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Thousand Sons v2.1

 Post subject: Thousand Sons v2.1
PostPosted: Tue Mar 13, 2007 4:23 pm 
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Crosspost from the SG boards:
======================

V2.1 is sent to Andy. A summary of changes:

Warp Palace gains Thick Rear Armor and Daemonic Focus. Price drops to 350 points. It's possible to summon a GD to the formation but it requires 75 points of summoning gear (pact + 2 thralls) and may still fail.

Battle Titans get 3 Beams of Power instead of 2 to improve their firepower a bit and gain the Warp Flame ability (+1 First Strike CC) to improve their assault slightly.

Thrall Wizard description edited (hopefully for clarity).

Ahriman's Chosen upgrade edited (for clarity, but also gives slightly more flexibility).

Background and flavor text added. Graphics added. Name change on the titans (Augur, Diviner, Oracle for Warlord, Reaver, Warhound, respectively).

===

AA ability will likely still be an issue for some people. I haven't ruled out changing the Devolver to make it stronger for AA. I just didn't include it in this round of edits.

===

Please provide feedback as you have a chance to playtest it.

In case anyone wants it, link to the SG thread.

For anyone who absolutely can't wait until it is posted, email me at nealhunt@yahoo.com for a copy (pdf or doc).

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 Post subject: Thousand Sons v2.1
PostPosted: Tue Mar 13, 2007 7:12 pm 
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So my Warplord is now an Augur Class Chaostitan of Tzeentch? But good to hear that i don't have to rebuild it :D

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 Post subject: Thousand Sons v2.1
PostPosted: Wed Mar 14, 2007 5:11 pm 
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Where did the names for the Titan variants come from Neal?

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 Post subject: Thousand Sons v2.1
PostPosted: Wed Mar 14, 2007 6:14 pm 
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They meshed nicely with the Tzeentch divination aspects.

Or, if you mean how did I make the leap... I started out with "Warplord" and "Warphound" and wanted to do something for a Reaver titan.  I've never been overly fond of Devolver or the Warplord/Warphound designations.

So, I got on a Thesaurus website and started surfing a bunch of terms that were related to Tzeentch, titans, and the unit names.  Starting from "deception" for Tzeentch I got into "Deceiver" (which will probably replace "Devolver" in the next edit).  That hit "illusionist" as a synonym and from there into all the Magician/Seer/Oracle terms.  Since there were plenty of terms that were closely related, they made a good candidate for a group of names.  So there it was - flavorful and interrelated titan names.

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 Post subject: Thousand Sons v2.1
PostPosted: Wed Mar 14, 2007 6:16 pm 
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Cool, I'm happy with 'em.

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 Post subject: Thousand Sons v2.1
PostPosted: Fri Jun 15, 2007 10:26 pm 
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Sent a v2.2 to Andy, since 2.1 was never posted to the vault.  No major changes, mostly just cleanup.

==

Skimming the "most likely" rumors on Warseer, I don't think there will be a need to change the TSons basic stats.  It seems like they will most likely be 3+/4+Inv save, with AP3 bolters in the new codex.

Compared to 2+/5+Inv for Termies, they might deserve something a bit different from 4+RA, like 3+/Inv or 5+RA/Inv but overall I don't think it's worth messing with trying to change them from 4+RA.

Unless the rumors end up being off by quite a bit, I expect to leave them at 4+RA, CC5+, FF4+, no ranged fire.

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 Post subject: Thousand Sons v2.1
PostPosted: Fri Jun 15, 2007 11:03 pm 
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Well, you can put the Disc Riders back to Raptors of Tzeentch if you like.

I'm not sure I ever liked the Rubric Marine = Terminator thing that's happened in Epic, but without major upheaval in the BL list it seems far too much bother to change and is near enough.


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 Post subject: Thousand Sons v2.1
PostPosted: Fri Jul 13, 2007 11:13 pm 
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For anyone who missed it (and is interested) v2.2 was posted to the vault.

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