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Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

It often goes overlooked that Mastery Level 3 has great potential. Invisibility on yourself + Gate of Infinity is a great tool, especially now that dangerous terrain allows armor saves.

Golden Age for Ahriman.

Er....

Until we get a new book soon. :p
   
Made in gb
Junior Officer with Laspistol




Manchester, UK

Fluff wise, pyromancy is supposed to be the weakest discipline, as most psykers view it as simple and look down upon it. I'm glad they have kept it that way: steady and reliable but not super amazing.

I'm also glad that biomancy kept the bio-lightning, although now they call it smite.

I have tried my primaris psyker with telepathy but I am not sure I like it. I may try biomancy and stick him with some ogryns. Or maybe telepathy, as objuration can deal with flyers a bit.

Really, I don't know if I want to take a psyker as standard yet. I'm still playing around.

The Tvashtan 422nd "Fire Leopards" - Updated 19/03/11

"Never attribute to malice that which is adequately explained by stupidity." - Hanlon's Razor 
   
Made in us
Brainy Zoanthrope




Wisconsin

Xca|iber wrote:
scimitar wrote:Divination is excellent with powerful shooty units. It can offer attack rerolls, ignore cover, and full ballistic skill for overwatch.

Psycannons, long fangs, sternguard, fire dragons and dark reapers can all benefit greatly from such buffs. Using allied Librarians or Farseers can also benefit blasterborn, guardsmen or most Tau units.


+1

For an army like Grey Knights, a Mastery 2 or 3 Librarian has a very good chance of getting at least 2 useful powers out of the Divination tree, since the Primaris power is always a choose-able option.


Grey Knights do not have access to any of the new powers nor can any allies cast powers on them because they are not Battle Brothers with anyone.

ChrisWWII wrote:I eventually realized that it was apparently one die I had been rolling that kept turning up 3s. My reaction was to take said die, and hurl it out the window of the 3rd floor of our student union. I then placed a Commissar model next to the rest of my dice pile. They immediately began performing much better.
 
   
Made in ca
Implacable Black Templar Initiate




Ontario

I have now tried 3 games with pyromancy on my daemon prince. It is a really nice list for him since fiery form and fire shield will both give him a 4+ save against just about anything. Conflaguration is a long range blast weapon which is nice for a shooty prince. Spontaneous combustion is fun because you explode someone.

All in all this is a very effective power list against 4+/5+ base saves since just about all the powers ignore cover and cause soul blaze (ignore cover, str4 ap5)

I didn't really like telekenisis for my army. The primary is so situational and there is alot of variety, meaning I could get exactly what I want or something completely useless.

Telepathy I find works much better. I was able to remove the fearless off of an enemy unit and managed to sweeping advance them with my prince. Also I got off the dominate one (rolling leadership before every action) which combined very well with my warlord trait that makes enemies within 12" use their lowest ld value instead of the highest.

"In space, nobody can hear you scream unless it's a battle cry for the Emperor!"
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

but GK libbies have access?
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Shovan wrote:
Xca|iber wrote:
scimitar wrote:Divination is excellent with powerful shooty units. It can offer attack rerolls, ignore cover, and full ballistic skill for overwatch.

Psycannons, long fangs, sternguard, fire dragons and dark reapers can all benefit greatly from such buffs. Using allied Librarians or Farseers can also benefit blasterborn, guardsmen or most Tau units.


+1

For an army like Grey Knights, a Mastery 2 or 3 Librarian has a very good chance of getting at least 2 useful powers out of the Divination tree, since the Primaris power is always a choose-able option.


Grey Knights do not have access to any of the new powers nor can any allies cast powers on them because they are not Battle Brothers with anyone.


What?

GKs can take Divination, Pyromancy, and Telikinesis. RTFM dude.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Regular Dakkanaut




I know this isn't a combination of the new psychic rules specifically but it uses allies...

1. Psyker battle squad lowers leadership of unit to 2.

2. Dark Angel Librarian uses mind worm on enemy uber character inside said unit.

3. ????

4. Profit
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Grey Templar wrote:
Shovan wrote:
Xca|iber wrote:
scimitar wrote:Divination is excellent with powerful shooty units. It can offer attack rerolls, ignore cover, and full ballistic skill for overwatch.

Psycannons, long fangs, sternguard, fire dragons and dark reapers can all benefit greatly from such buffs. Using allied Librarians or Farseers can also benefit blasterborn, guardsmen or most Tau units.


+1

For an army like Grey Knights, a Mastery 2 or 3 Librarian has a very good chance of getting at least 2 useful powers out of the Divination tree, since the Primaris power is always a choose-able option.


Grey Knights do not have access to any of the new powers nor can any allies cast powers on them because they are not Battle Brothers with anyone.


What?

GKs can take Divination, Pyromancy, and Telikinesis. RTFM dude.


Yep, GK have access, sorry but it's funny because GK can actually take alot of powers cheaply since you can have like say:

Cotez with 2
Librarian with 3

at double FOC at 2000

throw in another 2 librarians if you have the points or just go two cheapo inquisitors with psyker upgrade. Very cheap and spreads out the love.

Eldar I guess can take eldrad at 4 and throw in some farseers x3. For just redunculous powers. Also have ghost helm and runes of warding to totally mess other psykers up.

Apparently if I'm reading the CSM codex properly, and I'm probably not, their sorcerers can take 2 a piece? that's alot of powers too.

Personal favorite for spamming though probably goes to the space wolves cause rune priests just have so much going for them. The codex powers are already pretty sweet but they also get divination and biomancy to help either assault or shooty buffs. Also rune weapons still block psy powers. Not as good as runes of warding I'll give you that but still pretty strong consider what they are buffing most likely. 4 rune priests will give you insane board coverage and quite cheap to boot.

Overall though eldar probably wins with points/power spam and durability of their psykers and counter psykers but it was actually pretty amazing to me how much you can spam from the various armies.

I think GK is fairly balanced though since you can't really use that many buffs due to unit numbers and points costs for say eldar. It'd be nice to have some be able to go all pyro on people's faces.

This message was edited 2 times. Last update was at 2012/07/09 14:39:23


+ Thought of the day + Not even in death does duty end.


 
   
Made in nl
Longtime Dakkanaut





I think Tyranids will rule with all these psychic powers!

Swarmlord: 4 powers and mastery level 2, and can shoot with two weapons(witchfire). you want a unstoppable close combat monster? Pick 4 powers form the bio. You want to harass your enemy?...pick 4 powers from telepathy.

pick 3 powers for your tervigons from telepathy and puppet master everyone!

get 3 zoanthropes and pick whatever you need!

   
Made in us
Brainy Zoanthrope




Wisconsin

Grey Templar wrote:
Shovan wrote:
Xca|iber wrote:
scimitar wrote:Divination is excellent with powerful shooty units. It can offer attack rerolls, ignore cover, and full ballistic skill for overwatch.

Psycannons, long fangs, sternguard, fire dragons and dark reapers can all benefit greatly from such buffs. Using allied Librarians or Farseers can also benefit blasterborn, guardsmen or most Tau units.


+1

For an army like Grey Knights, a Mastery 2 or 3 Librarian has a very good chance of getting at least 2 useful powers out of the Divination tree, since the Primaris power is always a choose-able option.


Grey Knights do not have access to any of the new powers nor can any allies cast powers on them because they are not Battle Brothers with anyone.


What?

GKs can take Divination, Pyromancy, and Telikinesis. RTFM dude.


I stand corrected. Looked at the wrong army on the quick reference sheet that comes with the cards.


Automatically Appended Next Post:
shogun wrote:I think Tyranids will rule with all these psychic powers!

Swarmlord: 4 powers and mastery level 2, and can shoot with two weapons(witchfire). you want a unstoppable close combat monster? Pick 4 powers form the bio. You want to harass your enemy?...pick 4 powers from telepathy.

pick 3 powers for your tervigons from telepathy and puppet master everyone!

get 3 zoanthropes and pick whatever you need!



I love the idea of putting powers on the Swarmlord and Tervigon. Nids need all the help they can get right now. But I think I'll let the Zoans keep their powers. Str 10, AP1 Lance is a very nice thing to have in this edition.

This message was edited 1 time. Last update was at 2012/07/09 17:13:50


ChrisWWII wrote:I eventually realized that it was apparently one die I had been rolling that kept turning up 3s. My reaction was to take said die, and hurl it out the window of the 3rd floor of our student union. I then placed a Commissar model next to the rest of my dice pile. They immediately began performing much better.
 
   
Made in ca
Deadly Dire Avenger




I'm not sure if I'm the only one to have missed it before, but puppet master being a focused witchfire still needs to roll to hit, that will really effect its effectiveness on tyranids with BS3

 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Focused Witchfire is a subcatagory to "witchfire".

The effect takes place (aka "power is resolved", using rulebook wording), should you roll a 5 or less on the psychic check. If not, it "randomly" effects another duderino.

Yay GW. One example of the confliction is Blood Lance vs. Lash of Submission. Both are psychic shooting attacks, but only one has a faq saying it has to roll to hit (Lash).

Of course, it's not right to use a faq for something similar, but I'm just illustrating that it can be argued both ways and that GW needs to faq it. Discuss focused witchfire with your opponent. All of my enemies rule that I do not role to hit with Puppetmaster (never does much anyways)

Sorry, one more thing to add.. Nurgle's Rot doesn't roll to hit, either. So, it seems focused witchfire just happens.


This message was edited 2 times. Last update was at 2012/07/10 04:32:25


 
   
Made in ca
Deadly Dire Avenger




Previously all psychic powers were their own, so could each have their own ruling. Now that powers have been given categories it's cut and dry that as a witchfire power it does need to hit, and only if it is errata'd will that change.

 
   
Made in us
Beautiful and Deadly Keeper of Secrets





Iranna wrote:
Xca|iber wrote:
DMajiko wrote:
wererat wrote:With a warp charge of 2 with my aspiring sorcerers


I'm having a hard figuring out where you got that they have a warp charge of 2? Mark of Tzeentch just improves their invulnerable save. Their entry says that they are psykers and must pick ONE power from the list therefore making them Mastery level 1 with a warp charge of 1. Granted, just because the must pick one, doesn't mean they CAN'T pick another, but if an opponent pulled that on me I'd call shenanigans.

Thanks in advance for helping a newbie like me out!


It's a tad hard to find, but under the psychic powers section of the CSM codex (AFAIK), it states that models with Mark of Tzeentch can cast two powers per turn. Thus, a model with MoT is Mastery 2 if it's a psyker.


Bearing in mind that you would still only get 1 discipline power because you can only buy one to exchange for the Aspiring Sorcerer.

Iranna.


Two, you get an additional power with the Tzeentch mark.
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Not Aspiring Sorcerers, they can only buy one. So they are Mastery Level 2 with 1 power.
   
Made in au
Crazed Cultist of Khorne




Why can an aspiring sorcerer with mark of tzeentch only get one power?
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Because "For each power they have purchased" is how models in CSMs get their new rolls on the psychic tables in the Warhammer 40,000 rulebook.

If AS's can only purchase one, they can only roll once. The mark doesn't matter, because the way we get our powers is different than most (libbys just picking powers for free).
   
Made in br
Savage Khorne Berserker Biker






There's a bit of confusion here.

The Mark of Tzeentch grants the model an extra -casting- of a power each turn, not an extra power. It would be like a mastery level, all things told.

In the CSM book, extra powers come via the 'familiar' upgrade, which allows you to pick an extra power from the appropriate list.

So Aspiring Sorcerers are effectively Mastery 2, but they have only a single power; they can still cast it and activate their Force weapon, I suppose. Or get a warp charge 2 power and use it normally.

This message was edited 1 time. Last update was at 2012/07/10 21:21:21


In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Yes, you can only trade 1:1 for powers in the rulebook, no buying doombolt and familiar on a sorcerer and getting 3 new powers (sadly)

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

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Made in au
Crazed Cultist of Khorne




Then why does it say on page 93 that aspiring sorcs with MoT get to choose one additional power?

This message was edited 1 time. Last update was at 2012/07/11 03:02:08


 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

It doesn't?

I assume you mean Page 88, the Psychic Powers page. It says there, paraphrased, "A model with the Mark of Tzeentch may attempt to use up to two powers per turn."

Permission to use isn't permission to buy, and the Aspiring Sorcerer entry tells us he must choose one. Not "one or more", not "at least one", One.
   
Made in au
Crazed Cultist of Khorne




im not sure why i typed page 88. Bit of a silly moment there. But on page 93 under the chaos sorcerer options it states that models with mark of tzeentch may choose one additional power, along with the power that they have to take by way of being a sorcerer
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

OK, but that's talking about Sorcerers, not Aspiring Sorcerers. Aspiring Sorcerers can (and must) only buy one power.
   
Made in au
Crazed Cultist of Khorne




Oh fair enough. I see what's happening now. Yeah aspiring sorcs faq says they ar at mastery lol one and they can only take one power
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

Not quite.

The FAQ says Sorcerers (note, not Aspiring Sorcerers) are Mastery Level 1. Which is true. But if they buy the Mark of Tzeentch they become Mastery Level 2 as per the main rulebooks rules on determining Mastery Level (number of powers you can cast == Mastery Level). The codex also allows Sorcerers (specifically) with the Mark of Tzeentch to buy an additional power, so a Sorcerer with the Mark of Tzeentch is Mastery Level 2 with 1 or 2 (or 3 with a familiar) powers depending on how many he bought.

An Aspiring Sorcerer can cast two powers per turn, which by the rulebook makes him Mastery Level 2. But the FAQ only allows him to swap powers he has bought for table powers, and his unit entry only allows him to buy one power. So an Aspiring Sorcerer is Mastery Level 2 with one and only one power. The provisions the Sorcerer gets for buying an additional power don't apply as they are in the Sorcerer's unit entry rather than being a general rule.

This message was edited 2 times. Last update was at 2012/07/11 04:09:07


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Basically, the Aspiring Sorceror has his Force Weapon as his second power. Or he can cast one Warp Charge 2 power(if he rolls one)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Sinister Chaos Marine




Can somebody PM me the rules behind my Chaos Space Marine sorcerer and the non-codex powers??
Also, what about Soul Blaze and the other new special rules...
I'm strapped for cash at the moment and only bought the pack of psychic cards so I was hoping someone familiar with chaos marines could fill me in on what I need to know.

Tempest Cadre

Emerald Knights

"It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths they deny themselves the liberation that is only to be found by total surrender to the greater good" - Aun'Va

"It is as we join with others, in a way that only the Tau can, in shared engagement to the Greater Good, that we find ourselves able to fully realise our true potential. And that is the final source of our hopes and intentions" - Aun'el T'au Tam'ya




bold

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The rules are all in the rule book and FAQs. You don't need the psychic cards.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

I've been running two Librarians with both rolls on Biomancy in my Red Hunters DOA army (Blood Angel book). I found that I don't need the Priests anymore when I get Warp Speed and Endurance... the Primaris power is some extra AP2 shooting along with Life Leech so I can pick more AP2 shooting if facing Termie saves or I can focus on huge HTH buffs if facing a horde or MEQ. The rest of my army at 1500 has 8-10 melta guns and a stupid amount of close combat ability. Telepathy is really nice as well when you get 4 rolls but Biomancy really makes the BA book shine...

Mephiston with Endurance and Life Leech is as well.

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