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Bounding Assault Marine



Leominster

Dumb question, but do GK squads role for powers or do they just get what they have listed in the discription? Since all dquads count as ML 1 I would assume they get one role.

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They have what they have listed in their entry unless they're librarians.

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 WrentheFaceless wrote:
They have what they have listed in their entry unless they're librarians.

Or Brotherhood-Captains. Or Grandmasters.

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Fresh-Faced New User




As the others posted, unless you are either a libby, GM or Captain, you do not get to roll for your powers.

All GK units besides those three have specific powers listed. Typical strike squad has both banishment and hammerhand. Most forces that are not vehicle/dreadknight have banishment and hammerhand. Dreadnaught and dreadknight have sanctuary instead. Some specific HQ characters like drago or whomever have specific powers as well.

And purifiers get cleansing flame in addition to hammerhand.

Lastly, everyone that has a nemesis force weapon (ie: virtually everyone) also has Force as a power.
   
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Regular Dakkanaut




To piggy back a related question to this ( I have a new GK army myself) I'm guessing squads are a lvl 1 so You have to pick to use force or hammerhand ?
   
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Homicidal Veteran Blood Angel Assault Marine






I'd break out your rulebook and check the psychic phase section Grimlineman. Since I don't have mine in front of me I cannot. Basically, if it says you can only use one power per mastery level, then yes, they'd have to pick one or the other since they are both powers. If not then they wouldn't need to pick, but you'd run out of charges well before all of your units could cast both.

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The Conquerer






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Grimlineman wrote:
To piggy back a related question to this ( I have a new GK army myself) I'm guessing squads are a lvl 1 so You have to pick to use force or hammerhand ?


Mastery level only determines how many Warp Charges you generate, and if you roll for powers how many you generate.

It has zero bearing on how many powers you can cast. All psykers draw from the same pool. I can have a squad of Terminators use 2 charges to cast Hammer Hand then use 2 more to cast Force.

The old way of casting powers was you could cast a number of powers equal to your Mastery level. This is no longer the case. Now its just based on how many Warp charges you have to spend.

A lvl3 librarian with the Liber Daemonica knows a total of 5 powers. 6 if he draws all his powers from Sanctic(4 rolling on the chart, Force, and Primaris from psychic focus). He can cast all of them if you have enough warp charges.

This message was edited 1 time. Last update was at 2015/10/20 03:54:14


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Thanks for clearing that up for me
   
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 Grey Templar wrote:
Grimlineman wrote:
To piggy back a related question to this ( I have a new GK army myself) I'm guessing squads are a lvl 1 so You have to pick to use force or hammerhand ?


Mastery level only determines how many Warp Charges you generate, and if you roll for powers how many you generate.

It has zero bearing on how many powers you can cast. All psykers draw from the same pool. I can have a squad of Terminators use 2 charges to cast Hammer Hand then use 2 more to cast Force.

The old way of casting powers was you could cast a number of powers equal to your Mastery level. This is no longer the case. Now its just based on how many Warp charges you have to spend.

A lvl3 librarian with the Liber Daemonica knows a total of 5 powers. 6 if he draws all his powers from Sanctic(4 rolling on the chart, Force, and Primaris from psychic focus). He can cast all of them if you have enough warp charges.


Note that, due to the slightly ambiguous wording in the rulebook, many players don't interpret the rules this way. The rules say "the number of powers you can manifest is dependent upon your mastery level". In the absence of any way to determine how to resolve 'dependent upon', a lot of players (and tournament FAQ's) interpret this "dependent upon" as "equal to" and restrict you. Not saying that this is the correct or incorrect way to play, but just watch out for that.
   
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Grey knights get scary in the psychic phase unless your playing with daemons with loads of deny dice but then they are scary in all the other phases so its lose lose haha

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Or against a double seer council list that laughs and you and gains 32+d6 WC per phase with 4 re rolls.
   
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Trasvi wrote:
 Grey Templar wrote:
Grimlineman wrote:
To piggy back a related question to this ( I have a new GK army myself) I'm guessing squads are a lvl 1 so You have to pick to use force or hammerhand ?


Mastery level only determines how many Warp Charges you generate, and if you roll for powers how many you generate.

It has zero bearing on how many powers you can cast. All psykers draw from the same pool. I can have a squad of Terminators use 2 charges to cast Hammer Hand then use 2 more to cast Force.

The old way of casting powers was you could cast a number of powers equal to your Mastery level. This is no longer the case. Now its just based on how many Warp charges you have to spend.

A lvl3 librarian with the Liber Daemonica knows a total of 5 powers. 6 if he draws all his powers from Sanctic(4 rolling on the chart, Force, and Primaris from psychic focus). He can cast all of them if you have enough warp charges.


Note that, due to the slightly ambiguous wording in the rulebook, many players don't interpret the rules this way. The rules say "the number of powers you can manifest is dependent upon your mastery level". In the absence of any way to determine how to resolve 'dependent upon', a lot of players (and tournament FAQ's) interpret this "dependent upon" as "equal to" and restrict you. Not saying that this is the correct or incorrect way to play, but just watch out for that.


It is dependent, but dependent is not = to.

Those players are 100% wrong.

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Decrepit Dakkanaut




Trasvi wrote:
 Grey Templar wrote:
Grimlineman wrote:
To piggy back a related question to this ( I have a new GK army myself) I'm guessing squads are a lvl 1 so You have to pick to use force or hammerhand ?


Mastery level only determines how many Warp Charges you generate, and if you roll for powers how many you generate.

It has zero bearing on how many powers you can cast. All psykers draw from the same pool. I can have a squad of Terminators use 2 charges to cast Hammer Hand then use 2 more to cast Force.

The old way of casting powers was you could cast a number of powers equal to your Mastery level. This is no longer the case. Now its just based on how many Warp charges you have to spend.

A lvl3 librarian with the Liber Daemonica knows a total of 5 powers. 6 if he draws all his powers from Sanctic(4 rolling on the chart, Force, and Primaris from psychic focus). He can cast all of them if you have enough warp charges.


Note that, due to the slightly ambiguous wording in the rulebook, many players don't interpret the rules this way. The rules say "the number of powers you can manifest is dependent upon your mastery level". In the absence of any way to determine how to resolve 'dependent upon', a lot of players (and tournament FAQ's) interpret this "dependent upon" as "equal to" and restrict you. Not saying that this is the correct or incorrect way to play, but just watch out for that.


It is impossible to interpret "depend on" to ONLY be "equal to", as it has multiple meanings. Thus, restricting to just "equal to" is plain, totally, wrong.
   
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 Grey Templar wrote:
Mastery level only determines how many Warp Charges you generate, and if you roll for powers how many you generate.

It has zero bearing on how many powers you can cast. All psykers draw from the same pool. I can have a squad of Terminators use 2 charges to cast Hammer Hand then use 2 more to cast Force.

The old way of casting powers was you could cast a number of powers equal to your Mastery level. This is no longer the case. Now its just based on how many Warp charges you have to spend.

A lvl3 librarian with the Liber Daemonica knows a total of 5 powers. 6 if he draws all his powers from Sanctic(4 rolling on the chart, Force, and Primaris from psychic focus). He can cast all of them if you have enough warp charges.

It should be pointed out that since the ML determines the number of Powers the models has access to* and they cannot cast anything twice*, that ML does have a determination on how many powers they can cast. In most cases, this is just a base number that can be added on to due to other rules.

*Some special snowflakes have rules to bypass these.

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It does determine how many they can cast, but its not a 1-1 relationship.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Astonished of Heck

 Grey Templar wrote:
It does determine how many they can cast, but its not a 1-1 relationship.

Indeed. Often it is a 1:1+1 or a 1:1+1+1 relationship because of the "free" powers a model can access through methods such as Focus and Force.

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It also says that when you have resolved a psychic power, that you can attempt to cast any other psychic powers that the model may have. That is the only clearly worded indication in the book. My lvl 1 Gk often cast force, hammerhand and banishment in a single phase.

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"The number of psychic powers a Psyker can use each turn depends on his Mastery Level."
Tell me guys:
1. Why this text is written in bold in rulebook? Why this rule IS important?
2. How "knowing powers" is dependand on ML since lvl 1 psyker can know:
- one power (rolled power swapped for primaris)
- two powers (rolled power plus primaris)
- three powers (as above plus force weapon)?
I don't see here too much dependence. Do you?

Well, I believe that number of psychic powers a psyker can use (cast) is dependant on his ML. Psyker Lvl 1 can cast one power per phase. Psyker lvl 4 can cast four powers per phase - that is why: "they are almost unbelievably powerful".

   
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 danyboy wrote:
"The number of psychic powers a Psyker can use each turn depends on his Mastery Level."
Tell me guys:
1. Why this text is written in bold in rulebook? Why this rule IS important?
2. How "knowing powers" is dependand on ML since lvl 1 psyker can know:
- one power (rolled power swapped for primaris)
- two powers (rolled power plus primaris)
- three powers (as above plus force weapon)?
I don't see here too much dependence. Do you?

Well, I believe that number of psychic powers a psyker can use (cast) is dependant on his ML. Psyker Lvl 1 can cast one power per phase. Psyker lvl 4 can cast four powers per phase - that is why: "they are almost unbelievably powerful".

Except that it does not explicitly limit the number of powers based on the Mastery Level. They've had that specific limit for decades in Fantasy, so it's not like they don't know how to write it.

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 danyboy wrote:
"The number of psychic powers a Psyker can use each turn depends on his Mastery Level."
Tell me guys:
1. Why this text is written in bold in rulebook? Why this rule IS important?
2. How "knowing powers" is dependand on ML since lvl 1 psyker can know:
- one power (rolled power swapped for primaris)
- two powers (rolled power plus primaris)
- three powers (as above plus force weapon)?
I don't see here too much dependence. Do you?

Well, I believe that number of psychic powers a psyker can use (cast) is dependant on his ML. Psyker Lvl 1 can cast one power per phase. Psyker lvl 4 can cast four powers per phase - that is why: "they are almost unbelievably powerful".

Yet the actual rule does no such thing. Your limitation is entirely self imposed, and has no bearing on the written rules at all
   
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 danyboy wrote:
"The number of psychic powers a Psyker can use each turn depends on his Mastery Level."
Tell me guys:
1. Why this text is written in bold in rulebook? Why this rule IS important?".

Nobody knows for sure, since GW currently don't believe in updating their FAQs.

The most common theory is that it was a copy-paste from last edition with no bearing on the current rules, or that they removed the Mastery Level-based casting limitation at some point during 7th edition's development and forgot to go back and edit the introductory paragraph.


Last edition, your Mastery Level actually did define the number of powers you could cast. But this edition's psychic phase is very closely modelled off 2nd edition, where psykers could keep casting so long as they had powers to cast andwarp power to cast them with.

 
   
 
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