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The Thousand Sons


Lonewolf86

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It's my understanding that book 4 of the FW HH series will cover the events of Prospero. I was listening again to ATS and it got me thinking; how are they going to represent the legion so they are similar to their backgrounds. They are probably the most different legion in terms of how different they are to the standard list. In ATS their way of warfare is so reliant on their psychic powers and the interactions between the cults. How can they represent this on the table?

 

I assume they will include the Prospero Spireguard or maybe they'll be possible allies. The Cataphracts will probably be similar to the Castellax battle automata that are already out in terms of rules and general look.

 

The Scarab Occult will presumably be their unique terminator unit. Do you think they'll try and do something with the Hidden Ones?

 

The big thing is representing the brotherhoods and the cults. With virtually all the Thousand Sons being psykers of varying ability do you think you'll be able to upgrade squads to belonging to a particular cult  and then the more you pay in points the more proficient they'll be?

 

Athaneans (telepaths). Maybe they'll be able to make themselves or another unit -1 to be hit from shooting or CC?

 

Corvidae (precogs). Hard to think of something here. Maybe they'll be able to impact reserves in a big way?

 

Raptora (Telekines). Probably be able to kine shield units and give them an invulnerable or cover save.

 

Pavoni (manipulating living things). I expect they'll be able to do a ranged attack and maybe give FNP to a unit whenever they are successful activating a power. I expect they'll be better at taking on units with good armour saves.

 

Pyrae (can control fire and mechanical objects to a lesser degree). Presumably a ranged attack and maybe particular damaging (haywire) to vehicles?

 

I personally hope the army is a small elite one with only a few but very powerful units that need to work in conjunction with each other. Doubtless they'll be very pricey if they're anything like as powerful as they are in the books.

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I imagine we will see something similar to the Dark Channeling the Word Bearers have. It is entirely possible that the Sergeants and the Praetor will have the option to be upgraded to Librarians to represent the command structure. While the command heirarchy of the Thousand Sons were filled to the brim with psykers and a decent portion of the rank and file, there were still many Thousand Sons who were not. I believe Sobek is the only Thousand Son we see in ATS however that was not a psyker. Unless the audio happens to go into details the paperback did not.

I think that Magnus will be the first, and possibly only psyker character we see with a ML of 4 among the legions. I also imagine he'll be less about combat and  more about supporting his troops; maybe an army-wide buff to enhance the chance of passing psychic tests, Deny the Witch bonuses, and things of that nature.

Magnus should have a mastery level of at least 4 and In my view he should have one of 6.. An ability to restore warp charges akin to Eldrads staff possibly? He should be an absolute psychic beast.

 

That might be going a little bit overboard. From a fluff standpoint, I thought I heard somewhere that Lorgar took Magnus to school when they got into a psychic confrontation at one point... It may have been in Aurelian, though I haven't read it myself. Anyway, if that is indeed the case, Magnus shouldn't be that much more powerful than Lorgar Transfigured (ML 3), so 4 is probably accurate.

Eldrad is ML 4 and can regain spent warp charges. Magnus would be a greater psychic than Eldrad, I do not think ML 6 is too far a stretch.

As for the rest of the legion, I'd say squads should be part of one of the TK Sons Cults which would link in with one of the disciplines in the main rule book and the squad would follow the Brotherhood of Psykers rules. For example Tactical squad one are part of the Pyrae Cult so they get a psychic power from the Pyromancy discipline, or something along those lines. I see a Thousand Sons army being quite small in size (high point costs) but their use of psychic powers counter-acts this.

Magnus should be Mastery Level 4, can know all powers from D3 physic disciplines. He should be fairly average in close combat, nothing special, bnut should boost the Physic Level of his warriors, allow anti-Perils/Deny the Witch, and allow himself to regenerate Warp Charges. For an expensive price, of course.

When I think of a pissed off Magnus I think of an old Russian joke; "village boy finds kalashnikov. Now no one lives in village."

 

On that front I'd say Magnus has a lot more potential than Eldrad, while definetly outclassing malcador and maybe close to the Emperor's league. What he wouldn't come near to even Eldrad, would be in self control and actual understanding of the powers at his command. As such I'd expect Magnus to atleast be able to auto master one particular discipline and know the primaris of the others, however I would love for him to have an almost limitless pool of power but with stacking penalties similar to the Mechanicum's Theocracy table; FW, or Mr Bligh more specifically, definitely have the cojones potential to do that.

 

Saying that, the Magnus I am looking for is the tactical equivalent of a four armed monkey with four machine guns, strapped to a swivel chair and kicked down the stairs.

 

Saying that, the Magnus I am looking for is the tactical equivalent of a four armed monkey with four machine guns, strapped to a swivel chair and kicked down the stairs.

 

 

I like your idea.

 

Say, would you like a job with a U.S. weapons manufacturer?

 

 

I find your weapon cheap, efficient, and definitely unmanned. Kind of like an autonomous drone..... :P just kidding of course

 

 

 

Magnus will probably get rerolls for perils of the warp, mastery level 6, can choose any power from the table and doesn't need to roll, knows all disciplines, and can use powers twice.

 

I expect him to also have an additional 2 unique psychic powers in the form of a gigantic blast template and one that buffs his sons.

 

 

 

I think that the legion specific rules will have that any TS psyker can reroll perils of the warp, but any failed perils of the warp cause instant death (tutelaries)

 

 

Squads can exchange their sergeant for sorcerer that gives them brotherhood of pskers rule and 1 warp charge. They can take out of any discipline, but the disciplines will be different point costs.

Teheh, see I would be all for keeping it simple, a la Word Bearer's Burning Lore; no inter-squad sorcerers or anything like that, just Sergeants (Head Battle Scholars or whatever) with mastery levels.

 

Maybe even a separate Lore to represent the variations Lonewolf pointed out (think Eldar warlocks).

 

What I would put my money on, however, is guaranteed, purchaseable powers that the squad can use, with the squad size being their LD test value. This being because I think it would be easier to properly encantate whatever it is you are conjuring when you have brothers covering your back in the traditional way, while taking point and attempting to cast would definitely have some slip ups. The function would be very simple; perils takes away a squad member, etc.

Teheh, see I would be all for keeping it simple, a la Word Bearer's Burning Lore; no inter-squad sorcerers or anything like that, just Sergeants (Head Battle Scholars or whatever) with mastery levels.

 

Maybe even a separate Lore to represent the variations Lonewolf pointed out (think Eldar warlocks).

 

What I would put my money on, however, is guaranteed, purchaseable powers that the squad can use, with the squad size being their LD test value. This being because I think it would be easier to properly encantate whatever it is you are conjuring when you have brothers covering your back in the traditional way, while taking point and attempting to cast would definitely have some slip ups. The function would be very simple; perils takes away a squad member, etc.

 

I like this idea! I would even look at it as squad members opening their minds up to the caster, regardless of their psychic ability, and allowing him to draw on their well-honed discipline to shore up his control. Very characterful without being awkward or overpowered.

It depends what neat psychic tricks he gets... as to what mastery level he should have. I also think he should have pretty good stats (for a primarch) for most of his characteristics, the big exceptions being WS & BS which will be lower than average (for a primarch).

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