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Made in us
Slippery Scout Biker




East Wenatchee, WA

i went down to my local shop today for my first game with the new ed. and first off i will say invisibility is glorious. A 9 man stern guard squad and tiger able to take on a hive tyrant and and mawloc without losing a single wound. just after i psychic shrieked his winged tyrant for four wounds, first blood, and warlord; makes me feel preeeetty good about SM in the new edition. Glorious. Makes a high point drop pod squad insanely more survivable then they have been.

We got into talking about how well some powers were working, especially with having more charges on your side, and got onto my rune priests and how they work in this edition. Once i got to thinking about it, their powers dont have a cost like the new ones do or say the eldar codex, besides it saying you take two powers and as a lvl one psyker cast one, unless you are master of the runes and get lvl two. has there been any explanation for it in this edition yet or should i assume as they are, they all cost one warp charge since a lvl one priest can cast one of them? Cause living lightning and jaws i could definitely see as being two charges. Im leaning toward the latter cause i think that may have been covered in the 6th ed faq but i dont think that works anymore. So i need some help
   
Made in dk
Servoarm Flailing Magos






Metalica

Yeah, they forgot to mention this. Needs a FAQ, hopefully they'll deign to give us one.

 
   
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Speedy Swiftclaw Biker




Fenris

Ive been wondering the same, hopefully this gets figured out fast

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Sergeant




Darlington

The only change I can see until the FAQ is out is that you would use the Space Wolves powers in the Psychic Phase now rather than at other times

Potentially Lethal - My Gaming Blog
 
   
Made in ar
Dakka Veteran




Not to mention the massive power negators that are the runeweapons. 50-50 chance to shut down a power with no dice required.
   
Made in us
Sergeant




Darlington

xxvaderxx wrote:
Not to mention the massive power negators that are the runeweapons. 50-50 chance to shut down a power with no dice required.


Seems fair to me

Potentially Lethal - My Gaming Blog
 
   
Made in dk
Servoarm Flailing Magos






Metalica

xxvaderxx wrote:
Not to mention the massive power negators that are the runeweapons. 50-50 chance to shut down a power with no dice required.

I am blissfully ignorant about the wolves, but I have a friend that plays them, so this interests me. Would you mind explaining why the runeweapons can do this?

 
   
Made in jp
Sinewy Scourge






USA

It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.

"drinking liqueur from endangered rain forest flowers cold-distilled over multicolored diamonds while playing croquet on robot elephants using asian swim suit models as living wickets... well, some hobbies are simply more appealing than others." -Sourclams

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Beijing, China

 AesSedai wrote:
It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.


2 feet.

The best way I can think of to shut down the Daemon Factory is a rune priest in a drop pod full of wound catchers.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Sergeant




Darlington

 Exergy wrote:
 AesSedai wrote:
It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.


2 feet.

The best way I can think of to shut down the Daemon Factory is a rune priest in a drop pod full of wound catchers.


Wound catchers? You malign one of the best infantry units in the game. Grey Hunters rock. Drop the Rune Priests in a pod of Grey Hunters and watch those little demons go bye-bye, especially in a pod with a Missile Launcher. Maybe even load up some of the priests with Santic powers?

Potentially Lethal - My Gaming Blog
 
   
Made in us
Regular Dakkanaut




Totally go for it. It's the rules as written.

If all the Daemon armies can run their summonings and if GKs are mostly screwed out of sanctic (only a few of their guys can roll for powers), then ancient codex Runepriests that break the backs of sorcerers are just as fair.

The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! 
   
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Beijing, China

 PotentiallyLethal wrote:
 Exergy wrote:
 AesSedai wrote:
It's the "runic weapon" rule. 4+ to dispel within a certain range, I believe.


2 feet.

The best way I can think of to shut down the Daemon Factory is a rune priest in a drop pod full of wound catchers.


Wound catchers? You malign one of the best infantry units in the game. Grey Hunters rock. Drop the Rune Priests in a pod of Grey Hunters and watch those little demons go bye-bye, especially in a pod with a Missile Launcher. Maybe even load up some of the priests with Santic powers?


and watch them perils to death? You want to keep the rune priest alive as long as possible, with the amount of dice the daemon factory has to dispell, I am not sure you want to try to manifest any powers.

Grey hunters do rock, and killing some of the horrors is nice, but first and formost you need to prevent the factor from summoning more. If you can drop and kill a bunch of horrors, but then are shot/assaulted and next turn the daemon player is back at adding another 500 points of daemons to his list you have failed. Far better to place yourself defenisvely, take some pot shots maybe, but keep the summoning to a minimum.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Nihilistic Necron Lord




The best State-Texas

Aaaaand it's gone!


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Darlington

Far better to place yourself defenisvely, take some pot shots maybe, but keep the summoning to a minimum.


Please explain defensive? Only ever played Space Wolves and Blood Angels and have no idea what that word means

Potentially Lethal - My Gaming Blog
 
   
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Regular Dakkanaut




 Sasori wrote:
Aaaaand it's gone!



This is what happens when you invest in a dwarf bank.

The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! 
   
Made in us
Enginseer with a Wrench






The SW psychic powers no longer exist...... they have been FAQ'd into oblivion...
   
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Beijing, China

 Sasori wrote:
Aaaaand it's gone!



well the only thing stopping the Daemon factory is gone!


The king is dead, all hail the new king

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Speedy Swiftclaw Biker




Fenris

http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay

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Beijing, China

 PotentiallyLethal wrote:
Far better to place yourself defenisvely, take some pot shots maybe, but keep the summoning to a minimum.


Please explain defensive? Only ever played Space Wolves and Blood Angels and have no idea what that word means


doesnt matter, was only trying to stop the endless spawning of daemons that will now stomp all before it. Now that rune priests runic weapons no longer just deny on 4+ without dispell dice, there is no point in trying to keep them alive to stop daemonic summons.


Now it's just drop pod or DoA in and try and kill as many pink horrors as you can first second turn before they summon 300 more and you get swarmed. Rune Priest is now probably best on the sideline to get his +1 dispel attempt or not taken at all.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Speedy Swiftclaw Biker




Fenris

 Njal Stormpuppy wrote:
http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay


Did we just fuckin lose our own Psychic powers?
I dont have my dex on hand, someone has to look at this and let me know if we've lost our powers

This message was edited 1 time. Last update was at 2014/05/27 17:25:08


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Beijing, China

 Njal Stormpuppy wrote:
 Njal Stormpuppy wrote:
http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay


Did we just fuckin lose our own Psychic powers?


and so much more

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

 Njal Stormpuppy wrote:
 Njal Stormpuppy wrote:
http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay


Did we just fuckin lose our own Psychic powers?


Yes, you did. The Wolves and Blood Angels lost their unique psychic powers. Blood Angels lost their Fast transports, Fast Vindicators, Fast Whirlwinds, and Fast Predators, and Rune Priests are now strictly inferior to Wolf Tail Talismans.

Honk if you like 60 Grey Hunters in Drop pods, led by a Bear Lord and a bunch of combi-toting Wolf Guard.
   
Made in ar
Dakka Veteran




Yup scratch that, runepriests got faqed into oblivion.

The only thing still worth anyting in the codex are the gray hunters.

This message was edited 1 time. Last update was at 2014/05/27 17:35:44


 
   
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Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

 Njal Stormpuppy wrote:
 Njal Stormpuppy wrote:
http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay


Did we just fuckin lose our own Psychic powers?
I dont have my dex on hand, someone has to look at this and let me know if we've lost our powers


Ha ha ha. You think that's bad? Look at BA . They lost their spells and all but the baal predator lost fast.

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Dakka Veteran




 StarTrotter wrote:
 Njal Stormpuppy wrote:
 Njal Stormpuppy wrote:
http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Space_Wolves_v1.0_May14.pdfn
here is the FAQ, posted just doay


Did we just fuckin lose our own Psychic powers?
I dont have my dex on hand, someone has to look at this and let me know if we've lost our powers


Ha ha ha. You think that's bad? Look at BA . They lost their spells and all but the baal predator lost fast.


To be honest runepriest and gray hunter were the only 2 things worth anything in the entire codex, hunters are the only thing left.
   
Made in us
Regular Dakkanaut




Just to recap what happened here:

Daemons got buffed, everyone else got nerfed horribly, and Daemon Factory was something people thought might be a problem.

The 7th Edition FAQ is out!
Pink Horrors can summon.
Daemon Factory is legal! 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

Kyutaru wrote:
Just to recap what happened here:

Daemons got buffed, everyone else got nerfed horribly, and Daemon Factory was something people thought might be a problem.


? How so? Overall it seems GK, Eldar, Necrons, SM, and IG all either stayed the same or got a slight buff, Tau seem to have only slightly gotten nerfed (no more buffmanders), and Chaos Daemons got about 50% nerfed but possibly 50% buffed with maybe an overall nerf or not. CSM and the others overall seem to have gotten a nerf with exceptions like dakka tyrants getting better but at the expense of many other things being worth it.

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
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Dakka Veteran




 StarTrotter wrote:
Kyutaru wrote:
Just to recap what happened here:

Daemons got buffed, everyone else got nerfed horribly, and Daemon Factory was something people thought might be a problem.


? How so? Overall it seems GK, Eldar, Necrons, SM, and IG all either stayed the same or got a slight buff, Tau seem to have only slightly gotten nerfed (no more buffmanders), and Chaos Daemons got about 50% nerfed but possibly 50% buffed with maybe an overall nerf or not. CSM and the others overall seem to have gotten a nerf with exceptions like dakka tyrants getting better but at the expense of many other things being worth it.


I want some of what you are smoking.
   
Made in us
Longtime Dakkanaut






Even with the loss of book powers, it looks like Njal at least got a slight buff. His lightning attack isn't psychic (so no DtW) and lets you target a specific model without having to worry about Precision Shots. Granted, it's AP -, but it's something.

Along with his Staff giving +2 to DtW, I guess. I mean, regular ML2 Rune Priests are only +1 less than he is...
   
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Dakka Veteran




 streamdragon wrote:
Even with the loss of book powers, it looks like Njal at least got a slight buff. His lightning attack isn't psychic (so no DtW) and lets you target a specific model without having to worry about Precision Shots. Granted, it's AP -, but it's something.

Along with his Staff giving +2 to DtW, I guess. I mean, regular ML2 Rune Priests are only +1 less than he is...


You do know he is 250 points right?. Tigurius is lvl 3 gets to reroll all his casting attempts and is 165 points. Ezequiel is lvl 3 gets an extra power and is 150ish.
   
 
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