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Made in us
Human Auxiliary to the Empire




Maine

There's a tiny rumor out there that Tzeentch might get some love in the coming summer.

Link to page here: http://natfka.blogspot.com/2015/02/sisters-of-battle-and-tzeentch-releases.html?m=1

If this is true, and assuming they paired it with a Thousand Sons supplement (no reason to think they will, but maybe), what would you like to see for a mono-themed Tzeentch list?

I think it wouldn't be too far fetched to give the thousand sons a "reanimation protocol"-like save. They were always supposed to be resilient. Granted, that is treading on what makes necrons special.

Other than that, I'd like to see their psychic chart change.

Not sure what benefit the mark of Tzeentch should give. +1 invulnerable seems a little boring.

Anyways, feel free to add ideas.

The wise learn to adapt to change  
   
Made in us
Gore-Soaked Lunatic Witchhunter







3++, Inferno heavy/special weapons, Cult Terminators, higher ML out of the folks on the ground, some sort of all-Sorcerer elite unit with Brotherhood of Psykers and force weapons (but price them better than PAGK), a Psychic Pilot Dreadnaught.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ru
!!Goffik Rocker!!






Make them LoTD with sorcs.
   
Made in si
Foxy Wildborne







Psy discipline where every power can be cast as a WC 1, 2 or 3 power.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in au
Snivelling Workbot




Brisbane

add rubric dreadnoughts to AnomanderRake's list. beastmen troops with a shaman character (mostly because I painted up some a long time ago)..

   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Since Ahriman was the leader of the cult of Divination - give him access to Divination!
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Am I the only one that wants Rubric Marines to have 2 wounds again?

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

chaos0xomega wrote:
Am I the only one that wants Rubric Marines to have 2 wounds again?
They need something. I can't see a supplement changing their rules though.
I'd settle for some formations that give some nice bonuses.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Make a new sorceror, give it all the primaris powers as standard, no random rolls, give ahiriman access to all the chaos primaris powers including the daemons ones.
   
Made in us
Longtime Dakkanaut







There are several options for Thousand Sons; most likely what we'll see are variants of the following.

- Prospero Spireguard: Any unit of Chaos Cultists may replace its champion with an Aspiring Sorcerer at +35 points.
-Replacing Tzeentch's Firestorm w/ a Teleportation Spell, from the old Eye of Terror Campaign.
-Any unit of Chaos Terminators may be upgraded to Thousand Son Terminators at 10 points/model; the Terminator Champion becomes an Aspiring Terminator Champion at 20 points.

And knowing how GW works, they'll probably add the Warpfire rule to Inferno Bolts, because "Chaos is Fickle!"
   
Made in ie
Furious Raptor





Both previous Chaos Space Marine supplements have:

-Restricted something army-wide(Must take VOTLW if possible or can only take it for certain units).
-Provided a unit-upgrade (Bringers of Despair/Draznichts Ravagers).
-Made one unit a troop unit (Chosen/Possessed).
-Provided new Warlord traits.
-Provided a new artifact section
-Provided Cities of Death/Planet Strike/Altar of War stuff.

The Crimson Slaughter supplement also provided army-wide fear, probably to offset that it cannot ally with Daemons. It also changed how Possessed work, likely because of how the Internet complained A LOT about this unit.

I'm not sure if the Possessed were a "thing" that the Crimson Slaughter did before the supplement came out, but if not, then it would support my theory on GW listening to peoples complaints on the Internet and acting on them. Which is absolutely a good thing!

Bearing the above in mind, we are probably looking at the following advantages/positives:

-Some form of army-wide special rule. This could be any of the following:
  • Adamantium Will

  • Soul Blaze.

  • Some re-work of the Mark Of Tzeentch. I can see it giving +2 to an invulnerable save instead of +1.

  • Some kind of Warp Charge bonus to all Psykers

  • -Possibly an "Ahrimans Cabal" Chosen squad upgrade where the unit gets the Brotherhood of Psykers special rule. That, or they're all level one psykers for a big points cost.
    -Thousand Sons as troops. These will definitely be given some form of boost, but only if a Mark of Tzeentch upgrade hasn't done that already. Like their Aura's of Dark Glory all turn into Sigils of Corruption or something along those lines.
    -New Warlord traits.
    -New artifact section (Hello Magnus's underpants of the ninth dimension).
    -New Cities of Death/Planet Strike/Altar of War stuff.

    And possible disadvantages/drawbacks:
    -No Mark of Nurgle units.
    -You will likely be required to take the Mark Of Tzeentch on all units.

    My two cents are that if we get both of the drawbacks, then expect some major advantages to balance them off, since these are pretty big disadvantages. I can see the Mark of Tzeentch definitely changing and all Psykers getting bonus a Warp Charge point every turn if we end up with both drawbacks.

    The most likely way I see this panning out with the Mark of Tzeentch turning into a +2 to invulnerable saves and no Marks of Nurgle.
       
    Made in us
    Fixture of Dakka





    Lots of great ideas in here!

    If we get an elite sorcerer unit, it really needs to be called "Ahriman's Circle," ala Ahriman: Sorcerer.

    I'd also like to see:
    * 2 wound rubricae, though that's not likely to happen until a rewrite of the codex (and maybe even not then). It would give an interesting, unique feel to the army though.

    *Aspiring sorcerers no longer have to take their powers from the tzeentch table. Easily done with a formation or something similar.

    *Anti-perils of some sort. If I'm playing an army of wizards, I don't want to be squeamish with my powers. This is one of the issues that still exists in my own 1k sons fan 'dex.

    *Ahriman should *really* have an option that unlocks divination. He was the foremost diviner of the Imperium at one point.

    *Teleportation spells.

    *Rubric/psychic 'naughts.


    ATTENTION
    . Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
     
       
    Made in se
    Glorious Lord of Chaos






    The burning pits of Hades, also known as Sweden in summer

    A bonus that grants the Fear special rule if you have at least 3 squads within 6" of each other.

    Currently ongoing projects:
    Horus Heresy Alpha Legion
    Tyranids  
       
    Made in us
    Rampaging Carnifex





    South Florida

    Mmm, yes. The greatest USR in the game. Fear. The Imperium of Man will tremble.

       
    Made in us
    Human Auxiliary to the Empire




    Maine

    It would be nice if Aspiring Sorcerers didn't have to choose from the Tzeentch list.

    The wise learn to adapt to change  
       
    Made in us
    Tzeentch Aspiring Sorcerer Riding a Disc






    Battle Barge Impossible Fortress

    ^ this.

    Oh, and I hope I'm not the only one who thinks 2 wounds is impractical for 7th edition? Just give Rubric Marines Mark of Tzeentch with re-roll 1's for saves. That gives them durability from small arms while letting you buff with Divination (Mark of Tzeentch should unlock divination for Ahriman AND aspiring sorcerers, so you can get 3++ with Forwarning).

    The sorcerers are there to provide divination or Demonology powers, and make the Rubrics Relentless instead of S&P.

    /rant



    Automatically Appended Next Post:
     MagicJuggler wrote:
    And knowing how GW works, they'll probably add the Warpfire rule to Inferno Bolts, because "Chaos is Fickle!"


    Good point.. It's no sillier than the Bladestorm rule

    This message was edited 1 time. Last update was at 2015/02/19 04:06:19


     
       
    Made in gb
    Battleship Captain




    Based on the most recent supplements, expect it to be a book of formations rather than the Crimson Slaughter/Black Legion.

    You might get a Thousand Sons Cabal detachment, in which case I'd expect:

    - Force Organisation: Compulsory - HQ's and Elites
    - The Sorceror Commands: Your Warlord must have the Psyker special rule
    - Cult Legion: All models must have the Mark of Tzeench or the Daemon of Tzeench rule if they have the option to do so

    In return, as command benefits, wider access to disciplines and/or some protection from Perils of the Warp.

    Rubricae Terminators would be good, but might be something I'd do as a formation - 1 Sorceror plus 2 Chaos Terminator squads; buy them the Mark of Tzeench and they also get Fearless, Inferno Bolts and Slow & Purposeful.


    Termagants expended for the Hive Mind: ~2835
     
       
    Made in gb
    Fresh-Faced New User




    how about this as a passive power or basic warp charge 1 power:
    Masters of fate
    as long as the sorceror is alive then all thousand sons can reroll any ones for to hit, to wound or saving throws
       
     
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