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![[Post New]](/s/i/i.gif) 2013/11/14 18:24:40
Subject: Chaos Daemons Kill Team fun idea
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Brainy Zoanthrope
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Troops: 2 squads of 11 pink horrors each.
Does this give me 22 lvl.2 psykers or do they all go back to being lvl.1 since they turn into individual units?
This is more of fun idea than anything else.
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![[Post New]](/s/i/i.gif) 2013/11/14 18:37:00
Subject: Re:Chaos Daemons Kill Team fun idea
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Automated Rubric Marine of Tzeentch
Rose-Hulman Institute of Technology
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Both squads are level 1 psykers with 2 warp charges, lest they be lowered down to 10 or less models, then they are each level 1 psykers with 1 warp charge. Each model isnt a psyker, rather the whole squad is one. If you could pay 9 points for a flickering fire of tzeentch that would be very strong, considering Thousand Sons sorcerers have to pay 60 points for a similar power.
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"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons |
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![[Post New]](/s/i/i.gif) 2013/11/14 23:38:40
Subject: Re:Chaos Daemons Kill Team fun idea
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Brainy Zoanthrope
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Sorry I meant 2 warp charges, not lvl.2. So would I be able to use 22 psychic powers each turn or just 2?
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![[Post New]](/s/i/i.gif) 2013/11/14 23:55:14
Subject: Re:Chaos Daemons Kill Team fun idea
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Brain-Dead Zombie of Nurgle
barrie, ontario, canada
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You would get 2 powers per turn, since the unit of horrors itself is a psyker, not each individual horror ( I believe the rule is called Brotherhood of Psykers/ Sorcerers, but i'm at work atm, so please don't quote me. ) But if you use the awesomeness of the change discipline, you can expend both warp charges into flickering fire to increase the shots.
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"Buboes, phlegm, blood and guts! Boils, bogeys, rot and pus! Blisters, fevers, weeping sores! From your wounds the fester pours." |
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![[Post New]](/s/i/i.gif) 2013/11/15 00:05:13
Subject: Re:Chaos Daemons Kill Team fun idea
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Brainy Zoanthrope
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Gotcha, I guess in my mind they stopped being 2 "units" and became 22 "units".
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![[Post New]](/s/i/i.gif) 2013/11/15 00:32:03
Subject: Chaos Daemons Kill Team fun idea
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Disguised Speculo
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Except... thats exactly what happens, and you end up tossing out 150+ shots per turn on average.
This list is nothing new, and is/should be homeruled out of any good KT tournament. Personally I'd refuse to play it.
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![[Post New]](/s/i/i.gif) 2013/11/15 01:54:35
Subject: Re:Chaos Daemons Kill Team fun idea
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Brainy Zoanthrope
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Yeah it was more of a can I do this idea than something serious.
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![[Post New]](/s/i/i.gif) 2013/11/15 02:25:30
Subject: Chaos Daemons Kill Team fun idea
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Can you? Yeah. Should you? No.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/01/29 21:20:25
Subject: Re:Chaos Daemons Kill Team fun idea
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Fresh-Faced New User
Los Angeles
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The Brotherhood of Psykers/Sorcerers special rule is what makes the unit as a whole act as a single Psyker, granting it psychic powers.
The latest Kill Team rules specifically state, under the Psychic Solitude mission rule:
"The Brotherhood of Psykers/Sorcerers special rule has no effect in games of Kill Team."
Seems pretty clear that fielding these units in Kill Team would be without any psychic powers.
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I <3 |
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