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New Rules For Ahriman, Tzeentch Psychics, Wargear & More!

By Rob Baer | November 27th, 2016 | Categories: 40k News & Articles, Tabletop Gaming News & Rumors

thousand sons

Checkout the rules for the Arch Sorcerer Ahriman, new Psychic powers, wargear and more in another teaser for the Curse of Magnus Supplement.

First off BoLS has the contents of the book:

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And our friends at Frontline Gaming got to read the new Wrath of Magnus book, and here’s what Reece had to say about it in his post:

Discipline of Tzeentch

  • These are the same as in the Chaos Space Marines book (Tzeentch’s Firestorm, Boon of Mutation, Doombolt and Breath of Chaos) with four additional new powers.
  • Siphon Magic: WC 1, Blessing that targets the Psyker. Anytime friendly psykers successfully manifest a power within 18″ of the caster, he gets an extra Warp Charge die he can use in that phase.
  • Baleful Devolution: WC 2, Focused Witchfire, 18″, Strength 6, AP 2, Assault D6, Transmogrify: to wound rules of a 6 cause Instant Death. If a model is slain in this manner, they become a Chaos Spawn under the Tzeentch player’s control.
  • Treason of Tzeentch: WC 3, Malediction that allows the caster to take over an enemy unit and have them shoot as if they were one of your units in the shooting phase, counting as having held still. The unit then must take a pinning check.
  • Gaze of Magnus: WC 5, Beam, 18″, Strength D, AP 1, Assault 1, Soul Blaze

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Armoury of the Thousand Sons

  • Warpflame Weapons: These are your standard flamer weapons but with one better AP (Heavy Warpflamer is AP3, for example) and Soul Blaze. Very powerful weapons! I love Flamers and these are exceptional versions of the
  • Inferno Weapons: the standard AP3 Bolter weapons Rubric Marines are known for. The new ones are the Inferno Combi-Bolter (AP3 Combi-Bolter) and the super, mega awesome Soulreaper Cannon! This beast is the Assault Cannon looking weapon and packs a wallop: 24″, Strength 5, AP 3, Heavy 4, Rending.
  • Hellfyre Missile Rack: 24″, Strength 8, AP 3, Heavy 2

Ahriman The Exile hor wal

Ahriman: at 230pts, he’s pricey, but he also packs a punch. He’s Fearless, has 3 wounds (great for a sorcerer) and is Mastery Level 4. All cool. He makes Rubric Marines Troops and knows dang near every school of psychic powers: Biomancy, Daemonology (Malefic), Divination, Ectomancy, Geomortis, Heretech, Pyromancy, Sinistrum, Telekensis, Telepathy and Tzeentch…wow! He bears his customary Black Staff which allows him to attempt to manifest the same Witchfire up to three times, is Strength +2, AP 4 and a Force weapon. The kicker is that he can take a Disc of Tzeentch for +1 attack and changing his unit type to Jetbike, which gives him considerable mobility.

Exalted Sorcerer: an even craftier Sorcerer than the normal Sorcerer! Jokes aside, this guy is pricey at 160pts base but is pretty studly. He has an extra wound, point of Initiative and BS over a normal Sorcerer. He starts out at Mastery 2, and can go up to 3 for 25pts. He comes stock with the Mark of Tzeetch and can use all of the same powers as Ahriman. He also gains access to Chaos Rewards and Artefacts as well as a Disc of Tzeentch. Once per game he can use his Lord of the Silver Tower ability similar to a Chapter Master. It is range: Unlimited, Strength 9, AP 2, Heavy 1, Blast, Lance. Oh, and did I forget to mention? He’s also Fearless…boom!

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Let’s start with the Sorcerers first. Looking at Ahriman while I am not just wowed right off the bat I do like the fact that he is Mastery Level 4, he can benefit non T-Sons armies by making the Rubric marines troops (perhaps a preview of armies to come), and he knows a ton of disciplines.

Now here’s what may be the key to him. Dropping those Witchfires with the Black Staff may not seem like a lot BUT when you take into the account the new FAQ that lets you skip rolling to hit for Witchfires with no profile, and now you can do it THREE times that is pretty huge.

Let’s not forget that new Strength D one that would pretty cool if it had “no profile”  to just auto-hit, however even if it does there are several non -profile entries under Heretic that can be counted on to just do hull points over time. The jetbike mechanic is cool too, but I would love the ability to get a familiar instead to be honest.

Speaking of spells, that Gaze of Magnus spell, WOW. A D Witchfire! Sure it’s expensive to cast but I mean I can see why.

magnus-thousand-sons

As for the rest of the discipline, looks that the Chaos marines have a full set and more now just like the Daemons. The new version of the “make your enemy shoot their friends spell” (Treason of Tzeentch) seems viable as well in a lot of circumstances, but I imaged most players will be focused on breaking the D spell from the get-go.

The new sorcerers being fearless is yet another cool mechanic that you do not see a lot of in the Chaos Dex. I also like the new mini orbital bombardment they get too. With that mobility and what will probably be a higher BS, watch out of dropping plates from this army as well.

 

That’s it for this one, we’ll break down more of the book from Frontline’s teaser post as soon as we can.

What do you think of the Masters of Sorcery now?

Thousand Sons wrath of magnus

Latest on the new Thousand Sons Model Releases & Rules

About the Author: Rob Baer

Virginia Restless, Miniature Painter & Cat Dad. I blame LEGOs. There was something about those little-colored blocks that started it all... Twitter @catdaddymbg