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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ <span style="font-size: 18px; line-height: normal;"><b>Thrall Wizard Squad</b><br /> </span>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.<br /> <br /> 60 Points<br /> (4)Thrall Wizard         <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 S 3 T 3 W 1 I 3 A 1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 6+ Infantry                 <br /> (1)Thrall Champion     <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 S 3 T 3 W 1 I 3 A 2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 6+ Infantry (Character)<br /> <br /> Options:<br /> May add up to five Thrall Wizards...........................................5 pts/model<br /> May choose one of the following;<br /> Mark of Tzeentch...................................................................1 pt/model<br /> Mark of Nurgle.......................................................................2 pt/model<br /> Mark of Slaanesh...................................................................1 pt/model<br /> <br /> Equipment: Autopistol, Close Combat Weapon, Improvised Armor<br /> Special Rules: Brotherhood of Sorcerers (Mastery Level 1), Champion of Chaos (Thrall Champion Only)<br /> <br /> Psyker: A Thrall Wizard Squad may generate powers from the Biomancy, Pyromancy, and Telepathy disciplines.<br /> <br /> 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. <br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a roll of 2+ you may instead allocate the wound to a Thrall Wizard or Thrall Champion within 2" of the Psyker.]]></description>
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				<pubDate><![CDATA[Sun, 14 Apr 2013 19:46:07]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ Added sate the fiends<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 20:01:26]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ Why do they have a mastery level and no psychic powers?  Also, their leadership is too high for cultists.]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 20:27:49]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e5821b8c4135164c177e3c767597bf14.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/520824/5520336.page"><b>DarknessEternal wrote:</b></a><br/>Why do they have a mastery level and no psychic powers?  Also, their leadership is too high for cultists.</div></blockquote><br /> <br /> Psykers with <span class="glossaryitem" onmouseover='gp(102);'>MOT</span> gain access to the lore of Tzeentch. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 20:36:41]]> GMT</pubDate>
				<author><![CDATA[ blood reaper]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Thu, 18 Apr 2013 20:56:03]]> GMT</pubDate>
				<author><![CDATA[ Slaanesh-Devotee]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(82);'>ld</span> of 7 wouldn't be very fun.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 04:06:15]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bc638c488ba1bf3c599601134b787528.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/520824/5521579.page"><b>ruricferrinwheel wrote:</b></a><br/>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 <span class="glossaryitem" onmouseover='gp(82);'>ld</span> of 7 wouldn't be very fun.</div></blockquote><br /> They almost never actually use any sorcery, so that's reasonable.  99% of the time, they're just power batteries for actual sorcerers.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 04:16:46]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 05:18:49]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ If you agree completely, how come it still says <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 9 and not <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 6 or lower?]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 15:06:12]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ 6, you really think so, a regular cultist has 7, I think 7 is fine]]></description>
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				<pubDate><![CDATA[Sun, 21 Apr 2013 03:07:57]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ I plan on writing up some rules for Tzangor sometime soon too.]]></description>
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				<pubDate><![CDATA[Tue, 23 Apr 2013 16:24:56]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bc638c488ba1bf3c599601134b787528.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/520824/5504373.page"><b>ruricferrinwheel wrote:</b></a><br/><br /> 70 Points<br /> (4)Thrall Wizard         <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 S 2 T 3 W 1 I 3 A 1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 7 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> <font color='red'>6++</font> Infantry                 <br /> (1)Thrall Champion     <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 S 3 T 3 W 1 I 3 A 2 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> <font color='red'>6++</font> Infantry (Character)<br /> <br /> Options:<br /> May add up to four Thrall Wizards...........................................5 pts/model<br /> Equipment: Autopistol, Close Combat Weapon<br /> Special Rules: Coven of Sorcerers (Mastery Level 1), Champion of Chaos (Thrall Champion Only), <font color='olive'>Mark of Tzeentch</font><br /> <br /> 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. <br /> <br /> 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.</div></blockquote><br /> <br /> I would make them str3, like regular humans<br /> I would remove <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, to allow you to use it for other kinds of wizards.<br /> <span class="glossaryitem" onmouseover='gp(102);'>MoT</span>, <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> and <span class="glossaryitem" onmouseover='gp(101);'>MoS</span> would be options +1, +2, +1 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span>.  <br /> They would generate 2 powers but only be mastery level 1 (a bunch of guys would probably have more than 1 power)<br /> remove the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, just leave them with pistols, or even autoguns<br /> lower the squad cost to 50.  ]]></description>
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				<pubDate><![CDATA[Wed, 24 Apr 2013 20:06:59]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ So, I actually have been trying to think of a good way to make them multi cult. <span class="glossaryitem" onmouseover='gp(123);'>str</span> 2 was because I based them on the psyker battle squad, and removing the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> wouldn't do anything, because they get one for free according to the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> 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.]]></description>
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				<pubDate><![CDATA[Thu, 25 Apr 2013 07:18:29]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bc638c488ba1bf3c599601134b787528.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/520824/5543543.page"><b>ruricferrinwheel wrote:</b></a><br/>So, I actually have been trying to think of a good way to make them multi cult. <span class="glossaryitem" onmouseover='gp(123);'>str</span> 2 was because I based them on the psyker battle squad, and removing the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> wouldn't do anything, because they get one for free according to the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> 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.</div></blockquote><br /> <br /> The <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> gives them 2 attacks in combat. They would not get a free <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> normally as they have a pistol already.  <br /> giving them autoguns would make them slightly better at shooting, which would synergies with the shooting sorc.  Having them be good at combat wouldnt.  ]]></description>
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				<pubDate><![CDATA[Thu, 25 Apr 2013 12:24:24]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ 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/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> 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......]]></description>
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				<pubDate><![CDATA[Thu, 25 Apr 2013 16:32:50]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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				<title>Re:Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bc638c488ba1bf3c599601134b787528.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/520824/5545020.page"><b>ruricferrinwheel wrote:</b></a><br/>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/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> 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......</div></blockquote><br /> <br /> 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.  ]]></description>
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				<pubDate><![CDATA[Thu, 25 Apr 2013 16:56:13]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Thrall Wizard Squad (Chaos Space Marine/ Thousand Sons)</title>
				<description><![CDATA[ And I think it is, +1 attack on a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 <span class="glossaryitem" onmouseover='gp(149);'>ws</span> 3 model will only let them kill maybe 1 more <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I based them almost enitrely off of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Psyker Battle Squad, and they have a <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/pistol. I also think that every spellcaster in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> has a pistol/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, Sorcerers do, Farseers do, Sanctioned Psykers do, ect.....]]></description>
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				<pubDate><![CDATA[Thu, 25 Apr 2013 17:17:49]]> GMT</pubDate>
				<author><![CDATA[ ruricferrinwheel]]></author>
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