Codex - Thousand Sons: Difference between revisions
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*Q: '''Why aren't Magnus and Ahrman Lords of War?''' | *Q: '''Why aren't Magnus and Ahrman Lords of War?''' | ||
::A: See above about GW's stupidity. LoW slot is for | ::A: See above about GW's stupidity. LoW slot is for giant warmachines and gargantuan monsters. Faction leaders are just that: leaders, and thus belong to HQ. | ||
[[Category:Warhammer 40,000]] [[Category:Chaos]] [[Category:Warhammer Homebrew]] | [[Category:Warhammer 40,000]] [[Category:Chaos]] [[Category:Warhammer Homebrew]] |
Revision as of 06:46, 27 June 2015
This codex was made for my Russian fellow and big fan of the Thousand Sons. The main idea was to make a magic-heavy army and to somehow make ridiculously expensive Thousand Sons be relevant against horde armies. Pdf on the right contain a relevant version of the codex. The codex has recently being updated to 7e.
Now put on your robe and wizard hat.
FAQ
- Q: Why there is no codex on this page?
- A: I'm too lazy to mirror all edits here, and honestly see no reason for it. Read the PDF on the right.
- Q: So what are those changes?
- A: Mostly general anti-power creep stuff to keep up with a recent SM buffs, but also major changes were made to Athaeneans spells and Indirect Effect special rule.
- Q: What happened to Spireguard?
- A: They were redundant, and got replaced with a slightly tweaked
Astra MilitarumGlorious Imperial Guard.
- A: They were redundant, and got replaced with a slightly tweaked
- Q: Where are codex-specific FOCs, formations and objectives?
- A: Just because GW are ruining the game with stupid unnecessary gimmicks that take away players' creativity doesn't mean I have too.
- Q: Why aren't Magnus and Ahrman Lords of War?
- A: See above about GW's stupidity. LoW slot is for giant warmachines and gargantuan monsters. Faction leaders are just that: leaders, and thus belong to HQ.