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Thousand Sons preorder January.27


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this is the most interesting part for me:

 

"As well as new ways to use classic units like Rubric Marines, powerful rules to benefit your Sorcerers"

 

 

might be grasping at straws but there could be an alternate rubric unit entry in the codex?

 

I guess they probably just mean a rubric specific strategem.

 

Still, very encouraging news in the post

@Raven1, right i need one also. After i finished my last unit my wife asked if my army was done.

 

I said "Baby, armies are never really done..."

 

I was very pleased to see the various powers, how they work, cost, etc... I am really digging the menagerie...

 

The beast also give that opportunity i was hoping to buff SOTs to str 5! My SOTs erase my buddies banshees and scorpions when they hit back so looking forward to str5 ap-3 on the marine chapters in my group.

Ahriman:

·         Same cost on foot and on disk. Same stats, same abilities, except the aura.

·         Aura changed to: re-roll 1s to hit for friendly thousand sons units within 6”

·         Has access to dark hereticus and change (so no tzeentch daemon discipline for him)

Daemon prince: (WOW)

·         Same cost and same stats.

·         4++ invul save instead of 5++ save.

·         Aura of re-roll 1s for thousand sons and tzeentch daemons units within 6”

·         Can manifest 2 powers and deny 1

·         Knows smite and 2 powers from any of the 3 disciplines

Exalted sorcerer:

·         On foot same cost/ on disc 132 (14 pts cheaper)

·         Can take plasma pistol, warp flame pistol,

Sorcerer:

·         95 pts, so 5 pts more expensive than csm sorcerer...

Terminator sorcerer:

·         120 pts, so 20 pts cheaper than in csm codex...

·         Option to take a familiar. It gives +1 to the first psychic test in each psychic phase :D (not sure if it is in base cost or some extra cost.)

Rubric marines:

·         Aspiring sorcerer is same cost as rubrics

·         Same cost – 18, same cost for bolter – 2. So still 20 pts.

·         Soul reaper cannon is per 10, so 5 man squads can’t take it anymore.

·         Soul reaper is like in csm codex – 15 pts.

·         Warpflamer is still 15 pts

·         Icon of flame – 5 pts, same rule

·         Same rule for all is dust. 5++ invul.

·         Smite is still a weakened version, but know one power from change discipline

Tzaangors:

·         Same cost, same datasheet. No extra options.

Cultists:

·         Same as csm codex.

Horrors:

·         Same as daemons codex

Tzaangor Shaman:

·         82 pts base + force stave, so 90 pts on disc. No option to take on foot.

·         Aura: +1 to hit for friendly tzaangor units within 6”

·         5++ invul

·         Elixir: re-roll the first failed psychic test in the battle (one use)

·         Knows 1 power from change discipline

·         Daemon keyword.

Flamers:

·         Same as daemons codex

Scarab Occult:

·         Sorcerer is same price as other terminators. But still 33 pts per model base.

·         Same cost for power sword, same cost for inferno combi bolter. So 40 pts a model total.

·         Same cost for heavy warp flamer, same cost for hellfire missiles.

·         All is dust is same. 5++ still.

·         Sorcerer can cast a power from change discipline. Weaker smite still.

Helbrute:

·         Same as CSM codex

Tzaangor Enlightened:

·         15 pts base. No option to be on foot.

·         WS3+ BS3+ S4 T4 2W 5++ A2

·         Spear is 1pt. Bow is 2 pts. Chainsword/autopistol is 0 pts.

·         Each hit roll of 6+ is autowound, so melee and ranged with any weapons. (excluding disk blades).

·         Daemon keyword.

Scremers:

·         Same as in daemon’s codex

Chaos Spawn:

·         Same as in CSM codex

·         Designer’s note that any abilities that allow you to create a chaos spawn during the game, unless specified otherwise, you have to pay reinforcement points.

Warlord traits:

Arrogance of eons (dtw reroll)

Undying form: reduce all damage by 1 (minimum 1)

Aetherstride: can advance and charge, can reroll charge distance.

Lord of prospine lore (+1 spell known)

Otherwordly presiceince: +1 to invul saves, make 3+

High Magistar: +1 to casting

 

 

So we really DID get the worst trait by far in CA. honestly, its going to be though call. 2,3,5 and 6 are ALL pretty damn good.

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