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Made in us
Fresh-Faced New User




Chicago 'burbs, USA

<h1 style="MARGIN: 0in 0in 0pt">This is my idea for a true-to-form Thousand Sons army list. Let me know what you think.</h1> <h1 style="MARGIN: 0in 0in 0pt"></h1> <h1 style="MARGIN: 0in 0in 0pt">The Thousand Sons </h1>

 

<h6>The Mark of Tzeentch </h6>

All Thousand Sons chaos space marine models are +10pts and come with the Mark of Tzeentch, except the Obliterator Cult and Raptor Cult. All models with the Mark of Tzeentch are Fearless, may not take veteran skills, and automatically pass any psychic test they are required to take

 

<h6>Units of Tzeentch </h6>

Empyreal: Millenia ago, the greatest librarian of the Thousand Sons, Ahriman, cast a baleful spell to remove the ability for chaos taint in his legion. The spell worked, in a way, obliterating the physical bodies of the most of his legion, leaving the their warp-spirits trapped inside their armor. They now exist as mindless marionettes, made effective through sorcery and a chaotic link to the material universe. At the start of their turn, roll a D6 for each Empyreal unit that does not include a friendly sorcerer. On a roll of a 1, the Empyreal unit is inactive until the end of their turn. Inactive models may not move, shoot, assault, or attack in close combat, and are hit automatically in close combat.

 

All models with the Sorcerer ability are no longer Empyreal. All Empyreal models gain Daemonic Essence and Slow and Purposeful. They are also unaffected by the Gift of Chaos and Mass Mutation powers. Upgrading models to Aspiring Champions grants them the Sorcerer ability. Empyreal models may never have the Sorcerer ability.

 

Any unit consisting of 9 models counts as Favored. A Favored unit allowed Aspiring Champions may upgrade one model to Aspiring Champion for free. Daemon Packs or Daemonic Beasts units of 9 models models are also Favored and add +1 to their summoning roll.

 

<h6>Weaponry of Tzeentch </h6>

Apart from Sorcerers, all Mark of Tzeentch models must use bolters as their standard weaponry and cannot upgrade unless upgraded to Terminators.

Any unit may be upgraded to Terminators for +18pts per model(including sorcerers). They replace their normal weaponry with power weapons & combi-bolters and only a sorcerer may further upgrade his weaponry. Any unit upgraded to Terminators count as an Elite choice.

 

<h6>Vehicles </h6>

All vehicles must be dedicated to Tzeentch at +15 pts and gain the Coruscating Flame ability.

Coruscating Flame: Any model attacking the vehicle in close combat takes a Str D6, AP4 hit before resolving it’s attacks.

 

The Thousand Sons Army List

HQ

Chaos Lord/Daemon Prince: Must be upgraded to Sorcerer Lord.

Chaos Lieutenant: Must be upgraded to Sorcerer.

Greater Daemon: May only take Lord of Change

 

Elite

Chosen: You may only purchase half of the allowed Chosen models for your point total.

Every third chosen is a Sorcerer, and all chosen without the Sorcerer ability are Empyreal.

Possessed  Chaos Space Marines: This unit may not be chosen.

Obliterator Cult: This unit may not be chosen.

 

Troop

Chaos Space Marines: All models are Empyreal. Any model upgraded to Aspiring Champion is instead a Sorcerer.

Daemon Packs: Only Horrors may be chosen.

Nurglings: This unit may not be chosen.

 

Fast Attack

Chaos Raptors: This unit may not be chosen.

Chaos Marine Bikers: This unit may only be chosen if led by an Aspiring Champion with the Sorcerer ability.

Daemonic Beasts: Only Screamers may be chosen.

 

Heavy Support

Chaos Havocs: No changes.

Chaos Predator: No changes.

Chaos Dreadnought: Thousand Sons dreadnoughts are Empyreal, yet have a weak Keystone integrated into their sarcophagi. They do not gain(or suffer from) any abilites associated with being Empyreal, except that they do not suffer from Fire Frenzy.

A chaos dreadnought can be upgraded to Sorcerous for 20 pts. It is equipped with an additional Dreadnought close combat weapon incorporating a twin-linked bolter, giving it +1 attack. A Sorcerous Dreadnought is no longer Empyreal and may not replace its weapons, yet may take normal vehicle upgrades and gifts for a Chaos Dreadnought and a single Major Psychic Power. It once again suffers from Fire Frenzy. It may purchase a Talisman of Tzeentch OR a Warp Focus for the normal price. For Psychic Power purposes, count its Ld as a 10.

Chaos Land Raider: No changes.

Chaos Defiler: No changes.

 

 

<h3 style="MARGIN: 0in 0in 0pt">Wargear</h3>

Thousand Sons may use the main armory in addition to the below items/powers. They may not purchase Familiars or Warp Talismans.

Bedlam Staff: No changes.

Blasted Standard: No changes.

Book of Forbidden Lore(: Any model removed from the game by the model with this item is counted as double its Victory Points. 15pts.(One per army)

Dimensional Anchor: A sorcerer attaches special warp foci to the armor of his squad to anchor their spirits to the physical world. Any Empyreal models with Dimensional Anchors always count as rolling 6’s on difficult terrain tests for Slow and Purposeful. 5pts +1 per Empyreal model. (i.e. Aspiring Champion and 4 Empyreal marines is 13pts).

Disc of Tzeentch: No changes.

Inferno Bolts: No changes.

Keystone: Any Empyreal unit within 12” automatically passes Empyreal rolls. 6pts

Riftweaver: Counts as a great weapon. May be used in the shooting phase with the below profile. It is an Assault 1 weapon with a range of 6”, always wounds on a 2+, has an AP of 2, and against vehicles causes a Crew Shaken on a 3-4 and a Crew Stunned on a 5-6.

Talisman of Tzeentch: As normal, except also counts as a familiar. 9pts.

Thrall Wizard: No changes.

Warp Blade: No changes.

 

<h3 style="MARGIN: 0in 0in 0pt">Psychic Powers</h3> <h4 style="MARGIN: 0in 0in 0pt">Minor </h4>

Minor Powers are now chosen and purchased as wargear for 10pts.

Pink Fire of Tzeentch

Psychic Duel

Weaver of Fates

Withering Gaze

<h5 style="MARGIN: 0in 0in 0pt">  </h5> <h5 style="MARGIN: 0in 0in 0pt">Major</h5>

Major powers are chosen as before.

Bolt of Change: No changes.

Eye of Tzeentch: No changes.

Fear of the Darkness: As listed in Codex: Space Marines. 15pts.

Incorporeality: This power is used in the movement phase instead of moving. The model and any unit it has joined becomes incorporeal. In game terms, the unit cannot move, shoot or assault, yet cannot be targeted(even indirectly) or assaulted during the duration. The model cannot use this power while in assault, nor use this power on a unit in assault.

The power lasts until the start of the models next movement phase. Any models effected by Incorporeality at the end of the game count as being destroyed for victory point purposes. (i.e. Still under the effect of the power.) 10pts.

Interdiction: Long ago, the Thousand Sons perfected this power to prevent daemons from materializing on the battlefield. Now, long past their fall, they continue to use it in the name of Tzeentch, sending back minions of the warp that wish to alter Tzeentch’s plans. It’s greatest use is against the gibbering hordes of Nurgle. This power may be used once a turn, when an opponent tries to summon a daemon unit or a greater daemon. Both players roll a D6, adding the Leadership of the model casting and the Leadership of the opposing unit/model to the roll. If the Sorcerer wins, the unit/model automatically fails to be summoned this turn. If the sorcerer ties the opposing total, the enemy unit/model is at a –1 to its summoning roll(if a roll is made). The rolls are made before a unit/model rolls for its summoning but after it attempts to be summoned.

A unit/model the sorcerer failed to prevent from summoning may never have Interdiction used on it again that game. 15pts.

(i.e. if the unit/model still failed its summoning roll after the power failed to stop them.)

Reckoning of Tzeentch(as minor power of same name): 20pts.

Sins of the Grandfather: The model using this power and any single unit he is part of during the use of this power, may reroll all failed to hit and to wound rolls in close combat against models with the Mark of Nurgle. This power lasts until the end of the turn. 20pts.

Twisting Path: No changes.

I hope you enjoy the list. I made it rather quickly, but did alot of research on it through many codices and the rulebook. I wanted to keep it fluffy and still playably tough, which I think it still very much is. I don't play or own a Thousand Sons army, just thought the rules could be written better, even in this rough draft. Tell me your thoughts/ideas in a helpful way so I can see needed changes correctly.

Bjorn


   
 
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