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![[Post New]](/s/i/i.gif) 2013/04/14 19:46:07
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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Thrall Wizard Squad
Thrall Wizards are the sorcerous mortal servants of the Thousand Sons Chaos Space Marine Legion, drawn from the inhabitants of the Planet of Sorcerers. When the Thousand Sons arrived on their new home-world after their escape from the Razing of Prospero, they found it to be uninhabited. Over the many thousands of years since that time, the Thousand Sons have brought so many captives back with them from raids out into the galaxy that the Planet of Sorcerers now possesses a sizable non-Legionary population. From this population are drawn the Thrall Wizards. Psychically or sorcerously inclined individuals are prized by the Thousand Sons, and many such mortals captured by them may find themselves bonded to a Thousand Son Sorcerer as an arcane assistant. Even the most ignorant humans can find a home in the ranks of the Thrall Wizards, as if a Sorcerer's Thrall Wizard Band is large enough, they can be apprenticed to a Thrall Champion, in order to learn the simplest sorcerous tasks required by their masters, and provide supporting magic in battle. In this way, they can begin a career that may lead to becoming a fully fledged wizard in their own right, and perhaps further...for some Chaos Champions - and even Daemon Princes - of Tzeentch are said to have once been Thralls...as are many Chaos Spawn.
60 Points
(4)Thrall Wizard WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 6+ Infantry
(1)Thrall Champion WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 6+ Infantry (Character)
Options:
May add up to five Thrall Wizards...........................................5 pts/model
May choose one of the following;
Mark of Tzeentch...................................................................1 pt/model
Mark of Nurgle.......................................................................2 pt/model
Mark of Slaanesh...................................................................1 pt/model
Equipment: Autopistol, Close Combat Weapon, Improvised Armor
Special Rules: Brotherhood of Sorcerers (Mastery Level 1), Champion of Chaos (Thrall Champion Only)
Psyker: A Thrall Wizard Squad may generate powers from the Biomancy, Pyromancy, and Telepathy disciplines.
Psychic Focus: If a Psyker with the independent character rule is joined to the Thrall Wizard Squad, then you may choose to drain one or more members of the squad to gain more power. This ability must be used at the beginning of the movement phase before psychic powers are cast. Select one Psyker with the independent character rule joined to the Thrall Wizard Squad and any number of Thrall Wizards or Thrall Champions in that squad to drain. Remove the drained models - no save of any sort is allowed. The models do not count as casualties, so no morale check is required if 25% or more of the models are removed; however, if the entire unit is removed it counts as destroyed and awards victory points as normal if they would be. The nominated independent character then gains a number of warp charges equal to the drained models until the end of the turn.
Sate the Fiends: If a Psyker with the independent character rule is joined to the Thrall Wizard Squad suffers a perils of the warp, roll a d6. On a roll of 2+ you may instead allocate the wound to a Thrall Wizard or Thrall Champion within 2" of the Psyker.
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This message was edited 11 times. Last update was at 2013/04/25 16:34:56
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![[Post New]](/s/i/i.gif) 2013/04/18 20:01:26
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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Added sate the fiends
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![[Post New]](/s/i/i.gif) 2013/04/18 20:27:49
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Fixture of Dakka
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Why do they have a mastery level and no psychic powers? Also, their leadership is too high for cultists.
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This message was edited 1 time. Last update was at 2013/04/18 20:28:11
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/04/18 20:36:41
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Barpharanges
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DarknessEternal wrote:Why do they have a mastery level and no psychic powers? Also, their leadership is too high for cultists. Psykers with MOT gain access to the lore of Tzeentch.
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This message was edited 1 time. Last update was at 2013/04/18 20:36:53
The biggest indicator someone is a loser is them complaining about 3d printers or piracy. |
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![[Post New]](/s/i/i.gif) 2013/04/18 20:56:03
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Warp-Screaming Noise Marine
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Yes, you need to specify that they get a single Tzeentch power I imagine. But otherwise, I think that is an outstanding mechanic, adding Warp Charge and taking the Perils hits.
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![[Post New]](/s/i/i.gif) 2013/04/19 04:06:15
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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Updated power list, also, although it is high, its only so they don't explode when they cast a spell, taking a psychic test on a ld of 7 wouldn't be very fun.
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This message was edited 1 time. Last update was at 2013/04/19 04:10:08
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![[Post New]](/s/i/i.gif) 2013/04/19 04:16:46
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Fixture of Dakka
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ruricferrinwheel wrote:Updated power list, also, although it is high, its only so they don't explode when they cast a spell, taking a psychic test on a ld of 7 wouldn't be very fun.
They almost never actually use any sorcery, so that's reasonable. 99% of the time, they're just power batteries for actual sorcerers.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/04/19 05:18:49
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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Agreed completely, if your using them for anything other then powering up/ slash protecting your sorcerer your using them wrong, atleast thats the idea. I think elites is a good slot for them as well.
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![[Post New]](/s/i/i.gif) 2013/04/19 15:06:12
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Fixture of Dakka
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If you agree completely, how come it still says Ld 9 and not Ld 6 or lower?
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/04/21 03:07:57
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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6, you really think so, a regular cultist has 7, I think 7 is fine
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![[Post New]](/s/i/i.gif) 2013/04/23 16:24:56
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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I plan on writing up some rules for Tzangor sometime soon too.
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![[Post New]](/s/i/i.gif) 2013/04/24 20:06:59
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Stone Bonkers Fabricator General
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ruricferrinwheel wrote:
70 Points
(4)Thrall Wizard WS 3 BS 3 S 2 T 3 W 1 I 3 A 1 Ld 7 Sv 6++ Infantry
(1)Thrall Champion WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 6++ Infantry (Character)
Options:
May add up to four Thrall Wizards...........................................5 pts/model
Equipment: Autopistol, Close Combat Weapon
Special Rules: Coven of Sorcerers (Mastery Level 1), Champion of Chaos (Thrall Champion Only), Mark of Tzeentch
Psychic Focus: If a Psyker with the independent character rule is joined to the Thrall Wizard Squad, then you may choose to drain one or more members of the squad to gain more power. This ability must be used at the beginning of the movement phase before psychic powers are cast. Select one Psyker with the independent character rule joined to the Thrall Wizard Squad and any number of Thrall Wizards or Thrall Champions in that squad to drain. Remove the drained models - no save of any sort is allowed. The models do not count as casualties, so no morale check is required if 25% or more of the models are removed; however, if the entire unit is removed it counts as destroyed and awards victory points as normal if they would be. The nominated independent character then gains a number of warp charges equal to the drained models until the end of the turn.
Sate the Fiends: If a Psyker with the independent character rule is joined to the Thrall Wizard Squad, and suffers a perils of the warp, you may instead allocate the wound to Thrall Wizard or Thrall Champion within 2" of the Psyker.
I would make them str3, like regular humans
I would remove MoT, to allow you to use it for other kinds of wizards.
MoT, MoN and MoS would be options +1, +2, +1 ppm.
They would generate 2 powers but only be mastery level 1 (a bunch of guys would probably have more than 1 power)
remove the CCW, just leave them with pistols, or even autoguns
lower the squad cost to 50.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/04/25 07:18:29
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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So, I actually have been trying to think of a good way to make them multi cult. str 2 was because I based them on the psyker battle squad, and removing the CCW wouldn't do anything, because they get one for free according to the BRB if they don't have one. On a similar note, autoguns would make them to good at shooting i think, as they would have rapid fie guns, and magic.
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This message was edited 1 time. Last update was at 2013/04/25 07:23:16
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![[Post New]](/s/i/i.gif) 2013/04/25 12:24:24
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Stone Bonkers Fabricator General
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ruricferrinwheel wrote:So, I actually have been trying to think of a good way to make them multi cult. str 2 was because I based them on the psyker battle squad, and removing the CCW wouldn't do anything, because they get one for free according to the BRB if they don't have one. On a similar note, autoguns would make them to good at shooting i think, as they would have rapid fie guns, and magic.
The CCW gives them 2 attacks in combat. They would not get a free CCW normally as they have a pistol already.
giving them autoguns would make them slightly better at shooting, which would synergies with the shooting sorc. Having them be good at combat wouldnt.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/04/25 16:32:50
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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I am aware, I think that 2 attacks is where they should be (Cultists come stock with 2 for example) also, if they use their psychic powers, they can't shoot regular guns anyway. I think pistols/ccw is not the most effective thing on them, but I think making them the most effective they can possibly be allows for them to more easily become unbalanced. Also, I just cannot visualize a spell-caster with a rifle......
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![[Post New]](/s/i/i.gif) 2013/04/25 16:56:13
Subject: Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Stone Bonkers Fabricator General
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ruricferrinwheel wrote:I am aware, I think that 2 attacks is where they should be (Cultists come stock with 2 for example) also, if they use their psychic powers, they can't shoot regular guns anyway. I think pistols/ ccw is not the most effective thing on them, but I think making them the most effective they can possibly be allows for them to more easily become unbalanced. Also, I just cannot visualize a spell-caster with a rifle......
well i cant visualize a thrall wizard dual wielding. I think leaving them with just a pistol is best. That way they suck in combat and in shooting. Their power should be in the psykic phase.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/04/25 17:17:49
Subject: Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)
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Thrall Wizard of Tzeentch
Baltimore, MD
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And I think it is, +1 attack on a str 3 ws 3 model will only let them kill maybe 1 more MEQ in CC. I based them almost enitrely off of the IG Psyker Battle Squad, and they have a ccw/pistol. I also think that every spellcaster in 40k has a pistol/ccw, Sorcerers do, Farseers do, Sanctioned Psykers do, ect.....
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