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Made in us
Brainy Zoanthrope






Do we know what kinda changes Psychic Powers are going to have? I know they're going to have those cards and categories of powers, but do you think we're going to lose all the Powers from the codexes like CSM's Lash or Tyranids Catalyst? My bad ifthis has already been discussed elsewhere, I didn't see it.


/

 
   
Made in gb
Steadfast Ultramarine Sergeant





Liverpool, England

From what I've heard, the psychic powers in the BOB are just going to be optional extras that everyone (almost) has access to in place some, or all, of their other powers listed in the respective codices.
   
Made in us
Brainy Zoanthrope






Cool I like that idea, I was worried armies would lose their unique powers.


/

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Here's the way I understand it from WD.

The rulebook contains 35 powers across 5 discipline/lores. A psyker in an army's psyker can take either powers listed in the codex and choose as per the codex, or randomly swap his powers for main powers. I reckon the powers can be complete whiffers, or some are just badass uber powerful. Hence the randomisation.

And for those that worry GK can all have uber powers, WD says only the GK libby can roll for his equal to his Mastery Level, and may not buy more powers, but retains hammerhand.


Automatically Appended Next Post:
It is also interesting to note named psykers can get these. Tiguirius can get 3, Mephiston 3. Unless they are worth it I can't see Tiggy giving up all the marine powers.

This message was edited 1 time. Last update was at 2012/06/24 18:45:24


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Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Any clues as to if there's any changes to Perils of the Warp?

I just had a blast, (litterly), this weekend at a tournament where I killed my own Librarian in 3 of 6 games by boxcar'ing his psychic tests! (one of the neophytes obviously thought it would be fun to shove a lit fuse up my Librarian's and watch the ensuing show!)

 
   
Made in us
Longtime Dakkanaut




St. George, UT

[quote=Deadshot

Automatically Appended Next Post:
It is also interesting to note named psykers can get these. Tiguirius can get 3, Mephiston 3. Unless they are worth it I can't see Tiggy giving up all the marine powers.


This makes Njal Stormcaller very interesting. Njal knows all 7 Space Wolf powers, but is limited to casting two per turn. Makes me wonder how many of the secondary powers he can know as well.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I think it says in WD. There was a detailed article on it. IIRC it was 2-3.

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Made in us
Screaming Shining Spear





Hagerstown, MD

Did it say how many Eldrad gets?

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Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Eldrad Generates 4 Extra. Normal Farseers Generate one extra for each Eldar Power they buy.

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9th Age Fantasy Rules

 
   
Made in us
Mekboy on Kustom Deth Kopta






i'm curious does anybody know if that means this

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620034a

is a necessity or is it liek a quick reference to stuff in the actual rulebook... kind of annoyting if i have to buy some cards that might not even apply to my armies or where i have to buy an additional box of cards to compete after spending $80 on a book

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Made in gb
Servoarm Flailing Magos





G00fySmiley wrote:i'm curious does anybody know if that means this

http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620034a

is a necessity or is it liek a quick reference to stuff in the actual rulebook... kind of annoyting if i have to buy some cards that might not even apply to my armies or where i have to buy an additional box of cards to compete after spending $80 on a book

You have to buy two sets, one for you and one for your opponent.
You also HAVE to buy the skull tape measure, otherwise you're cheating.

No but seriously, of course you don't have to buy them, they're in the rulebook.

This message was edited 1 time. Last update was at 2012/06/25 16:12:14


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Made in us
Smokin' Skorcha Driver




Dallas, TX

Sir Samuel Buca wrote:From what I've heard, the psychic powers in the BOB are just going to be optional extras that everyone (almost) has access to in place some, or all, of their other powers listed in the respective codices.


I think you meant, "Almost all Imperial, and some non-imperial's" have access to Psychic powers...
   
Made in us
Dakka Veteran



Upper East Side of the USA

Is there a list somewhere describing these psychic powers?


And are we sure they are selected at random?
   
Made in us
Beautiful and Deadly Keeper of Secrets





mrfantastical wrote:
Sir Samuel Buca wrote:From what I've heard, the psychic powers in the BOB are just going to be optional extras that everyone (almost) has access to in place some, or all, of their other powers listed in the respective codices.


I think you meant, "Almost all Imperial, and some non-imperial's" have access to Psychic powers...


One's that don't

Imperial:
Sisters of Battle (Faith!)
Black Templar (Uh..Anger? Vows? They kinda don't have anything here to replace usage)

Xeno's:
Dark Eldar (Pfft, combat drugs, power from pain, and lots and lots of dark lights, and can ally with eldar)
Orks (Will get their own special list in their eventual update)
Necrons (Pfft, royal courts laugh at the necessity of psykers)
Tau (Powers? Oh the railgun could be considered a power now, +2 on the damage chart, yes please)

Chaos:
Chaos Daemons (Really!? Alessio your curse remains!)

This message was edited 1 time. Last update was at 2012/06/25 19:45:49


 
   
Made in us
Regular Dakkanaut



SoCal

Another step on the road to WH40KB. Another epic fail. RANDOM psychic powers, like random spell generation in WHFB, are just stupid IMO. Going to battle without knowing what powers you have is like playing chess and not knowing if you're going to have one queen, three knights or nine pawns.

And don't tell me you can keep your original codex powers. Not good enough. What makes those powers non-random and others random? Besides, er, He-Who-Must-Not-Be-Named's lunatic rulesmithing.


"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

I've got my White Dwarf in front of me, and it seems to hint at what kind of powers the different categories have. So for example (if I'm guessing correctly)

Biomancy :
Makes you good at close combat.( Iron Arm = bonus strength?, Warp Speed = bonus attacks, or bonus initiative?) and close range shooting (Hemorage = ? and Life Leech = ? )

Divination
Spells that give you re-rolls. (The powers in here are probably much like the already existing Eldar powers Guide, Doom and Fortune.)

Pyromancy
Powerful melt your face off shooting attacks, especially at close range. (Sunburst and Molten Beam are apparently the good ones.)

EDIT: I wonder if "Molten Beam" will be like Jaws of the World Wolf. Then every one could have that cheese.

Telekenisis
Move things around the battlefield? (it says to "remember to swap Objuration Mechanicum for the primaris power if you're fighting Tyranids." Maybe that means you get to pick your powers and not roll them?)

Telepathy
Forces your opponents' units to do stuff they don't want to? ( Hallucination is one of the powers.)

There are some other powers (Invisibility, Endurance) but I can't tell which category they're in. All I know is that the Tyranids can have them.


This message was edited 1 time. Last update was at 2012/06/25 20:13:59


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Made in us
Dakka Veteran



Upper East Side of the USA

Is it pretty much confirmed that the core psychic powers will be chosen at random? Or no?
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'm going to have a lot of fun with this. As wonderful as the Eldar psychic power list is, there are things it just can't do.

Plus there's the problem of the current Dark Angels Codex has exactly two powers (plus one for Ezekiel), and both are lame.

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Made in us
Beautiful and Deadly Keeper of Secrets





AnomanderRake wrote:I'm going to have a lot of fun with this. As wonderful as the Eldar psychic power list is, there are things it just can't do.

Plus there's the problem of the current Dark Angels Codex has exactly two powers (plus one for Ezekiel), and both are lame.


It'd mean Eze can finally fire his mind worm on the move..But why bother, take a new power set really, even if it's random it's better than mind worm and the other. (I actually like the flamer, rolling a S10 and AP1 at the same time never gets old)
   
 
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