AnomanderRake wrote:It seems a bit much; I get a desire for additional reliability in power generation, but I'd be happier if the "Books" were "unit knows every power from one of the core book psychic disciplines", you were capped at one Book, and there was a formation cost (models +100pts, models +150pts, something like that). The Stones could also be toned down a bit, given the sheer amount of Warp Charge available it seems like these could be a tad overpowered at any price.
if you have 30 mastery levels and only know 6 spells i believe that's a bit stupid
Automatically Appended Next Post: 50pts+ models and upgrades
5-10 sorcerers upgrades can be added aura of dark glory(optional if taken terminator amour) and mark of tzeench must be brought, the sorcerers gain inferno bolts but their points are increased by 5
the unit knows all the spells from the discipline of tzeench
the unit cannot generate powers as described in the
40k rule book instead to be able to use different powers you must perches one or more of the books
special rules:
psychic mind- the unit is treated as a brother hood of sorcerers except instead of mastery level one for the hole squad they are mastery level 1 per model + any mastery levels brought per model (so the max would be mastery level 30) you may do a witch fire spell per model in the unit
may take up to 3 books
the book of biomancy 100pts- the entire unit knows all spells from the biomancy disciplines
the book of divination 100pts- the entire unit knows all spells from the divination disciplines
the book of pyromancy 100pts- the entire unit knows all spells from the pyromancy disciplines
the book of telekinesis 100pts- the entire unit knows all spells from the telekinesis disciplines
the book of telepathy 100pts- the entire unit knows all spells from the telepathy disciplines
may take one or more artifacts may not take more than one of the same you must activate them at the start of your turn
the stone of immunity 30pts- activation cost: 1 warp charge per model. you may use it any time you are about to make a saving through you may increase your invulnerable save by 1. it last until the end of the turn. you may use this multiple times
the stone of fortune 5pts/per model (one use only) activation cost:1 warp charge. the unit gains signal of corruption until the end of the turn. activate at any time even when you are about to make a save
the stone of warp protection 40pt- activation cost:3 warp charges. (once per player turn) the unit gains a familiar, the familiar can be killed instead of any other model that suffers a perils of the warp it may not take a wound from any other attack
the stone of darkness 30pts- activation cost: 3+ warp charges. (one use only) it is night fighting until the start of your next turn in a radius of 24" for every warp charge this applies for every model shooting in, out or through the radius
the stone of teleportation 50pts- activation cost: 1+ warp charge. the unit may teleport 12" away from their current location per warp charge used if you use more warp charges than the distance you want to teleport reduce the scatter result by 1 for each warp charge left over
the stone of magic protection 80pts- activation cost: 1 warp charge/ per model. casting spells are not effected by enemy special rules (e.g. shadows in the warp)
what you thing does any one the points add on seem too expensive/cheap
is this an improvement
Automatically Appended Next Post: ps the familiar only lasts until the end of turn and is not classed as a model for any purpose except for taking the damage from a perils it also has to be activated at the start of the turn before any spells are cast