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Thousand Sons Reboot (5.0) - Concept Thread

 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Tue May 18, 2010 12:25 am 
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zombocom wrote:
4+ reinforced has always seemed excessive to me for the rubrics.

It's the problem with Reinforced Armor. Because it's a reroll, you get stuck with the bell curve weirdness. It's caused problems in the past (Leman Russ vs Land Raider). I'm kinda with Zombo on not liking the 4+RA on regular Thousand Sons.

Mebee have the Thousand Sons have an army wide special ability.

Special Ability - Rubrics
Units with Rubric are harder to kill than normal mortals. <Obviously, fluff can and should be expanded>
Because of this they still take a 4+ armor save when hit by macro-weapons (see 2.2.6). In addition, they may make a 4+ armor save when the fail to save against any non-macro-weapon hit, including those inflicted during an assault. Tank Killer permits no save as normal.


Then you could give standard Rubrics a 5+ save (66.6`%) if you agree with Zombo, and give Terminators a 3+ save (83.33`%), and not have it be as bad as a 3+RA (88.8`%), splitting the difference.

Or you could make Rubric 5+, and have the save of standard Rubrics remain 4+. This changes the Terminators (with 3+) to 77.7`% which is a minor difference to the base 4+RA (75%), and splits the difference to the current 4+RA+Inv (79%).

I dunno how it could apply to other things. If a 5+ is chosen, you could probably remove the TK exception, making it a 5+ Invulnerable Save. That could factor in with some of the other units, like the Towers and the like.

Morgan Vening


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Tue May 18, 2010 12:46 am 
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nealhunt wrote:
Rubric toughness - I want to stick with the BL stats.


Ah. Silly me. I forgot that they were the BL stats :-\


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Tue May 18, 2010 1:18 am 
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nealhunt wrote:
For those following the Blood Raven-TSons connection debates, I noticed another bit of evidence that I haven't seen noted previously. Ahriman makes the comment that he has an eidetic memory in the book. In addition to the other quirks that line up, the Blood Raven geneseed grants the members eidetic memories.


All Marines are the best - better than all the rest, if you go by the books. This being the case they are all connected ;)

Eidetic memory can be shared by a large sample without having a connection I would think.

*goes off to look for this Blood Raven debate*


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Thu Sep 30, 2010 6:36 pm 
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Thread resurrection...
========

Anyone got any clever ideas for other TSons cults? There are 5 at the time of the Heresy. I'm thinking there should be others founded since. I don't plan on introducing any new mechanics, but it would be fun to have some for background flavor.


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Thu Sep 30, 2010 6:46 pm 
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The focus of each of the cults on the various types of powers seemed very similar to D&D's psionic disciplines, there's a few more from there that you could add:

http://www.systemreferencedocuments.org ... tions.html

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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Tue Dec 21, 2010 4:46 pm 
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*Arise, thread*

I've been working on the list to get it ready for Nemesis and had an idea. I want to float this as a concept (hence the thread resurrection) and get some feedback on it.

I think that over many millennia under the guidance/manipulation of Tzeentch, it would be unavoidable that at least one new cult would have formed. I searched online and couldn't find any fan ideas, so I'm strictly going on my own. I know it's not canon, but it's stuck in my head and I really think it's cool. The text isn't exactly smooth, yet, but it's still draft.

Quote:
At the time of the Heresy, there were 5 known cults. However, in the millennia since, the warlocks of the Thousand Sons have been observed manifesting many powers that are outside the historical abilities of the known cults, leading the few Imperial agents who can access the reports to speculate on the existence and abilities of new Cults. The five pre-Heresy cults are:

<<list of cults and traits from canon>>

The Inquisitorial agents allowed to study such things have classified observed powers into theoretical cults, with names of their own choosing. Unfortunately, given the wide range of abilities reported there is only a single new cult that enjoys a consensus opinion among scholars, the Ariadna:

Ariadna – Ariadne manifest particular skill in observing and manipulating the Warp. They navigate the currents, including teleporting Legion contingents by threading their way through ephemeral Warp passages. They are able to channel raw warp energy into the materium to help sustain daemons.


For those not up on their greek myths, Ariadne spun the thread that allowed Theseus to find his way through the Labyrinth of Minos. I figured that works for navigation, opening gateways and weaving warp energies.

Let me know if you think that holds up with the overall flavor/feel to this point.

Also, if anyone has other cult ideas, by all means let me know. I thought about some sort of "Daedalaen" cult that would focus on constructs - Rubric armor repair, possibly daemon engines, psychic weapons - but pretty much everything about the sorcerers is dynamic use so enchantment didn't seem to fit.


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Tue Dec 21, 2010 10:37 pm 
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The list already has quite a few character types so I guess the question is would the new cult have any effect on the list in terms of what that Character/unit does?


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Tue Dec 21, 2010 11:42 pm 
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No new mechanical effects. It's flavor and added background for the Icon Bearer/Warp Weaver daemonic focus character that already exists.


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Wed Dec 22, 2010 4:36 am 
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nealhunt wrote:
No new mechanical effects. It's flavor and added background for the Icon Bearer/Warp Weaver daemonic focus character that already exists.

If no actual games effect then its kinda pointless...Or am I alone there?


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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Wed Dec 22, 2010 9:04 am 
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Having been on the other end of this, I concur.

Let's see a 'stationary' playable list first that gets some games under its belt.

Is the list actually missing anything that makes it unplayable or uncompetitive?

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 Post subject: Re: Thousand Sons Reboot (5.0) - Concept Thread
PostPosted: Wed Dec 22, 2010 2:56 pm 
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Holy snikeys! Dobbsy and I are writing a fan supplement*. We can't use GW's material because doesn't really address things from an epic perspective and even when it does, it's copyrighted. Also, no one wants to hear us regurgitate paraphrases of the same old GW fluff.

The point of exploring new cult ideas is flavor and background, exactly as I stated. This is the concept thread. I set it up to talk about stuff like this.

If you have issues with the mechanics, by all means take that up in the TSons 5.x thread.

* Mostly Dobbsy.


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