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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Thousand Sons Sorcerer.

Zoanthropes. (I think that technically, they don't work, but everyone at my FLGS says they do work.)

And who else is a Psyker that works in Kill Teams?

Edit: Harlequin Shadowseer.

Edit II: Eldar Warlocks, and the Vortimer Razorback? Whatever that is.

This message was edited 2 times. Last update was at 2016/11/20 02:40:30


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fresh-Faced New User




Only Psyker I have seen up here is a Shadowseer that Cathie and I have both tried with a troupe of Harlequins. Harlequins are pretty cool, but they are a bit too expensive and fragile for Kill Team. Sure, they are great in close combat, but you usually have a very hard time getting them there alive. The Psyker helped a bit, but we really needed tougher guys to survive the shooting phase. If you bring a Psyker to a kill team game, expect a lot of fire to be directed at it. I found that the Psyker was a pretty good distraction to draw the fire away from my glass cannons. The Psyker was usually gone by the second turn at the latest, but it gave me a turn to get my players into position and kept them alive until they could assault. Most people up here come from D&D, so they know how to shoot the wizard first!
   
Made in us
Gore-Soaked Lunatic Witchhunter







Craftworld Warlocks, though they're a terrrible choice since their entire power list is squad buffs. Zoanthropes won't, they've got Brotherhood of Psykers (which explicitly doesn't work in Kill Team).

Inquisitorial Henchmen psykers are Brotherhood of Psykers too, and Marine psykers are all in HQ (except the GK Dreadknight, who's disqualified for having too much armour). The Vortimer Razorback out of IA2 still works but it doesn't get much out of being a psyker (and Fortitude hasn't actually been retrofitted to the Psychic phase), you'd be better off looking to the Inquisition book for retro psybolt vehicles.

Poking further into IA Kriegers and Elysians don't have psykers, Renegades and Corsairs get them out of HQ. I was hoping one of the Legacies of Ruin would but it doesn't look like it.

So Shadowseers, Warlocks, Thousand Sons Aspiring Sorcerers, and the Vortimer Razorback. None of them are actually good options (the Eldar are squad support, the Aspiring Sorcerer may become good with the Tzeentch relaunch but at the moment he's overpriced and has terrible powers, and the Vortimer may not actually work at all).

Coming out of this I may have discovered the silliest gun-bunker in Kill-Team by accident. Inquisition book, Chimera with psybolt and a dozer blade, three heavy bolter gun-servitors, and two Joakero runs to 165pts and you get nine S5/AP4 shots and six S6/AP4 shots at 36" range and two Joakero digital weapons (multi-melta, heavy flamer, or lascannon), plus 35pts to get extra shooty models for when the Servitors inevitably mindlock on key turns (though on the bright side their 50% chance to do nothing only stops one of them at a time and doesn't stop the whole team like it would if they were deployed as a full squad).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Everyone at my FLGS swears they work in Kill Teams, but I say the same thing. They're Brotherhood (even at single models) so don't work.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 JNAProductions wrote:
Everyone at my FLGS swears they work in Kill Teams, but I say the same thing. They're Brotherhood (even at single models) so don't work.


Making them work is the easiest house rule in the world, honestly; change 'Brotherhood of Pyskers doesn't work' to 'If a squad has Brotherhood of Psykers treat it as if the squad leader were a normal Psyker instead. Blessings and Maledictions that normally affect a unit affect models in a 3" area around the target as well as just the target." (HoR answer)

(You do have to ban Conjuration if you do this otherwise some smarta** is going to try plonking a ML3 Iridescent Horror in his backfield and start a Daemon-factory (miniature Daemon-factory? Daemon workshop?), none of the currently legal psykers are actually allowed Malefic so it isn't a concern otherwise)


Automatically Appended Next Post:
(You can kind of kick up a fuss with Pink Horrors by making a Pyrocaster your leader so you can give an Iridescent Horror Reaping Volley and spew 2-3d6 Split Firing heavy bolter shots, but given that he's a T3/5++ model with one wound, BS3, only 24" of range, no vehicles to bunker inside, and that represents the entire shooting potential of your 90pts of Pink Horrors (by comparison to the twenty S5 shots a 90pt Fire Warrior team is putting out) I expect it won't be that disruptive.)

This message was edited 3 times. Last update was at 2016/11/20 03:01:28


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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