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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Been using this lately among friends. My primary concern was finding a Primaris Power that anyone would consider taking by default. Real fun with 7 psykers including a Mastery Level 4 Ahriman (http://www.dakkadakka.com/dakkaforum/posts/list/471959.page#4689349)

My #1 goal was to make a discipline that would be powerful, but not an auto-include. Basically, I want the 6th Ed rulebook disciplines to be viable still.

Opinions of Dakka?



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White Fire of Tzeentch (Primaris Power)
Blessing, Warp Charge 1
Target’s the psyker’s unit. All weapons in the psyker’s unit gain the Blind and Soul Blaze special rules.

Eye of Tzeentch
Blessing, Warp Charge 1
Targets the psyker's unit. The psyker and his unit may re-roll failed Armor, Invulnerable, and Cover saves.

Hunter in the Warp
Blessing, Warp Charge 1
Targets the psyker. Each time an enemy psyker expends Warp Charge, he suffers Perils of the Warp.

Storm of Change
Witchfire, Warp Charge 1
Range 18", Str 4+D6, AP D6, Assault 1 Blast, Blind

The Key
Blessing, Warp Charge 1
Targets the psyker. The psyker and his unit are immediately removed from the board and deploy using the Deep Strike rules.

Bolt of Tzeentch
Witchfire, Warp Charge 1
Range 24", Str 8, AP1, Assault 1 Beam, Melta

The Twisting Path
Malediction, Warp Charge 2
Targets a single non-vehicle enemy unit within 18". The unit must take a Leadership Test and if the test is failed, the psyker's army immediately gains one Victory Point. This Victory Point bonus can only be earned once per enemy unit per game.




This message was edited 14 times. Last update was at 2012/08/27 16:24:12


 
   
Made in us
Possessed Khorne Marine Covered in Spikes




Virginia

Eye of Tzeentch and the twisting path both seem a little OP IMO, but this does sound cool. Just wish daemons could have psychic powers like these aswell.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

You may be right, but I already use Fateweaver with Thousand Sons and I'd like to just use no demons at all. Eye of Tzeentch solves that problem and it's not a bubble power.

Twisting Path is OP indeed. The "magic" is that I can't hide which sorcerer has it, and he will likely be easy to execute! That is, if he doesn't Perils himself to death at first!

Thanks for your input. I will see how I can tone down Twisting Path.
   
Made in ca
Bane Lord Tartar Sauce




Maybe fix twisting path by changing it to be:

Cast on the psyker. If the psyker is still alive and on the board at the end of the game, you gain 1 victory point. After successfully casting this power, the psyker looses this power and replaces it with the Eye of Tzeentch psychic power.

Basically, it changes the power so that you gain an additional victory point if you are able to keep this model alive until the end of the game. In order to keep players from spamming this power if they get it, I made it so that after you cast it, you loose the power and gain the primaris power.
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Great idea, I like it. It means that the sorcerer has knowledge and if he escapes the battlefield, he will use the knowledge to further another plan.

I will keep it in mind, but changed it so that it's more like the old Twisting Path power. Sure, multiple sorcerers can use it.. but meh.
   
 
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