Switch Theme:

Which psychic power discipline should I choose from?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in jp
Warning From Magnus? Not Listening!





Melbourne, Australia

I'm new to 6e and was wondering which psychic discipline to chose from. I currently run a fire base Imperial Fist army and am totally lost... Please help me. Which discipline? And why?

My P&M blog

DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Well the Space Marine codex can use Pyromancy, Biomancy, Telepathy and Telekinesis.

You play a fire base force, imperial fists specifically.

You can either take Biomancy powers, to give your Librarian a bit more close combat effectiveness or squad buffs. Iron Arm and Warp Speed are both good, as it makes your Librarian that much more effective in close combat. Enfeeble is fun, making an enemy squad weaker for your shooting. And if you can get it, Endurance is Got-Dang awesome. Slap that on any tactical or devastator squad and it just gets interesting. (Feel no Pain, It Will Not Die, AND Relentless). Also Haemorrhage. Short range but REALLY fun power.

Telepathy has some fun stuff in it, I particularly like Invisibility and Terrify. Puppet Master is another I like a lot. "Oh.. you just shot your own wave serpent with a D-gun from the rear? I'm sorry.." And Psychic Shriek is always fun too, but again, like Haemorrhage, short range.

Telekenesis is one of the Disciplines I would tend to avoid more often than the above two if it weren't for one power. Objuration Mechanicum. Having a power than auto-hit's flyer vehicles out to 24" with the Haywire special rule. I made an I.G. player quite upset when my Librarian dropped a Penetrating hit with the Haywire roll and took out his Vendetta on the same turn it came in. Also, Gate of Infinity and Crush are fun too, if not random. I'd say, outside of the Objuration Mechanicum power, this is the weakest of the disciplines. Still, vs. a vehicle heavy opponent, might be worth taking a roll and hoping for Objuration.

Last but not least, Pyromancy. Again, I want to like this discipline more, but a lot of the powers seem kinda 'meh' to me. Fire Shield and Firey Form are probably my two favorite powers on the list. Both are pretty neat I think. Firey Form being my favorite.

Overall, here's what I would do. I'd try and learn all the powers from the above disciplines. Or at least, know some of the better/best powers in each of them and which discipline they belong to. Then, look at your opponent's force and figure out what the best discipline will be to deal with their army. Once you've done that. Hope for good rolls on the chart or charts (depending on if you choose two different disciplines).

Best of luck and remember, don't be afraid to use your Librarian as a utility character based on what powers he gets. It's random, so if you don't get what you want, at least try and put him somewhere in your force where his powers will be useful to the squad/unit he's near or attached to.

Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in jp
Warning From Magnus? Not Listening!





Melbourne, Australia

A heap to think about. Thanks man!

My P&M blog

DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Ally with Ultramarines to get Tigurius. Then take Divination.

This message was edited 1 time. Last update was at 2013/10/29 04:26:05


 
   
Made in fi
Boosting Space Marine Biker





 Red__Thirst wrote:
Well the Space Marine codex can use Pyromancy, Biomancy, Telepathy and Telekinesis.

You play a fire base force, imperial fists specifically.

You can either take Biomancy powers, to give your Librarian a bit more close combat effectiveness or squad buffs. Iron Arm and Warp Speed are both good, as it makes your Librarian that much more effective in close combat. Enfeeble is fun, making an enemy squad weaker for your shooting. And if you can get it, Endurance is Got-Dang awesome. Slap that on any tactical or devastator squad and it just gets interesting. (Feel no Pain, It Will Not Die, AND Relentless). Also Haemorrhage. Short range but REALLY fun power.

Telepathy has some fun stuff in it, I particularly like Invisibility and Terrify. Puppet Master is another I like a lot. "Oh.. you just shot your own wave serpent with a D-gun from the rear? I'm sorry.." And Psychic Shriek is always fun too, but again, like Haemorrhage, short range.

Telekenesis is one of the Disciplines I would tend to avoid more often than the above two if it weren't for one power. Objuration Mechanicum. Having a power than auto-hit's flyer vehicles out to 24" with the Haywire special rule. I made an I.G. player quite upset when my Librarian dropped a Penetrating hit with the Haywire roll and took out his Vendetta on the same turn it came in. Also, Gate of Infinity and Crush are fun too, if not random. I'd say, outside of the Objuration Mechanicum power, this is the weakest of the disciplines. Still, vs. a vehicle heavy opponent, might be worth taking a roll and hoping for Objuration.

Last but not least, Pyromancy. Again, I want to like this discipline more, but a lot of the powers seem kinda 'meh' to me. Fire Shield and Firey Form are probably my two favorite powers on the list. Both are pretty neat I think. Firey Form being my favorite.

Overall, here's what I would do. I'd try and learn all the powers from the above disciplines. Or at least, know some of the better/best powers in each of them and which discipline they belong to. Then, look at your opponent's force and figure out what the best discipline will be to deal with their army. Once you've done that. Hope for good rolls on the chart or charts (depending on if you choose two different disciplines).

Best of luck and remember, don't be afraid to use your Librarian as a utility character based on what powers he gets. It's random, so if you don't get what you want, at least try and put him somewhere in your force where his powers will be useful to the squad/unit he's near or attached to.

Take it easy.

-Red__Thirst-


Nailed it, mate!

I personally prefer going with Telepathy or Biomancy. Getting Invisibility can turn your games priceless - as your opponent's face too. Cast it while your Librarian and his squadmates are inside a Land Raider, and observe: your moving fortress of hate has 3+ cover save in an open ground (or was it 4+? Correct me, if I'm wrong - but hey, it's still quite priceless!)

Biomancy has around 50/50 chance to bring some tasty powers for your Librarian. As Red Thirst talked about it; getting Iron Arm and/or Endurance for a psyker makes him a tough kid to knock out.

Look into them. The final choice is yours, however. Try every disclipline powers in a few practice matches, and you'll get a good grip how to use them.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Think about why you are taking a librarian as a HQ, what job you need him to do, and what squad you plan on attaching him to.

Then looks at the lists, and decide if those powers would help you do that job.

For me, I field a PA librarian dropping with sternguard in a pod. He used to be gate/null when I could choose his powers. I like TK, as there is a chance I'll still be able to gate, and the other powers work OK in a close support role.

If I was fielding him with a jump pack or TDA leading some assault troops, I'd go biomancy. But I prefer a chaplain for that job.

If I wanted more firepower, I'd take more tanks. Pyromancy is mostly just burning things.

Telepathy just feels wrong to me, but it has some nice powers. YMMV.

   
Made in us
Agile Revenant Titan






Austin, Texas.

all depends on the role you want to give him.

i had fun with 2 cammadn squads and a libby in dro pod, libby taking sychick shriek from telepathy

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
 
Forum Index » 40K General Discussion
Go to: