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Made in gb
Regular Dakkanaut




As I read the Chaos codex, it states that warptime can be used in "the start of any player's turn", and it's not a shooting like spell.

So is there a rule to stop a Thousand Sons Aspiring Sorcerer, with his two spells, to cast it on both his and the opposing player's turn?

I am assuming there is a rule against this, otherwise TS troops would be more popular.

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Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Does the codex state that the psychic power can be used at the start of any players turn? Then... you answered your question.

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Made in us
Dakka Veteran





Also, using a power in your turn, and again in your opponent's, does not mean that you've used "two powers per turn" as the Mark of Tzeentch allows. You're allowed two per player turn with the MoT.

The reason TS troops aren't popular (in a competitive sense) is because:

A) No melta access, and only a single psychic power as potential anti-tank (and as someone who used to use Bolt exclusively, I can tell you that it is NOT anti-tank).
B) Paying a premium for a 4++ and AP 3 bolters, but the cover rules make both of these less powerful (as your basic CSM can have a 4+ cover, and enemy SMs will just be downgraded from 3+ to 4+).
C) You must buy an Aspiring Sorcerer who, before choosing your power, costs almost as much as 3 of these overcosted models.

Don't get me wrong, I use TS all the time, because I love the models, love the fluff, love Tzeentch, love the color scheme, and love psychic powers. But there is a good reason they aren't used often.
   
Made in gb
Decrepit Dakkanaut




Yes, warp time can be used in both player turns.
   
Made in us
Dakka Veteran





Maryland

Just for the sake of clarity warptime only affects the caster, not the unit he's in. I get the impression you may be misunderstanding that, apologies if I'm incorrect.

This message was edited 1 time. Last update was at 2011/03/31 15:03:30


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