here goes for round 2. The Thousand Sons
Chaos marines: These are the ghost warriors that was the result of Ahrimans
attempt to cleanse his legion of corruption.
These rules are adopted from 40K3. Thousand sons may only be given advance
orders. They will never charge or initiate close combat but may defend
themselves normally. They always fire in the first fire segment of the
combat phase and may fire AGAIN in the advance segment.
They have movement 10 and +3 CAF like normal traitors. Their save is fixed
however to represent how tough they are to destroy with ranged weapons.
They are only armed with bolters however. Morale is 1.
Veterans: I would propably not include these at all. A suit of armor rarely
becomes a veteran.
Terminators: These follow the normal rules thousand sons above. They have 5+
fixed saves and their weapons hit on 5+ with no save modifier. They have 50
cm. range however.
Recruits, bikes, rhino, vindicator, whirlwind, predator, land raider, field
artillery: No changes. All units have morale 1 except recruits.
Thunderhawks: Not available. Or perhaps restricted to special card if it is
a support card now)
Sorcerer: Available as support card. Must follow tzeentch.
Thousand sons can include minions of tzeentch as well as generic ones.
They may buy a greater daemon of tzeentch as a special card.
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Received on Thu Aug 31 2000 - 10:42:17 UTC