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Made in de
Swift Swooping Hawk






Hi all,

the psychic powers section of the CSM codex states this: "A psyker may only attempt to use one psychic power per turn. The only exception to this is a model with the Mark of Tzeentch, which can attempt to use up to two powers per player turn (but not two powers that both count as firing a weapon, as models can only fire one weapon per Shooting phase)."

Now, monstrous creatures may fire more than one weapon per shooting phase. Can I equip my daemon prince with e.g. doombolt and bolt of change and use both? Or does the codex rule take precedence over the general monstrous creature rule?

Regards
Murenius

This message was edited 1 time. Last update was at 2011/09/07 11:05:57


My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in gb
Cowboy Wannabe



London

Nope, only one psychic shooting attack per turn.

Main Rulebook page 50 (psykers page) Under psychic shooting attacks header.

You can fire a normal weapon as well as a psa, but not 2 psa's.
   
Made in gb
Decrepit Dakkanaut




Jangustus - excpet the rules for MCs override this, so a MoT equipped Daemon Prince could indeed use 2 powers that are PSAs - the explanation in the parentheses does not apply to them, neither does the BRB as in the BRB you can only use one psychic power per turn.
   
Made in gb
Cowboy Wannabe



London

I stand corrected.

I didn't read all of the paragraph that I quoted above. The end has the point Nos refers to.



   
Made in de
Swift Swooping Hawk






I just noticed that this point is addressed in the official CSM FAQ: indeed the MC rules take precedence and you can use 2 PSA.

My armies:
Eldar
Necron
Chaos Space Marines
Grey Knights
Imperial Knights
Death Guard
 
   
Made in us
Regular Dakkanaut




Keep in mind they must have the same target.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Yea the demon prince is a monsterous creature, so two shooting attacks. And if it has the mark of tzneech, it can use two (different) shooting psychic powers.

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.

 Peregrine wrote:
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Made in us
Longtime Dakkanaut






Westchester, NY

Yeah that's what I thought, the mark of Tzeentch and MC creature rules allow him to fire both weapons. And he can deepstrike in and do it too, right? This is the way I've been using my Daemon prince.

 
   
Made in us
Storm Guard




Minnesota

Yes he could deepstrike and fire his two powers, assuming of course that you gave him wings (otherwise no deepstrike).

 
   
Made in gb
Spawn of Chaos





Although it's possible, I'm not sure I'd recommend it. Hardly seems like the optimum use for a DP.
   
Made in us
Longtime Dakkanaut






Westchester, NY

Well, I kind of like him that way. My Daemon prince is modelled as a huge Obliterator pretty much and he has a gun and a jetpack modelled onto him.

He could also deepstrike in, and fire one gun at a time? For instance using the bolt of change to crack open a transport, and then shoot at the unit inside with wind of chaos? I think I knew the answer but I forgot this one. I know he can shoot the trans and then assault the unit inside.

I don't know, I want to try using the Prince like this, because it seems like he is better protected from las/plas with the mark of tzeentch giving him a cover save, and he can fly around popping transports firing and then getting into combat. I know MON gives him immunity to small arms fire, I still might do that. I just like the shootiness.

Edit: Okay I got this. He can't shoot the troops inside but can assault them. In any case I think he is more useful as anti-mech. Although expensive, and will probably get shot. Still, a permanent 4+ save ensures that at least some of the time even if the enemy is shooting everything at this guy he will make his saves. It would mess up termies too. And that 4++ save is very usefull in CC with MC's, powerweapons, etc.










This message was edited 1 time. Last update was at 2011/09/10 19:46:54


 
   
Made in gb
Spawn of Chaos





Yeah I agree mark of tzeentch is viable, I plan on using it against my friends dred mob list. However you if you deepstrike your DP you cant assault that turn, so you'll arrive, pop a transport and then get shot down by small arms fire, the mark of tzeentch doesn't help when you get a load of bolter shots to the face, you will fail those 3+ saves.

Having bolt of change works for what you said, pop a transport and assault whats inside. Therefore the second shooting attack is pretty useless. Warptime for example, would be a much more beneficial power for that set up.
   
Made in us
Longtime Dakkanaut






Westchester, NY

Sioni The Chin wrote:Yeah I agree mark of tzeentch is viable, I plan on using it against my friends dred mob list. However you if you deepstrike your DP you cant assault that turn, so you'll arrive, pop a transport and then get shot down by small arms fire, the mark of tzeentch doesn't help when you get a load of bolter shots to the face, you will fail those 3+ saves.

Having bolt of change works for what you said, pop a transport and assault whats inside. Therefore the second shooting attack is pretty useless. Warptime for example, would be a much more beneficial power for that set up.


Yeah, I find that most of the time when your deepstriking in with daemon prince I want to go somewhere behind a rock and just set him up to pounce next turn. Unless there's something juicy I can shoot at.

I might try with warptime as well. The thing is, wind of chaos is such a great spell and it's useful all on it's own, there are multiple ways to use this prince, not just opening sardine cans. He could strike in an use wind of chaos on some unit in cover guarding an objective, for instance, and be a very scary backfield disruption unit, even if he just gets shot at the next turn it still takes some dedication to bring him down. Not to mention it really helps if I'm assaulting a pack of termies or some heavy infantry, it's like a poisoned power weapon which is perfect for that.



 
   
 
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