgreed?) Oh, and give them an option for fearless, like the ork 1. Above 7 models and fearless?
At any rate they are a solid start, carnt wait to see alot more
This message was edited 1 time. Last update was at 2013/02/15 23:31:15
I like the idea. And think Disc Riders definitely need to be included. Maybe replace Chaos Bikers? And have Warp Fire from Chaos Daemons.
What about a special fortification? I'm thinking a Bastion that's floating and deep striking. Then has random movement each turn. Sort of a floating tower.
Special fortifications huh...
So this is where my Tzeenzchian imagination can styrt flying out the roof?
Well, I was thinking about the statlines being a bit to OTT for expendable units, so I removed quite a bit already. Rage is not really logical at this point, as they worship Tzeenzch, but if I was to make the Khornate beastmen, they'd have the option.
Automatically Appended Next Post: Okay, I removed the CA and frag grenades are only available for the boss.
I wasn't entirely up on the beastmen, so I used the Codex: Eye of Terror mutants as a template, but they were quite weak so I gave them some buffs.
Would these be in the 6-8pts/model price range now?
Automatically Appended Next Post: Now added beastmen to codex at 5pts/model and added the "Chosen Sorcerers", who ride Discs of Tzeench.
This message was edited 2 times. Last update was at 2013/02/16 14:55:00
I'd have to go with the 6-8 pt range, because right now you can have a full unit (35!) of 2 attack models for 180pts. 3 blobs parked on an obj each would be brutal if they had auto guns, becaus with too attacks base and counter charge option, why charge them?
If they where 7 pts they'd come in at 110, to much id say. 6 they'd be 95, this seems good to me and discourges me from just having 4 blobs to sit on objs
The chosen sorcerers need a character, otherwise they look fun. Definitely not shooty.
50 points per model for 5 force weapon attacks on the charge, with two wounds each. That's a lot of hurt. Better mutilators imho. May have to be priced higher.
Though I always thought discs should have a flamer.
This message was edited 1 time. Last update was at 2013/02/17 00:43:22
Tarrasq wrote: The chosen sorcerers need a character, otherwise they look fun. Definitely not shooty.
50 points per model for 5 force weapon attacks on the charge, with two wounds each. That's a lot of hurt. Better mutilators imho. May have to be priced higher.
Though I always thought discs should have a flamer.
Good point the character. When I make the cult-restricted psychic powers, I'll add them to replace special weapons for squads etc.
I'd have to go with the 6-8 pt range, because right now you can have a full unit (35!) of 2 attack models for 180pts. 3 blobs parked on an obj each would be brutal if they had auto guns, becaus with too attacks base and counter charge option, why charge them?
If they where 7 pts they'd come in at 110, to much id say. 6 they'd be 95, this seems good to me and discourges me from just having 4 blobs to sit on objs
IIRC I removed counter attack from them. They are essentially ork boyz, but their weapons aren't assault 2, which means they can't shoot before assaulting, except with pistols. Which are weaker than those of the 6pts/model boyz. I addition, they are T3, have a smaller strength and leadership. If orks are in squads of 11+ they also have Fearless. They are 6pts/model, so the weaker beastmen are 5pts/model.