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Pre-Heresy Codex: Thousand Sons Legion
Topic Started: 30 Jul 2011, 12:57 PM (1,739 Views)
Octavian Lars
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Looking for C+C, Codex and a critical font attached (15~ pages). Looking or an advanced power for corvidae, raptora and aetheanae. Still WIP and nowhere near done.

EDIT: Decided against requireing aetheanae and corvidae master powers, HQ section complete (7 Special Characters)
EDIT 2: Some Elite Choices complete, HQ finished.
Why has no one responded :RAGE(
EDIT 3: Elites Complete (dreads going in heavy support)
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Attachments: Heretica_Inquisitor.ttf (21.04 KB)
Edited by Octavian Lars, 4 Aug 2011, 08:23 PM.
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Octavian Lars
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Any playtest results would be highly valued. (use any SM Elites, troops, Fast attack and Heavy Support until I get the unit selections up)
P.S. use vanguard and sternguard vets as scarab occult and termies as sekhmet in the meantime.
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Octavian Lars
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Special update. I have finished the troops section; including a new unit: Psyber-Maniples, I plan to use Epic Eldar Warwalkers to represent them and they are dead cheap. Only problem is the 0-2 restriction and small base unit size.
Can someone please tell me why I have 50+ views and no responses :-/ .
Special update. I have finished the troops section; including a new unit: Psyber-Maniples, I plan to use Epic Eldar Warwalkers to represent them and they are dead cheap. Only problem is the 0-2 restriction and small base unit size.
Can someone please tell me why I have 50+ views and no responses :-/ .
Edited by Octavian Lars, 4 Aug 2011, 08:23 PM.
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☺Jasevx
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Might be because we are scratching our heads! ;)

Most the Mods are modellers not gamers, so might be worth asking one rule boys (Easy E etc)
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Octavian Lars
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Thank you so much. I thought I was being ignored. What do you think of it so far.
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Octavian Lars
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The codex is now as close to being finished as it will ever get without playtests. There is a lot of background to write so help would be appreciated in that respect.
The codex is now as close to being finished as it will ever get without playtests. There is a lot of background to write so help would be apreciated in that respect.
The codex is now as close to being finished as it will ever get without playtests. There is a lot of background to write so help would be appreciated in that respect.
The codex is now as close to being finished as it will ever get without playtests. There is a lot of background to write so help would be appreciated in that respect.
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Attachments: P_H_1K_sons_Codex.docx (1.46 MB)
Edited by Octavian Lars, 4 Aug 2011, 08:34 PM.
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Brambleten
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The Red Hood
will have more of a look through when i am a bit less tired tomorrow, but for now i did a bit of spell checking (probably missed a few bits though)
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Octavian Lars
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Thank you vey much for your effort, my computer does not have a spell check.
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Brambleten
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right, have had a bit of a read through and have some thoughts on various things. First, Its been a while since i read A Thousand Sons, second, i dont game as much as i would like to, and im not exactly great at it.

but anyway...

Psychic powers - I like the levels business, though i do think that somethings arent quite right.

Psy-obscure - at 10 points on one of your level 4 psykers, they can give a 2+ cover save to most of your army. for how long? just seems a bit over powered for the points IMO.

Revive - not massively clear on what it does, just that it gives FNP (duration) and restores wounds (to who?)

Blazing Weapons - does your note mean that already rending weapons are now ap2/power weapons?

other bits -

I like the Fallen Hero rule on Magnus, makes sense that if a primarch falls it would become an objective for the Thousand Sons to rescue him

Magnus' Master Psyker rule - i dont think any model should auto pass psychic tests, even Magnus. maybe just ignores perils of the warp and re-rolls fails? thats about as close to perfect as i think he could be, as the warp is never 100% reliable.

I also thought that assault cannons came into use after the heresy, which was why Chaos termies had reaper autocannons which were then developed into assault cannons. could be wrong though, not a massive heresy buff.

with 2 in 9 marines from various squads being allowed to exchange for special weapons or heavy weapons, i didnt think it sat right being able to take 2 lascannons in a basic squad as long as there was 9 men. maybe just limit the 2 weapons to being 1 special and 1 heavy/special per 9 men, still allowing the 2 specials but not turning the unit into a devastator squad.

i understand not putting any of the heavy support/fast attack vehicles in to not tread on GW's toes, but would it be alright to put in exactly what is available in each section (just list them with saying about using codex:SMs rather than putting attributes and points costs?)

one final thing, some of the boxes with wargear and other things are covering each other and pictures, so might want to be re-arranged.

hope that helps :)
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Octavian Lars
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Brambleten
5 Aug 2011, 08:12 PM
right, have had a bit of a read through and have some thoughts on various things. First, Its been a while since i read A Thousand Sons, second, i dont game as much as i would like to, and im not exactly great at it.

but anyway...

Psychic powers - I like the levels business, though i do think that somethings arent quite right.

Psy-obscure - at 10 points on one of your level 4 psykers, they can give a 2+ cover save to most of your army. for how long? just seems a bit over powered for the points IMO.

Revive - not massively clear on what it does, just that it gives FNP (duration) and restores wounds (to who?)

Blazing Weapons - does your note mean that already rending weapons are now ap2/power weapons?

other bits -

I like the Fallen Hero rule on Magnus, makes sense that if a primarch falls it would become an objective for the Thousand Sons to rescue him

Magnus' Master Psyker rule - i dont think any model should auto pass psychic tests, even Magnus. maybe just ignores perils of the warp and re-rolls fails? thats about as close to perfect as i think he could be, as the warp is never 100% reliable.

I also thought that assault cannons came into use after the heresy, which was why Chaos termies had reaper autocannons which were then developed into assault cannons. could be wrong though, not a massive heresy buff.

with 2 in 9 marines from various squads being allowed to exchange for special weapons or heavy weapons, i didnt think it sat right being able to take 2 lascannons in a basic squad as long as there was 9 men. maybe just limit the 2 weapons to being 1 special and 1 heavy/special per 9 men, still allowing the 2 specials but not turning the unit into a devastator squad.

i understand not putting any of the heavy support/fast attack vehicles in to not tread on GW's toes, but would it be alright to put in exactly what is available in each section (just list them with saying about using codex:SMs rather than putting attributes and points costs?)

one final thing, some of the boxes with wargear and other things are covering each other and pictures, so might want to be re-arranged.

hope that helps :)
Psy-obscure - at 10 points on one of your level 4 psykers, they can give a 2+ cover save to most of your army. for how long? just seems a bit over powered for the points IMO.
Lasts until start of next turn
The problem is that you are also paying for the low level powers all in the same package (i.e.,all levels of a psychic power cost the same to avoid complication)

Revive - not massively clear on what it does, just that it gives FNP (duration) and restores wounds (to who?)
Cleared up

Blazing Weapons - does your note mean that already rending weapons are now ap2/power weapons?
Yes (when using a level 4 psyker, combine with guard lasguns (see imperial army detachment) for lots of rapid fire 24" range AP1 autocannons)

I like the Fallen Hero rule on Magnus, makes sense that if a primarch falls it would become an objective for the Thousand Sons to rescue him
fixed, lifted from TF Age of the Emperor rules

Magnus' Master Psyker rule - i dont think any model should auto pass psychic tests, even Magnus. maybe just ignores perils of the warp and re-rolls fails? thats about as close to perfect as i think he could be, as the warp is never 100% reliable.
Changed (TF rules have similar abilities)

I also thought that assault cannons came into use after the heresy, which was why Chaos termies had reaper autocannons which were then developed into assault cannons. could be wrong though, not a massive heresy buff.
Quote:
 
'Prime Armaments' he ordered, and fifty weapons snapped up in unison, a mix of storm bolters, flamers and newly issued rotary cannons capable of unleashing thousands of rounds per minute. Their official designation was the assault cannon, but such a graceless name had none of the power of its former incarnation and numerological study had led the thousand sons to keep its previous title: the reaper cannon.[A thousand sons page 38/quote]

with 2 in 9 marines from various squads being allowed to exchange for special weapons or heavy weapons, i didnt think it sat right being able to take 2 lascannons in a basic squad as long as there was 9 men. maybe just limit the 2 weapons to being 1 special and 1 heavy/special per 9 men, still allowing the 2 specials but not turning the unit into a devastator squad.
I feel that suits the pre heresy way of war better with each team having the correct weapons to do the job so I don't plan to change that.

i understand not putting any of the heavy support/fast attack vehicles in to not tread on GW's toes, but would it be alright to put in exactly what is available in each section (just list them with saying about using codex:SMs rather than putting attributes and points costs?)
sorted

one final thing, some of the boxes with wargear and other things are covering each other and pictures, so might want to be re-arranged.
could you please say where because I can't find any. Are you not using my font, because that could have an affect.

Thanks for your help.
updates included in this edition
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Brambleten
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could you please say where because I can't find any. Are you not using my font, because that could have an affect.


Im using word 2010, and it says the font is Heretica Inquisitor, yet it looks suspiciously like Times New Roman. on page 21 of 39, for the Fellowship Captain, some of the options are covered by the box saying bodyguard and the other box saying unit type. also, page 33 at the bottom, the recon commando profile isnt very visible due to being on top of a picture.

thanks for clearing things up about the assault cannon, had forgotten that passage. as for the heavy weapons, i'm not completely up to date with the heresy series and the war, but it makes sense in a war to have all the weapons needed available.

just noticed that at the very bottom of the warlord titan profile, it says there is a minimum range for carapace mounted weapons, but there isnt a range stated.

hopefully someone with more gaming experience than me will give it a read through and some feeback as well :)
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Octavian Lars
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It works fine for me (the pic overlaps) as I am using office word 2007 and the document was was set up for it (I have 38 pages) On the warlord, there was probably a mistake when I created it on paint by mixing and matching parts of the warlord and warhound datasheets. Should get it sorted soon.

EDIT: canis vertex issue cleaned up. For all who want to know, heritica inquisitor is all the text I added personally to the datasheet
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Edited by Octavian Lars, 6 Aug 2011, 10:17 AM.
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Octavian Lars
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Not used the rules in a whle, but unit fiction/fluff is still apreciated.
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Liquid-Joshi
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I'll take a look if/when I have some time later.

Ah, I have a LOT of free time tomorrow, about four hours. I'm sure i can kill some with this.
Edited by Liquid-Joshi, 14 Sep 2011, 05:36 PM.
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Liquid-Joshi
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Sorry I didn't get back to you with this sooner, but I can't get it to work. I get a lot of files, but I can''t seem to find anything to open as a word file.

Sorry if this is threadcromancy.
Edited by Liquid-Joshi, 1 Nov 2011, 09:28 PM.
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Octavian Lars
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The most recent file looks alright.
Go ahead and threadomance, I don't really care.
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Liquid-Joshi
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Ah, lovely, just had a quick look at some bits and Magnus needs a bit of clarification. For example, can he shoot more than one psychic shooting power a turn because of Book of Magnus?

But generally it's looking good. I'll be able to say more tomorrow when I have a proper look.
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Octavian Lars
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yes, he is designed to be a powerful asset on the battlefield!
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