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Psychic powers what do you think

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Psychic powers what do you think

Postby Stryder » Sun Jul 01, 2012 5:21 pm

Just bought the new 40k psychic cards and some of the spells in there seem pretty insane
example...telepathy- hallucination
pick a unit within 24inches and roll
1-2 BUGS pinned unless immune
3-4 ERMM? cannot run shoot charge or strike in CC
5-6 TRAITOR! each model in the unit takes a single hit resolved at unit strength BUT using bonuses and AP of the most powerful special weapons within the unit

now is it just me or does that last one seem like the sort of thing that would make someone laugh as a squad of assault terminators with thunder hammers went toe to toe

and one from the telekinesis set
Vortex of Doom
range 12" S10 AP1 heavy 1 blast
failed psychic tests result in the blast marker being placed on the sorceror and no scatter

now i for one cant wait to try them out how do others feel
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Re: Psychic powers what do you think

Postby lostandthedamned » Sun Jul 01, 2012 6:37 pm

Both though are warp charge 2, so you need to be an upgraded psyker and not use any other powers that turn.

Marines can already get Vortex as a normal power and it only costs 1.
Hallucinations is one of those powers than could work incredibly well but quite random. It's a bit weird that the top result of hitting each other, combined with the way things work in combat, mean that it works best on both massed cheap units (30+ guard) and small elite ones(5 powerfist terminators) where as standard MEQ's don't suffer much.
For the same cost from the same list i'd prefer Invisibilty. As it's a blessing you don't have to worry about the lucky 6 resist, shrouded and stealth is a minimum of a 4+cover (so 2+ unless in the open) and your opponents are WS 1 in combat. Much more reliable (though less funny)
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Re: Psychic powers what do you think

Postby killmaimburn » Mon Jul 02, 2012 8:34 am

Just checking you've read the rules on them (and that I've read them right too :D)
only certain races can have access to them (e.g. chaos have pyromancy etc.. for some reason this was listed in the faq, and the table appendix isn't in the rulebook from what I can see???anyone found a table like the card set grid one within the rulebook??)

and then,prior to deployment, its a D6 (or I presume a draw from deck if you bought the deck) to work out which power you get.. and if you don't like it you have the default for that caste of power..
So I say "I am choosing to have pyromancy (current codex-)instead of my regular codex (non specified)power options" I roll a dice wanting sunburst, get something involving nothing to do with my army or that I don't like.. I may fall back to the default (primaris) pyromancy spell of flame breath (heavy flamer with soul blaze special rule)
Or at least thats how we read the rulebook. :D
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Re: Psychic powers what do you think

Postby mattjgilbert » Mon Jul 02, 2012 11:54 am

Sounds like magic in WHFB then. You roll for those too and fall back to the default for the lore if you don't like it.
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Re: Psychic powers what do you think

Postby Stryder » Mon Jul 02, 2012 4:43 pm

havent got the rulebook yet (waiting for the mini one that comes with the box ((come on DA and CSM :D)) but how would a mastery lvl 1 psyker use a lvl 2 power would wargear like a familar or something similar work or different
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Re: Psychic powers what do you think

Postby killmaimburn » Mon Jul 02, 2012 4:50 pm

That stuff is partially in the chaos FAQ that went up on saturday, a familiar allows a second power but doesn't raise mastery level.
I'm not in a position to answer rules questions properly yet.. but if i find the answer I'll post it here :D
Are you sure its charge cost, rather than the 1-6 randomiser just written out on the card??


EDIT oh I get it molten beam and vortex, I see now. in the event you roll something you cannot use you use the default primaris power. (from what I can see)
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