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Psychic Awakening


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I am with Marshal Loss here. I think the biggest problem with TS right now is lack of diversity. I would love them to fix that.

 

I also hope for better stratagems and better actual psychic support for the army. Our strats aren't necessarily bad but they don't feel very specific to being Thousand Sons. I would like them to make all our Sorcerers have Captain style rerolls and make Exalted Sorcerers have an aura to buff psychic powers (reroll psychic test dice of 1? A roll to avoid taking damage from perils maybe?). I also think we should get a stratagem (or specialist detachment or something) to let us attempt a power a second time if we fail the first time. People complain about smite but unless we get access to more powers or get some way to work around the current limits we are just gonna keep smiting. Now, if Rubricae and Scarab Occults had their own bespoke spell list, thatd help a lot.

....are any of you curious as to how the TS will be involved in Psychic Awakening?

Not really, GW announced that at least 2 factions from every book will be expanded up or something similar.

 

I have zero expectations beyond endless spells. Anything I would delve into wishlisting. This is GW we could easily have an Orktober on our hands.

I'd quite like to see a vigilus-style formation where you grab 9 Psykers of any kind (Arhiman/ Magnus/ DP/ Exalted/ Sorc/ Shaman) and it just buffs thier mind bullets through the roof.

 

Bonuses to casting, extra casts & denies, additional mortal wounds, a new power that grows stronger the more psykers you devote to it etc

 

I want that scene where a small cabal of 1KSons takes down a Knight House in 30k to be a reality on the table :devil:

I was hoping someone would start this thread... I didn't want to be the one. :)

 

So multiple things have been juggling on my mind regarding the Thousand Sons, Psychic Awakening, and what GW is promising to be a very large campaign with rules, etc.

 

- Psychic Awakening can affect everyone. IE: Necrons never got Pariah's ported over from previous editions. This is the perfect reason to resculpt, and re-release them. BUT Thousand Sons has a massive role (or so we'd think) in anything involving Psychic storylines.)

 

- Looking at the Campaign: I'd LOVE to see the little snippet we got during Guilliman storyline about the Ynarri showing Ahriman the ability to resurrect/restore Rubric Marines get more attention. In fact it would mean a lot ot see a few original cast members 'awaken' during the Psychic Awakening.

 

- Ruleswise. We're all kind of played out at the moment. I'm going to think this would at the very least see more powers for Tsons. Just like marines had happen with the Phobos powers. I'd like to see MoP powers filter down into the TSons options. I really think this is plausible given what happened to Obscuration for marines.

 

- I've kind of had it with goats. I don't expect any new models but it doesn't mean we can't see some new playstyles open up, or the allowance of existing models into the lineup.

I don’t think the ‘Sons have a studio champion, so I don’t expect anything other than being the whipping boys for the Space Wolves. I’d be content with being able to try to cast failed powers or casting powers from one of the tables more than once.

 

The codex is gruel thin and I don’t expect that to change via this campaign.

I expect that this campaign will allow other factions to able to defend themselves against psychic powers. Which will ofcourse reduce our effectiveness.

 

Meanwhile our additional spells (be it endless spells or otherwise) will be mediocre or unlikely to pull off. A TS supreme command detactment is already too popular at this moment. And GW will want to curb stomp that, not encourage it.

Orktober like last year?

I mean a lot of pomp and circumstance but no real substance.

 

Call me a pessimist, but I'm willing to say it will be a multi book campaign (2-3), endless spells, like AoS all factions at some level will be able to use them. New formations perhaps psychic based not for each faction. In the end the usual suspects will make out like bandits with new models, rules, formations (which will see top table play) and most factions will only get access to things like endless spells.

I have already said this in the rumor section for Psychic Awakening, but I guess it might be worth mentioning here: On Facebook when the community site neglected to have Space Wolves on the factions list, lots of SW players were understandably commenting. Well, if you did through the comments for all the Nova news on FB, you will find that many of GW's replies to these concerned people were variants of "Don't worry, the Space Wolves wouldn't miss an opportunity to attack an entire planet of psykers. 

 

Now, these statements combined with the fact that they said 2 factions will get stuff at a time (or something like that) tells me one thing:

 

The invasion of Sortiarius. It probably doesn't have it's glamour protection anymore because of what happened. Yeah, I bet that's it. TS and SW in one Psychic Awakening book.

 

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As far as rules go, I expect Thousand Sons ARMIES to receive an additional benefit just like Space Marines Doctrines which reward you for using a single Codex. Since Magnus provides an Aura of re-roll 1s for tests, I bet Psychic Awakening will provide the entire army with an ability on top of the +6" to the range of powers.

 

Beyond that, I could only wishlist, and that would just be a bunch of spells more in line with deceptions (we are not a deceptive army) or bringing Rubric models back (we cant do that, despite the multiple mentions throughout the codex).

Given the name of it I think it's safe to assume there will be something for Thousand Sons. I would really like army wide improvements to make the codex more solid - more options in particular would be good, though unlikely. As much as the Sons are big on psychic powers that's not all they are so while new powers and the like would be cool, especially if they add flavour like bringing back Rubrics, I'd hope for more.

 

As always we will need to wait and see, but I like Arch's theory (seems another obvious in the pairing in factions but you know GW... :tongue.: ).

I honestly hope it's not TS versus Wolves. I know there's like a 97% chance it will be but grudge matches don't mean anything if that's the only match you ever have. It's just narratively boring to rehash the same conflict over and over.

I don't really care what happens as long as the real issues are fixed. Fact of the matter is that the ARMY is supposed to be superior at manifesting powers. It's not. Magnus and Ahriman are superior at manifesting powers. I don't feel like my army has mastery over the warp when I fail half the powers I attempt for their relatively weak effects in the scheme of things.

 

Have you ever sat there during a game and tried to count the mortals caused by Firestorm? How many times did you even manifest it? XD

I don't really care what happens as long as the real issues are fixed. Fact of the matter is that the ARMY is supposed to be superior at manifesting powers. It's not. Magnus and Ahriman are superior at manifesting powers. I don't feel like my army has mastery over the warp when I fail half the powers I attempt for their relatively weak effects in the scheme of things.

 

Have you ever sat there during a game and tried to count the mortals caused by Firestorm? How many times did you even manifest it? XD

This is maybe my most common complaint playing TS. Some of our spells are worse versions of other spells and we have no actual casting bonuses at all. I think a lot of our powers could come down a WC or two, and we really need more spells or more the ability to double cast or we will just keep smiting everything. It's just about the only reliable thing we have.

If buffs to the army costs another by the numbers story of TS vs SW that mysteriously doesn't really change anything it's a small price to pay in my opinion :laugh.:

 

The Legion rule provides the "better at psychic" thing to the army but I'd argue it needs changing. For starters it doesn't benefit non-psychic things like vehicles (that "Sons are psykers, also always fight the Wolves" stuff again...) which is a limitation that seems unfair when compared to others, but it's also a bit underwhelming I've found :sad.:

 

The injection to C:SM CTs gives me hope that something better is coming, eventually :smile.: Just a matter of what, even if it's a buff to the existing rule (+1 to cast and deny?) and an additional rule that vehicles etc can benefit from (framed as a psychic boon from Tzeentch or whatever?) that'd be much better. May be time to return to invulnerable saves, either granting or improving one? Who knows.

 

"Eventually" is the word here I feel, I don't expect big changes with this but a man can dream? :tongue.:

How do those work? I'm completely unfamiliar with AoS.

If you have a Disciples of Tzeentch army, before the game, roll 9d6 and set them aside. You can declare that you are subbing in one of those rolls for another d6, before rolling. Cannot be used for determining a number of Mortal Wounds.

 

Examples:

 

"ok im just gonna use this 1 for this Morale Test"

 

"I'm using this 6 for the damage my Lascannon does"

 

"Ahriman is using these two 3s to just pass Prescience since he adds 1 to the result"

 

 

There are various mechanics Tzeentch armies can make use of to add or refund Destiny Dice.

That's pretty cool, and quite potent too. Obviously it doesn't scale well but being able to decide a roll could easily be game changing. Conveniently I have plenty of Tzeentch dice so I can spare some for sitting around :tongue.: It sounds much more AoS than 40k though, as that tends to have more "quirky" rules like this. Plus I can imagine it being pretty galling for opponents when you render a crucial roll moot, so overall I think I'd prefer a more standard army buff (as much as I like the idea of being immune to morale tests, or nine of them at least...).

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