|
I like Tzeentch. However, his Mark is far from handy, and his Cult unit is currently lacks purpose much less a tactical niche worth using. For the price of 5 Thousand Sons and a Sorcerer, you can field a Heldrake!
New Special Rule: Absorption: The unit in question is known for being able to ground hostile Psyker forces in a way that they may well be capable of using their arcane forces against them. For each successful Deny the Witch roll the unit makes, place one Warp Token next to the unit. The use of warp tokens may vary from unit to unit, but Warp Tokens last until the end of the owning player's subsequent turn.
"Mark of Tzeentch:" A *unit* with the Mark of Tzeentch gains the special rule Absorption. An eligible unit or attached Psyker with the Mark of Tzeentch may spend these Tokens as though they were Warp Charge."
Thousand Sons: Poor 1k Sons. This is an attempt to make them moderately usable, and less dull.
Statline: As normal. Point Costs: 40 for the sorcerer, 16 per 1k Son.
Special Rules:
"The Sorcerer Commands:" As long as there is a Psyker in the unit, Thousand Sons generate 1 Warp Charge point per turn which may only be used for Hexbolts.
"Hexbolts." Thousand Sons are armed with ensorceled Bolters that are as much a tool for arcane warfare as much as they are for destruction. In the shooting phase, they may elect to choose any of the special abilities below by spending 1 Warp Charge per effect used. No ability may be selected more than once in the shooting phase, though multiple effects may be chosen.
-Bursting: Rather than firing as normal, a Thousand Son unit may choose to fire a single large-blast, at a BS equal to half the number of Marines in the unit. This requires a minimum of 5 Thousand Sons, and casualties are resolved from the center as though it were a barrage.
-Unweaving: For each unit hit, roll 2d6 equal-to-or-under the number of hits on that unit; on a success, dispel one "bless" on that unit.
-Force: Any models are pushed back 3" from the firing source per wound inflicted, regardless of whether it is saved. (Remember, Baneburst resolves from the center)
-Gatemaker: Turn any models removed as casualties to their sides. If you have a unit of the same unit type of the removed casualties, of an equal or smaller size to the number of casualties removed, you may immediately redeploy the unit there, with two restrictions:
--The 1" rule is still in effect.
--Individual models may only occupy the spaces of slain enemy models.
-Inferno: AP 3.
Ahriman:
-New Special Rule: "Ahriman Commands:" At the start of his turn, Ahriman may move around the Warp Tokens of any Mark of Tzeentch unit within 12" of him.
Comments and criticism would be great. Questions about rule clarification are also appreciated. Any potential balance holes, weaknesses in the unit, potential for them to turn the game into a crawl, or alternate ideas. I admit freely that I took a *lot* of "inspiration" from Cygnar Gunmages, but I wanted to start somewhere.
|