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  1. After I have been lurking on this forum for too long and admiring everybody's projects, I decided it was about time I did something about all these unpainted/ half-painted figures sitting on my shelves collecting dust. So I joined up and start this thread to hopefully encourage me to get going and keep going. I have been in the hobby for more than 20 years now and collected, painted and played on and off quite a few times. Hoping to get back into it. Here I want to collect all my painting projects concerning loyal Imperial servants. I got the Burning of Prospero box when it first came out and started working on it, and over the years I have also added some other miniatures to it so I could use the growing Thousand Sons army also in modern games of 40k. For use as generic red painted Space Marines. I also have some forces of the Inquisition still waiting in the wings, half assembled, or half-painted. It is about time some of it actually gets done! So here we go. This is how far I got: Some Tactical Squads Terminators: Contemptor: A Librarian from Scibor Miniatures: These guys because I really adore the miniatures:
  2. I thought I'd share my Chaos army and various WIP things, hopefully to motivate myself to get some more painting done! I have a decent sized Iron Warriors army, as well as a goodly number of Thousand Sons, which I'll get pictures of later. My current projects are a start up Emperor's Children Warband, and a force of The Cleaved. The Cleaved: I made this Plague Marine years and years ago when I had a spare blob of Green Stuff. The armour was a test piece for the new foundations, its straight Dheneb with a heavy devlan wash. He got some nice armour scores, and some weeping joints I abandoned them for a very long time, until the release of the new codex, whereupon I made a couple of plasma gunners to come later. I also have 5 of these guys that will be geting the cleaved treatment. My very first tank, well over 10 years old with an awful splotchy (but thin) nurgle paint job, back when the mark of Nurgle gave your vehicle +1AV all round. Rather than give it to the Iron Warriors, I've honoured it's heritage and dedicated it to the cleaved. The marine on the back was originally an ultramarine, but the blue wouldnt look good with the colour scheme. Green, however would, and seeing as there will probably be a few new DA players soon...and also to annoy Skink a little. The Nurglings on top need some detailing, as well as a few other bits and bobs, but I consider it table worthy after a weekend's work. ------------------------------------------------------------------------------------------- With the new codex, I jumped at the chance to finally get some Slaaneshi marines under my belt. Noise marines with an 80's hair metal vibe. I wanted a full Sonic blaster squad, buy only had one and the blastmaster, so time to make up some stuff: Dude doing a squealy blaster solo, and regular blaster dude. You cant quite see the detail, ut they have hides/skin GS'd onto their leg armour, and regular dude has GW barbed wire wrapped around his thigh. Blastmaster and DeathKorg. You cannot have a band without a synth, so this guy got made up. The idea is that the bolter fires, gets some funky rhythm attached to it as it goes along the barrel, then hits the opponent with some music that they've probably never heard of. Noise Champion: Since squad leaders cannot currently have blasters, and in the hope that they can someday, I made something in between a combi bolter and blaster, the backpack (from the classic NM) and belt amp can also double as a Doom Siren. Smile:
  3. After a few false starts, and a real hobby funk, who'd have thought that all it took to drag me back to the Heresy was a new edition? I've been stopping and starting for a while, unsure what to do. In the end, I decided to just go with the flow and not put pressure on myself. I've got a stack of stuff I need to work on, so I'm just doing bits and bobs as I go along, and hopefully there'll be some semblance of an army come the end of it! To that end, I'm making a start with one of my favourite minis from Forge World, Qin XA. I'm just gonna use him as a bog standard Praetor with Paragon Blade I imagine. Happy with him so far!
  4. ++Thousand Sons Unit of the Week++ ++Tzaangor Skyfires++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing Tzaangor Skyfires - another unit ported fro AoS, these guys were semi-ok last edition, but don't seem to see the table in 9th. Are you using them, and if so, how? Spears or bows? Have you been using them in games, and how have you used them? Th Mauler fists in particular have great damage potential at D3+3, and with a move of 10", the fiend is capable of getting into combat. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  5. So, ever since 2nd edition I have had a small Thousand Sons army (loved the fluff). Fast forward a few (many) years and I read A Thousand Sons, then GW goes and gives me the miniatures I could only dream about as a young(er) man.... what to do? My rough plan is to use the Burning of Prospero as a starting point but utilise some of the new 40k kits (and the odd third party upgrade) to really make it stand out (oh, and some suitable replacement terrain for the card). eventually I may end up with enough to actually play a table game (something I have not done since around 2nd-3rd so have some catching up to do) so far (in addition to the forces in the box): 2 BAC Mk IV squads to replace the MkIII in the box (I just feel the MkIV looks better for the Sons and contrasts really well with the MkIII wolves) 1 contemptor per side (using the rules from the WD when I get round to playing the board game) SW cataphractii (just to make things interesting) SW rune priest (a stand in for Wyrdmake) The Thousand sons are painted roughly as follows: Black Base (Chaos black) Retributor Armour spray Tamiya Metallic red spray (TS-18 I think) rough highlight with suitable silver Tamiya clear red (this brings out the flat metallic red really nicely) gold trim: Retributor/agarax or riekland wash/liberator highlight then silver to finish white cloaks (Duncans tabard recipe from the 40k rubrics) - also works well on the scarab and legion icon. full tutorial available here: http://www.bolterandchainsword.com/topic/336154-heresy-thousand-sons-metallic-no-air-brush-required/?p=4808274 I'll get the list for the Wolves done soon. here is what they look like so far: I'm hoping to have 1 squad of MkIV using mostly rubric/sorcerer parts to match the look of Ahriman, then a squad of more regular guys, maybe breachers with Acolyte shields.... currently working on the ones above and a Thousand sons Contemptor. in between working on this I did pick up Magnus and the Creature Caster LOC to keep me busy..... Also a big shout out to this community (and GW) for inspiration and getting me back into this chaos..... Tich.
  6. Hello, so I know that you can't reroll a reroll * and I've also taken a peek at the rules for making attacks**, but RAW can I reroll a dice replacement? The Thousand Son's Cult of Prophecy spell Divine the Future *** allows you to "... replace a single dice rolled for a hit roll, wound roll..." So, for example: I roll a 1 on my "prophecy dice," could I then replace a 2 on a BS3+ ranged attack with a 1 to trigger the reroll from Lord of the Thousand Sons aura? Thought I'd ask before I try it with a few multi-meltas on Helbrutes. Big Core Rulebook: *200 **203 Codex Thousand Sons 9th: ***46
  7. ++Thousand Sons Unit of the Week++ ++Rubric Marines++ New codex, new discussions about units! As we already have in other faction sections, I'm starting up a Unit of the Week series for Thousand Sons, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we start with the core Troops choice of the codex, and the iconic model in any Thousand Sons army, the Rubric Marine - we'll get to other units in time as we all unpick the codex and get some games in. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will the beta rules affect your list(s)? What size unit? Will you be running multiple units? What <GREAT CULT>, loadouts, spell and Stratagems support do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  8. Once of the Pavoni Cult, Akhenaten began a pilgrimage across the stars after Ahriman's grand spell. Even with only a modest band of Rubrics at his command he cuts his way through the galaxy as he sees fit - and frequently through the fabric of space in doing so. A cryptic man of few words he relentlessly pursues his goal of knowledge and power at any cost. Any who stand in his way soon become dust... Aharon once served with Akhenaten in the same Fellowship, and as a close and trusted ally followed him steadfastly into the arms of Tzeentch. Formerly a member of the Raptora Cult his chief motivation is to achieve such mastery over telekinesis that none can obstruct him. Any witnessing the brutality and power of the Exalted's sorcerous might are under no illusions he will achieve his goal sooner or later, for such raw might can only be with Tzeentch's blessing. His favourite trick is to use his mastery of telekinesis to rend the ground itself, his foe's final moments before being crushed spent in horror and awe. Together they form a terrible duo, their vying for greater glory and service to their patron god and Primarch pushing them ever onwards. Worlds and armies burn before them, only for their marching Rubricae to vanish once more into the warp to find the next part of the labyrinthine plan set in motion millennia ago... Just in time for the Chapter Approved point adjustments, I finally start my journey proper It starts small but is enough for a Patrol detachment alongside my Slaaneshi Marines tomorrow so not having a clue what I'm doing aside hopefully they do Tzeentch proud! As part of my cunning Tzeentchian plan almost all of my Thousand Sons kits are from swaps... the god of change should surely approve and influence the dice accordingly Here's the first squad: Plus Aharon: I'll need to get better pictures, since they're hitting the table tomorrow that seems like a sensible time to try
  9. ++Thousand Sons Unit of the Week++ ++Sicaran Battletank++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing The Standard Sicaran - once an amazing unit seen in many lists, it's not seen too often now - do you have one and how do you run/use it? What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  10. Hey everyone! We featured a great TSons list in this weeks battle report if you guys wish to check it out. Cheers https://youtu.be/Sl8XEXWJkuI
  11. So, I don't see one of these out there and I'm just about to start off my Thousand Sons project. :) There is only one unique thing with Thousand Sons to talk about so far, and that's the relic! I would imagine a bike or cataphractii HQ with it to dish out some punishment! Do you guys take Furious Charge or Stubborn for your Thousand Sons? Personally I'd go stubborn, just feels right for me. How do you find it is playing without legion rules?
  12. ++Thousand Sons Unit of the Week++ ++Rhino++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing Rhinos. Seen in all editions of the game, with varying usefulness, Thousand Sons Rhinos are maybe the best of the bunch with an innate 5++ and ability to get 2x inferno combi bolters, putting out 8 shots at range - almost the same as a small squad of Rubrics. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  13. Last night I got absolutely spanked by an Emperor's Chosen army - if you're unfamiliar, their rules allow them to ignore moretal wounds (from any source) on a 4+, and then reroll one failed hit or wound (!) roll per unit. As you can imagine, these rules cripple TS that need MW output to keep up with other armies, and this is before you get to most of their weapons being D2 to ignore all is dust. Normal custodes are tough, but manageable with MW output, but these are off the scale. How would you approach these in terms of trying to win the game, not necessarily kill Custodes. Last night I played abandoned sanctuaries, with mutate, stranglehold and to the last. I got 9, 3, 0 respectively for these, however O did push out to try and claim objectives. I might have had much more success with banners and T The Last (TTL), keeping the majority of my stuff hidden, basically playing the waiting game of holding 2 objectives then trying to stay alive. Though I was playing duplicity, not time, which TTL is maybe better for What secondaries would you pick v custodes to try and stay in the game? What cult would they be for? Would duplicity be better served by things like Engage/Nachmund data? TL:DR If you were playing against the Emperor's Chosen Custodes, what secondaries would you pick, and how would you play that game?
  14. ++Thousand Sons Unit of the Week++ ++Maulerfiend++ New codex, new discussions about units! As we already have in other faction sections, this is the Thousand Sons Unit of the Week series, where each week we select and dissect a datasheet found in the book, and discuss how we use the unit in-game, favoured loadouts and combos, essentially how to use these units best. What have you found that works, and what doesnt? Please try to stick to the idea of making the unit in question work, as opposed to pointing out other units that might do a better job - we'll get to those in time! This week, we will be discussing the Maulerfiend. With better WS and BS than last edition, have you been using them in games, and how have you used them? Th Mauler fists in particular have great damage potential at D3+3, and with a move of 10", the fiend is capable of getting into combat. What are you thoughts, and how best would you use the unit? To compliment a list, or to build a list around? Will you be running multiples? What <GREAT CULT>, loadouts, spell relic and Stratagem support do you prefer and how much does it depend on the above choices? Are you buffing this unit, and if so, how? Are you building as a damage dealer or buff-provider? Uses in Matched, Narrative and Open Play How have they fared for you in-game? Over to you. ++Thousand Sons Unit of the Week Index Link++
  15. Having recently become more active at my local gaming club where the excitement for 9th edition is quite real I've decided, like so many others, to focus on a new army for a new edition. Due to both my love for sorcery and in the spirit of diversifying the armies among the locals I decided against playing imperial space marines and sought instead the power of the warp. With a generous gift from a friend who hadn't touched a brush for many years now I found myself with a box of rubrics and twenty cultists for a start. All now painted to a degree where I'm not ashamed to put them on the table and the rest needed for a small sized army purchased with the last of my spending money on the way. Inspired by many other excellent blogs and writers on this forum and on youtube who share their narrative I am, oncemore, trying to breathe some creativity into my space wizards beyond painting them. Ordo Malleus - Akamyos Akamyos. Interviews with acquired [REDACTED] suggest that it translates from the abominable tongue of the Archenemy into 'Guardians of the Soul', its etymological roots thought to be found in 'Akami' translated as 'Guardian' and 'Phaos', which refuses simple translation into High Gothic but has in the past been deemed equivalent to words such as 'Essence', 'Soul' or 'Will' interchangably.
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