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Farseers and using generic Powers [Spirit Stones completely useless??]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

Hey all, reading the new rule book like so many others. I encountered a problem that I hope I'm misreading. So here we go:
-A Farseer is Psychic Mastery Level 1 (as per the FAQ)
->Therefore, he generates 1 Warp Charge per turn
-A Farseer can 'generate' new powers on a 1:1 basis from what he bought from the codex
->Therefore he can have up to 4 generic powers
-A Farseer can take Spirit stones which allow him to use 2 powers a turn
->However, he only has 1 Warp Charge

Essentially, I'm hoping I've missed something regarding using the generic powers, because, as I read it, the Farseer can have 4 powers and the rule allowance to use 2, but he can't because he only has 1 warp charge. Does this mean that the spirit stones are worthless? Or do they generate an additional warp charge?

Sorry if I'm missing something, I see where it says that occasionally a pyscher can have more charges than he can use, but I don't see the reverse! I notice that a SM Librarian only has 1 charge himself, but the "epistolary" upgrade allows him an extra one.

Thanks!

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
Made in gb
Fresh-Faced New User




If you look in the eldar FAQ it has a bit about Eldrad that states
"Q: What Pshycic Mastery Level is Eldrad Ulthran?
A: Mastery Lever 3 (this include the bonus from the Spirit Stones."

I think that this implies that the Spirit Stone increases the mastery level by one.
   
Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

I thought so too, but couldn't really find any other solid evidence backing me up. I think that must be intended though, because I mean, come on. Eldar Farseers being limited to 1 (randomly determined) power? I'd much much rather have a guaranteed Fortune and Doom...

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Older codexes don't specify Mastery. Instead, their Mastery Level is how many psychic powers they can use per turn. How many psychic power per turn can a Farseer with spirit stones use? That is his Mastery level.

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
Focused Dark Angels Land Raider Pilot




Mesa, AZ

Happyjew wrote:Older codexes don't specify Mastery. Instead, their Mastery Level is how many psychic powers they can use per turn. How many psychic power per turn can a Farseer with spirit stones use? That is his Mastery level.

Almost all the FAQs do, though. So, technically, the codexes do tell you, be it by Amendment, through the FAQs. Which tell us Farseers are Psyker (Mastery Level 1).

This message was edited 1 time. Last update was at 2012/07/01 21:20:25


“What can be asserted without proof can be dismissed without proof.”

"All their wars are merry, and all their songs are sad." 
   
Made in us
Longtime Dakkanaut




Indiana

Yes at default, however your psychic mastery is how many powers per turn you can use. So spirit stones allow a second power per turn so that makes you mastery two

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in gb
Lord of the Fleet






London

I agree with above, you are Mastery Lv1 by default, which is increased by Spirit Stones as implied by the FAQ.
   
Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

Thanks everyone There may be hope for the generic powers yet...

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
 
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