Yup. It adds +1 to everybody's invulnerable save, it allows HQ sorcerors and DP's to buy an extra psychic power, and, most notably for this discussion, it allows any psyker possessing the mark to use two psychic powers per turn - which is explicitly equivalent to having mastery level 2 in the new rules (except that your number of powers is based on how many you bought rather than how many you were eligible to buy).
...It won't make a non-psyker into a psyker, though, if that's what you meant.
Ok cool - so my tzeentch HQ can buy two powers, generate 2 charges, and swap out for 2 BRB powers. I like it - too bad it didn't do the same for aspiring sorcerers. :P
Nah, Khorne's Blood bunnies have the market on rabbit themes/chappy:40,000.
Iyanden Eldar W:7 D:2 L:4 Thousand sonsW:5 Draws 4 Loss:6
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What do you mean, "take out the Thousand Son bits"? Are you perhaps getting confused? There were two stories involving Brother-Captain Karlsen; the one with him reviewing all his old memories was the other one. Not sure when it appeared, but it must have been in a later publication. The story in the current rulebook first appeared in White Dwarf 156, as the epilogue to the Chaos at Kadavah battle report.
Last edited by AndrewGPaul; 12-07-2012 at 23:29.
Im pretty sure that has always been the thousand sons fluff since late 2nd Ed, the only really active marines were part of the cabal that were banished. They pretty much became the navigators of the traitor fleets of other legions
Like I said, The Long War first appeared in WD 156 - at least ten months before 2nd edition 40K appeared. The story you're thinking about (entitled Dark Communion) referred to the events of The Long War as one of the memories he would keep, so clearly came later. Perhaps that "later" was only twenty minutes for Bill King writing them, but there was definitely a big gap in publication dates.
I was sure Dark Communion appeared in White Dwarf before bing in the Wargear book, but now I'm not so sure.
All this talk makes me want to convert up a miniature of Brother Captain Karlsen now. I was going to have Ahriman lead my Thousand Sons squad, but now I'm not so sure.
How will you convert him? A bolter and a tentacle aren't the usual armament for a sorcerer.
The rules are irrelevant - they can, after all, be changed.Given that I'm considering adding some special weapons and a heavy weapon to the squad, I doubt they'll hit the table as actual Thousand Sons. Probably a Chaos Lord and a squad of Chaos Space Marines as allies to my Imperial Guard.
I think it's more one of those "Careful what you wish for" things. Ahriman sets about using the Rubric to cure his Legion fo the terrible fleshy curse they are afflicted with and does so, but not without certain.... Drawbacks. Meanwhile, in the Warp, Tzeench is giving it his best "Just as Planned" face.
This. It's one of the biggest failings of the current "Mark" system IMO, You can't make Tzeench Marines, you can make poor knock-offs of Rubric Marines. Yes, the Rubric reverberates through time so that anyone latterly coming to the Legion will go Dusty or power-up to Super Sorcerer levels, but there's so much scope for those who've embraced the warping power of eternal change. On the Same Token, all of the "Cult" Marine squads require extra gubbins to make them "Different" you might as well abandon the Mark System for them altogether, and simply present their altered stats.
Before the last codex hit us I was sincerely hoping that TS Sorcerers would gain access to a range of powers that let them buff their attendant Rubric brethren, like the effect of "The Sorcerer Commands" but with more options.
Looking at receiving a heavy round of High Power Shooting? Turn your Rubrics' save into an invulnerable.
Need to wheedle your enemies out of cover? Enchant the bolters of your Automatons with warp-spawned fire.
Need to drop a Tank pronto? Use your sorcery to combine the fire of the unit into a single devastating blast. And so on....
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