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Made in us
Ancient Chaos Terminator





Deep in the Woods

If I have a Chaos Sorceror with a familiar, can he shoot doombolt and still use the force weapon instakill ability in the same round? I cant seem to find the rule for this.(could be Im just stupid.... 8) )
thanks

"I have traveled through the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in gb
Decrepit Dakkanaut




If the familiar lets you use a second power, then yes that is exactly what you can do.
   
Made in us
Stalwart Ultramarine Tactical Marine




It doesn't say how many power he can use during a turn.

I guess everyone just assumes they can only use one power per turn
   
Made in us
Ancient Chaos Terminator





Deep in the Woods

Thanks Nosfer.



"I have traveled through the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in us
Stalwart Ultramarine Tactical Marine




I'm not seeing where a Choas Sorcerer can have a familiar....

as far as I can tell, the only thing that allows a Choas Sorcerer to have more than one power is the mark of Tzeentch
   
Made in au
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Making Stuff






Under the couch

Tsannik wrote:It doesn't say how many power he can use during a turn.

I guess everyone just assumes they can only use one power per turn


The rules for Psykers in the rulebook say that he can only use one power per turn, as does the first line on page 88 of the codex..


Tsannik wrote:I'm not seeing where a Choas Sorcerer can have a familiar....


Second last bullet point.


For the actual question, the Familiar lets him have an extra power, but he can only use more than one power in the same turn if he has the Mark of Tzeentch.

 
   
Made in us
Tail-spinning Tomb Blade Pilot





Page 93 of the chaos space marine codex. Chaos Sorcerers must take one psyker power and if you purchase a familiar for 5 points you can take another psyker power.

However only 1 psychic attack may be made per turn.

If the chaos sorcerer is equiped with mark of tzeentch, he may take 2 psyker powers without a familiar and may cast two psychic powers per turn. If they are shooting attacks they may not be used twice in the same turn. However Gift of chaos and warptime may be used twice in one turn.

This message was edited 1 time. Last update was at 2010/02/17 22:17:17


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Made in us
Ancient Chaos Terminator





Deep in the Woods

Wait so If i have an un-marked Sorc with a familiar he still cant shoot doom bolt and assalt using the forceweapons instakill ability. I would have to give him the mark of Tzeench to do this, am I correct?

"I have traveled through the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in au
[MOD]
Making Stuff






Under the couch

Correct.

 
   
Made in gb
Decrepit Dakkanaut




Nicorex wrote:Wait so If i have an un-marked Sorc with a familiar he still cant shoot doom bolt and assalt using the forceweapons instakill ability. I would have to give him the mark of Tzeench to do this, am I correct?


Yes, you are correct.

The key difference is in "take 1 extra power", which is what the Familiar lets you do, and "use 1 extra power", which is what MoT lets you do. "Take 1 extra power" allows you to select (and pay for....) 2 powers from the codex instead of the normal one
   
Made in ca
Decrepit Dakkanaut





Yup. The Familiar gives you another option, the Mark of Tzeentch lets you combine options.
   
Made in us
Ancient Chaos Terminator





Deep in the Woods

Ahh Okay .. thanks a ton guys. Trying to build my new army. Once I get the list worked out I can begin the conversion work .

"I have traveled through the Realm of Death and brought back novelty pencils"
 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

Oh, somewhere in this favored land the sun is shining bright;
the band is playing somewhere and somewhere hearts are light,and somewhere men are laughing, and somewhere children shout but there is no joy in Mudville — mighty Casey has struck out. 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

I could swear I just saw a reference to Force Weapons in 5th edition now including the ability to use them in addition to another psychic power. Need to check my book when I get home!

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Under the couch

You're possibly thinking of the bit that says they "...confer to the wielder one additional psychic power."

 
   
Made in us
Stalwart Ultramarine Tactical Marine




I must have an old codex, cause mine says on page 93...
"a sorcerer is a psyker and must have one of the following psychic powers.... "


no mention of a familiar.... :/

   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

Does your codex continue on to show his other options? It's toward the end of the list, beneath melta bombs and personal icon.

Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.

Maelstrom's Edge! 
   
Made in au
[MOD]
Making Stuff






Under the couch

Tsannik wrote:I must have an old codex, cause mine says on page 93...
"a sorcerer is a psyker and must have one of the following psychic powers.... "


no mention of a familiar.... :/


insaniak wrote:Second last bullet point.



 
   
Made in us
Tail-spinning Tomb Blade Pilot





Tsannik wrote:I must have an old codex, cause mine says on page 93...
"a sorcerer is a psyker and must have one of the following psychic powers.... "


no mention of a familiar.... :/



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