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Made in ca
Implacable Black Templar Initiate




Ontario

Happyjew wrote:Asp Sorc are Mastery level 1 (per the FAQ). Mark of Tzeentch allows them to cast an additional psychic power making them mastery 2.


I'm still new to the csm codex so forgive me if this seems like a dumb question but where does it say that the mark of Tzeentch lets an aspiring sorcerer cast two spells? The closest thing to that I see is in the HQ sorcerer entry that lets him take a second power if he has mark of tzeentch.

"In space, nobody can hear you scream unless it's a battle cry for the Emperor!"
 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Page 88, under Psychic powers. Very first paragraph. This was pointed out to me a few days ago, which is why I remembered it.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Powerful Ushbati





Manhatten, KS

Voodoo_Chile wrote:
Tomb King wrote:The hardest part is:

Daemon princes 1 warp tokens
Typhus 1 warp tokens
ahriman 3 warp tokens

Psykers cant take powers they cant cast so the only psyker really worth it in the CSM dex is Ahriman.


You generate warp charges every turn, it was my understanding that you store warp charges if you don't use them.

So even if you get a Warp Charge 2 ability, if you save a charge for a turn you can cast it next turn.


I believe it explicitly states that you cant save them.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in gb
Decrepit Dakkanaut




Yep, any warp charges not used are lost. End of the psyker main rules section
   
Made in us
Cultist of Nurgle with Open Sores




Connecticut

Voodoo_Chile wrote:
Tomb King wrote:The hardest part is:

Daemon princes 1 warp tokens
Typhus 1 warp tokens
ahriman 3 warp tokens

Psykers cant take powers they cant cast so the only psyker really worth it in the CSM dex is Ahriman.


You generate warp charges every turn, it was my understanding that you store warp charges if you don't use them.

So even if you get a Warp Charge 2 ability, if you save a charge for a turn you can cast it next turn.


This is incorrect, it clearly states that if a Psyker has a Mastery level lower than the Warp Charge required for a Discipline, it must reroll for one that equals his PML.

As well, the final sentence in the "Generating Warp Charge" rule, on p66, states that "Any unused Warp Charge points are lost at the end of the turn." In otherwords .. Warp Charge is not cumulative on multiple turns ;x

Cheers 
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Each faq says the available diciplines a psyker may opt to generate in place of powers they already have. So, you would never have more powers than what you originally had. For instance, the Eldar faq reads "For each psychic power he has purchased from Codex: Eldar, generate a new power from either the Divination or Telepathy Discipline", while the Codex Space Marines faq reads that Libarians always get 2 powers (as their codex have them 2 always), and that the mastery level was 1 for a basic Librarian, 2 for Epistolary (which allows an extra power under old rules).

Thus, it directly transates from old rulespeak that "You may cast x powers a turn" into "You have x mastery level." This is different from the amount of Powers your model has, which varies according to codex faq.

Edit: keyword here is "May." I am curious if you simply get to choose during setup of a battle (ref page 424, "The Game Summary"), immediately after determining warlord traits, if each psyker will generate a random power from a discipline, vs standard codex powers, each time you play a game?

This message was edited 1 time. Last update was at 2012/07/08 07:35:29


Past armies 4500 pts, 4000 pts 2000 pts
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Made in us
Powerful Ushbati





Manhatten, KS

evildrspock wrote:Each faq says the available diciplines a psyker may opt to generate in place of powers they already have. So, you would never have more powers than what you originally had. For instance, the Eldar faq reads "For each psychic power he has purchased from Codex: Eldar, generate a new power from either the Divination or Telepathy Discipline", while the Codex Space Marines faq reads that Libarians always get 2 powers (as their codex have them 2 always), and that the mastery level was 1 for a basic Librarian, 2 for Epistolary (which allows an extra power under old rules).

Thus, it directly transates from old rulespeak that "You may cast x powers a turn" into "You have x mastery level." This is different from the amount of Powers your model has, which varies according to codex faq.

Edit: keyword here is "May." I am curious if you simply get to choose during setup of a battle (ref page 424, "The Game Summary"), immediately after determining warlord traits, if each psyker will generate a random power from a discipline, vs standard codex powers, each time you play a game?


Yes, you generate powers before each game. You dont get the same ones throughout the tournament. It isnt like fantasy where you have to select your lore/powers and stick with that one.

TK - 2012 40K GT Record 18-5
4th in 2nd bracket Feast of Blades 2012 (IG/SoB); 4th Overall Midwest Massacre (IG/SW); 5th Overall Indy Open (IG); Final 16 Adepticon Open (IG)

TK - 2013 40K GT Record 24-4
Best General Indy Open (Crons/CSM)
Top 5! Bugeater GT (TauDar)
Final 4 Nova Invitational (Eldau)
Best Overall Midwest Massacre (Crons/CSM)

TK- 2014 to Date: http://www.torrentoffire.com/rankings 
   
Made in au
Crazed Cultist of Khorne




For the sorcerers with MoT, pg 88 says they can attempt two psychic powers per player turn. and in the new BRB it says mastery level is the number of powers used per turn.
Just to make sure, that means they get mastery level 2 right?
   
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Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Correct Marty
   
Made in us
Regular Dakkanaut





I just read through this whole thing and Ive almost answered my questions:

DP with MOTz is mastery level 2
Aspiring sorceror with MoTz is mastery level 2

My questions is: do the DP and sorceror need to purchase a power for each replacement? so do I need to buy 2 in order to get 2?

My answer is this:
since ahriman is mastery 3, but has 5 powers, he can sacrifice all 5 of his given powers in the codex to utilize the psychic power generator[PPG] in the BRB. In which case he generates a psychic power for each mastery level until his mastery level is full. This is paraphrased from the 2nd paragraph of the 2nd column on p. 418.

Per the codex, a deamon prince must purchase 1 power to be a psyker, and with MoTz becomes mastery level 2(regardless of whether he purchases another power). Thus he may trade all his powers (1 chosen) in order to utilize the psychic power generator[PPG] in the BRB, which state that he must have a power for each mastery level (2 random).

Also, per the codex, an aspiring sorceror must buy 1 power, he is by definition a mastery level 2 psycher (as discussed previously), and therefore can opt to trade his codex given powers to utilize the PPG which states that he must have a power for each mastery level.

The rule that stands against this is in the eldar FAQ, which it should be noted, has nothing to do with the CSM FAQ. A farseer must purchase a power for each new power he wishes to generate.
My thought on this is that the CSM FAQ is a very bad patch job to bridge to a new codex, which will probably come after the next 3 imperial codexes.

Ignoring the eldar FAQ (which is warranted in this case), a Tz DP and an aspiring sorceror will get 2 new powers even if they only purchase doombolt. for the DP this works out to 30 points when you include the fact that the MoTz already costs 20 pts. And to be honest, for 70 pts, 2 powers is the least that can be done to make the aspiring sorceror worth his cost.

-Mark

I welcome it.
-Mark 
   
Made in au
Crazed Cultist of Khorne




Awesome
   
Made in us
Regular Dakkanaut





Darn:
I just reread the CSM Faq. now I'm just more confused,

it has the same wording as the eldar farseer, in which a psycker may replace a power with each one purchased. this may be how the ruling works for the daemon prince, and any psycker with a familiar, but the Aspiring sorceror is still in question.

He must purchase only 1 power, but also must take a power for each of his levels of mastery...

I cant figure out how to resolve this... I dont think GW addressed this.

-Mark

I welcome it.
-Mark 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

The FAQ rules on how many Psychic Powers are generated overrules the Main Rulebook rules on how many Powers are generated. At this time, you generate only as many powers as the FAQ tells you to, which is one for each power you have bought. Ahriman trades all 5 of his powers for 3 as per the FAQ, and Typhus trades his powers for 2.

Thus, an Aspiring Sorcerer will, despite being Mastery Level 2, only have 1 power.
   
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Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

ML2 is still.. amazing. Hallucination? Yes please. I'm fine paying 10pts if I roll that.
   
 
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