Lets end some of the psychic power confusion. Now you can read it for yourself instead of the he said she said problem we have been having to determine who gets what disciplines and how we get either codex or rule book powers.

Lets start at the top since each army gets its psychic powers a little bit differently depending on how their powers are written in their codices. Powers are exchanged.... codex powers for rulebook ones, with only a single exception.

Blood Angels
Librarians and  Mephiston (assuming lib dreads as well), can exchange their two powers for rulebook to generate powers from biomancy, divination, telepathy, or telekinesis in any combo

Chaos Space Marines
Any model with psychic powers can swap out their powers for the rulebook ones. For each power purchased in the codex, generate powers from pyromancy, telekinesis, or telepathy in any combo.
Typhus generates 2 powers
Ahriman generates  3 powers

Dark Angels
Librarians, including Ezekiel can exchange their codex powers, generate 2 powers from the rulebook chosen from divination, pyromancy, telepathy, or telekinesis in any combo.

Eldar
Farseers including Eldrad may exchange their powers for those in the rulebook for each power he has purchased from the codex, powers are from divination or telepathy.
Eldrad generates 4 new powers.

Grey Knights
A librarian may use the disciplines in the rulebook instead of those in the codex. If so, he generates a number of powers equal to his mastery level from divination, pyromancy, or telekinesis. Hammerhand is not exchanged
Inquisitors can exchange only 1 power, same disciplines as the librarian.
Coteaz  can exchange all his psychic powers for 2 rulebook ones

Imperial Guard
Primairs psyker can exchange his codex powers for 2 from the rulebook, biomancy, pyromancy, telepathy, and telekinesis in any combination.

Space Marines
librarians including Tigurius can use the powers in the rulebook instead of codex powers. They generate 2 powers from biomancy, pyromancy, telepathy, or telekinesis in any combo
Tigurius generates 3 powers

Space Wolves
A rune priest including Njal can use the rulebook powers instead of codex ones. Generate 2 new powers from biomancy, divination  or telekinesis

Tyranids
any model with psychic powers can exchange codex powers for rulebook ones. For each power including those purchased, they generate a new one from biomancy, telekinesis or telepathy



Powers from MadCowCrazy
Biomancy
Smite Range 12" - is a Witchfire
Iron Arm -something about Toughness
Enfeeble within 24" - suffers a -1, treats all terrain
Endurance within 24" - gains the Fe (Feel no Pain?), special rule
Life Leech Range 12" - If Life Leech, immediately, to his starting
Warp Speed - Attacks (Roll
6. Haemorrhage - Haemorrhage is a focussed witchfire power with a range of 12". The target must pass a Toughness test or suffer a Wound with no armour or cover save allowed. If the target is slain, randomly select another model (friend or foe) within 2" of him. That model must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.

Divination
Prescience - within 12, can reroll
Foreboding - this power is, Counter-attack, full Ballistic, this does not, Overwatch
Forewarning - within 12", a 4+ invulnerable
Endurance from Biomancy listed....
Perfect Timing - have the Ig
Precognition - Hit and To Wound
6. Scrier's Gaze - Scrier's Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can roll three dice and chose the result you want when rolling for Reserves, Outflank and mysterious terrain.

Pyromancy
Flame Breath - Template
Fiery Form - +2 strength, Blaze special
Fire Shield - within 24"
Inferno - Range 24"
4. Spontaneous Combustion
Sunburst - Range 6
6. Molten Beam - is a beam with the following profile Range 12" S8 AP1 Assault 1, Melta

Telekinesis
Assail - Range 18"
Crush - is a f, Roll 2D6, equal to the, automatically, automatic, of a separate
Gaze of Infinity - 24", Deep Strike
3. Objuration - a single enemy, rolls a 6, squadron)., with the H, for each).
Shockwave - Range 12"
Telekine Dome - within 12", invulnerable, power is in effect, AP equal
6. Vortex of Doom - is a witchfire power with the following profile: Range 12" S10 AP1 Heavy 1, Blast* If, when using this power, the Psyker fails his Psyhick test, centre the Vortex of Doom blast marker on the Psyker - in this case, the template does not scatter.

Telepathy
Psyhic Shriek - Roll 3D6, unit suffers, Armour and, caused by
Dominte - within 24", must pass a, shoot, Run, action is fo
Mental Fort(ification) - unit within, regroups
Puppet Master - of 24", as if it was, the Psyker, players control
Terrify - is a malediction, unit within, the Fearless, having the, Furthermore
Invisibility - within 24", Stealth special, gain no benefit, don't see it, Skill 1
6. Hallucination - is a malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit).

D6 Result
1-2 Bugs! I Hate Bugs! Something unspeakable has gotten under the victims armour and has begun to crawl around. The unit is automatically Pinned, unless it would normally automatically pass Pinning tests or is locked in close combat, in which case there is no effect.

3-4 Ermmm? All sense of urgency is lost, and the befuddled warrior just stare listlessly into space. The unit cannot shoot, Run, declare charges or strike blows in close combat whilst the power is in effect.

5-6 You! You're a Traitor! Paranoia set in and the panicked warriors lash out at thei comrades. Every model in the unit immediately inflicts a single hit on his own unit, resolved at that model's own Strengths, but using the Strength bonuses, AP values and special rules of their most powerful close combat weapons (if they have any).






61 Comments:

  1. Im not complaining but I think its not cool how GW didnt(or hasnt revealed) some way to use pyschic powers/improve their defense for armies thay domt have them...

    Also FIRST!

    and my plane just landed :P

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    Replies
    1. First?

      thats so bell of lost souls dude

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    2. *Supposedly* any unit can nullify psychic powers on a 6+. Whether this only applies to powers cast ON them hasn't been revealed.

      And Tyranids could get a crapload of these powers. I wonder if you can reduplicate powers in an army?

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    3. Anon: I dont care, its just a joke

      Karg: ive heard the same but I wonder if 6+ could be improved somehow for all armies.Hopefully.

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    4. There were some rumors a while back that said you could with things like psychic hoods, rune staffs, etc. Supposedly that's how they work in 6th. I don't remember when that came up though...a few weeks ago, maybe?

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  2. Well, there is that bit about how everyone can nullify a psy power on a roll of 6 now, which is in the bat rep. That's like a defense, right?

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    1. Deny the Witch... yeah they mentioned it in the battle report

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    2. That will be about as effective as shield of faith then!

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  3. Well that confirms the whole "every race gets random powers (except grey knights)" topic... It only counts for hammer hand haha

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    Replies
    1. "random and wildly different powers are a great thing the add into the core mechanics of our game. how come nobody's buying Possessed Marine kits or Weirdboys" - some guy at GW

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    2. Then keep the ones you already have...

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  4. if its random and not chose the power its just stupid for comp

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    1. I must be the only person who likes that the powers are random and not chosen.

      The warp is a fickle mistress, and persides, weird boys are hilarious! Every psykers should be like them

      People take this game of toy soldiers far too seriously

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    2. Yep, you probably are ;)
      But I wouldn't say wanting consistency is taking things too seriously. I like a story-telling style of play, viewing my toy soldiers as characters, and certainly not playing competitively most of the time. It's just hard have a character in mind whose abilities change with their underwear.

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    3. I think random powers are a laugh as well. Means you've got to think on your toes and improvise... or just take the default power.

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    4. you are NOT the only one i like the idea of random powers it means that you have to learn to change your tactics every time and come up with new ones.
      i have some many tactics for fantasy just in case i roll diffrent spells and i plan to do the same with 40k.

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    5. you are NOT the only one i like the idea of random powers it means that you have to learn to change your tactics every time and come up with new ones.
      i have some many tactics for fantasy just in case i roll diffrent spells and i plan to do the same with 40k.

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    6. Well, for those of you who don't like random, carry on picking from the codex as normal. Trade off is there are probably more powerfull powers in the decks, so you decide whether you want reliability (codex powers) or more more potential (rulebook powers). No one has anything to moan about, because everyone gets the CHOICE, and CHOICE makes the game a) interesting and b) tactical. Random powers is exactly the same has random to hit rolls, so yeah you take a 100 point psyker and he might get crap powers, but you might take a 100 point tank with one gun that misses three times in a row then gets destroyed. This is not chess, its 40k. A game built around randomness, as its based on dice.

      I just find it funny that all the marine players are crying about random powers, when all the Sisters, Tau, Necron, Blak Templars and Dark Eldar players aren't kicking up half as much stink that there is what looks like a significant section of 6th they they will play no part in.

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  5. can anyone actually read this article??

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    Replies
    1. If you mean the power descriptions, no they don't make any sense to me either

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    2. I know they are rough, the descriptions are exactly as I found them. I wish the descriptions were better.

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    3. They are rough because that's the only information available.

      On the page where you see all the psychic power cards you can only see 1 full card from each discipline. The rest you can only see some small snippets of text on.

      Example card, this is all you can see when looking at the page. I added the text that was there as it might give some clues on what the ability actually does.

      Crush
      is a f
      Roll 2D6
      equal to the
      automatically
      automatic
      of a separate


      Some of the powers were revealed later in the WD.

      Foreboding: Blessing that's cast on the Psyker, he and any unit he is with get the Counter-Attack special rule and may use their full Ballistic Skill when performing Overwatch. This does not allow you to fire weapons you would not normally be allowed to fire when performing Overwatch.

      Overwatch is an action any unit can do when assaulted, they are allowed to shoot the assaulting unit but at BS1. So the Foreboding psychic power allows you to fire at full BS. Template weapons do D3 Hits when performing Overwatch.
      No info on whether or not you can use blast weapons.

      Have fun assaulting 15 Burna Boyz or 12 Jokaero.

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  6. I am annoyed 6+ to resist , middle finger to non physic armies. your being forces to take a ally with powers to even survive from the spam to come.

    I should not be forced to take canoptek spiders to survive.

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    Replies
    1. Hahaha

      "I should not be forced to take canoptek spyders to survive."

      Hahahahaha

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    2. That's better psychic defense than most non-psychic armies had before

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    3. But only psykers can take psychic powers, so that's no loss to the null races is it?

      Psykers have always had psychic powers, so what's the big deal. In fact, the 6+ resist is a bonus compared to what they had before, which is the square root of FA.

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    4. This is the way I see it. I play Necrons as well. Right now, Psykers can royally screw us with certain spammed powers. JotWW, IG Sanctioned Psykers, etc. If powers are random within a discipline, then, either the new ones won't see competitive play, or, they players are going to be taking risks to get the new powers that they want.

      So, this change does nothing to make me fear psykers more. It means that we have to adapt to DIFFERENT overpowered spells, but, at the cost of accidentally rolling spells that are worth precisely FA against Necrons.

      tl;dr: We're already boned by psykers. Random elements for the enemy benefit us more than the powers we already know kill us.

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  7. Its funny how the imperium is supposed to be stopping all these crazy pyskers....FAIL!

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  8. Assuming I was reading telekinetic dome right that sounds very nice, 12 inch bubble and everything coming at you counts as AP6, very useful for low armor save armies (and everyone truth be told). Shame my Dark Eldar refuse to tempt Slaanash xD.

    I'm probably reading that wrong, it's written rather odd. But that was what I took away from it.

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  9. Eldar are able to shoot psychic fire! It says so in the Tyranid codex. A Farseer from Iyanden was found dead among multiple dead Tyranids bearing psychic fire marks. So pyromancy isn't out of the question for Eldar.

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    Replies
    1. Plus they have Eldritch Storm. It's force lightning!

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  10. Any word on this purported German leak of the rulebook? Can someone confirm/deny/point me in the right direction?

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  11. How is that Eldar, which are the most psychic rich race in the galaxy, only get 2 powers while space marines get 3! Hell, even IG get 4 powers. That Eldar Codex better get some great powers and take back their powers from the Grey Knights codex.

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    Replies
    1. Oh no.. not this question again /facepalm.

      There's three levels of psyker which determines their strength, not the amount of powers they can access...

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    2. They just have more powerful stuff, but with less variation. Please don't start this argument again. The Eldar dedicate themselves to one or two schools or disciplines, whereas the IG have half of the galaxy to choose their psykers from, an as such have a much wider variation in natural psychic abilities.

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    3. As stated above though, the Eldar aren't incapable of wielding psychic fire. By a Farseer which is the one model people have been claiming won't do. So yes while the argument is getting old, there is not denying something is amiss.

      Fortunately they'll have higher levels of psyker mastery, hopefully.

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    4. You have the Seer council, with fortune. Why are you moaning?

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    5. Not moaning. Don't even play Eldar to begin with. But some stuff just doesn't make sense. In the end, that psyker chart is for the Imperium armies mostly. So expecting it to benefit Xenos is asking for too much. Not that I care too much either since I use Necrons.

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    6. Eldar Codex is rumored for next year right? So since the 6th ed version may answer all of these questions and concerns.

      And as with everything else, as it is plain to see, we are only getting the littlest of glimpses of rules and portion of rules. Sure the Rule Book will have more information, and the upcoming codex should have the final answer that will have people moaning that Eldar are OP! Just like every new Codex that comes out.

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    7. Oh, that i disagree with. I use lots of armies, mostly Orks. a very old codex. I don't find much in new codex's scary. After all, its down to luck, and how you use it.

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    8. I agree with that as well. OP is a matter of perspective when a codex first comes out. Look at the Necrons. Only that initial scarab farm list was pretty OP until the nerfhammer fixed it. GK are truly OPish (but not undefeatable).

      It's just that the Eldar kind of need a boost. It doesn't hurt right? Why not give them some more psyker disciplines if it fits the fluff (which it does)? It's all random anyway, so they can't get too OP.

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  12. Man, 2 powers for a Hive Tyrant, 2-3 for a Tervigon, i doubt anyone will replace the powers for zoanthropes, 2 powers for brood lords, lot of potential for brutal, brutal things.

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    1. Another thought, if a Chaos Sorcerer wants 2 of the new powers, they can buy Doombolt for 10, a familiar for 5 and then if you have mark of nurgle Nurgle's rot for 15 and get 2 powers for 30pts? Basically I'm just trying to parse their verbiage about "buying" powers and swapping.

      Also, it annoys me that ahriman only gets 3 powers when he swaps out 5 from the book.

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    2. Considering Ahriman's spent his entire life studying ancient scrolls and hunting down psychic artefacts, and the ONLY psyker more powerful than him is Magnus, an immortal daemon primarch, Ahriman should get 4. No question. He has all of the available powers at the moment. Why swap that out for 3 randomly chosen powers? Considering how powerful he is in the fluff relative to everything else, he needs to be more powerful than that.
      BTW, if you take Mark of Tzeentch you get to take and use an extra power. I think that works out better than a familiar.

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    3. Eh, rumors point towards Ahriman getting Mastery Level 4 in the upcoming Codex. I think that right now he is balanced around 3 powers per turn, and changing that would upset the balance of his codex. He definitely is cooler than 4th ed has pictured him. I just see it as the 4e codex's fault for nerfing. Not the 6e brb's fault for not buffing.

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  13. I can't wait to run my Thousand Sons force. If I wanted I could squeeze in 2 psyker HQs and 3-4 squads with their own psyker! Yippee!

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    1. Technically, you could take 8 psykers, although it would cost a s*** load. But on the upside, you would have 6 troops units, each with a psyker in.

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  14. I can't wait for the new book, its going to be annoying to rejigger for the new edition then have to switch things up for the new book, all within a few months.

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  15. If I use the stealth power on my pathfinders would they automatically pass all saves or would they just stay the same 2+?

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  16. A roll of a 1 always fails. I doubt that will have changed in the new book.

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  17. There is nothing (that I understand) in that list of random powers that would tempt me away from Null Zone and The Avenger.

    I'm more interested in the "Warlord" powers, as those will affect every army. Still I hate this random "roll for it" crap - I think it will be more fun to just pick what you want.

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    Replies
    1. If they are not random then whts the poit of having more then one? Everybody is just going to pick the best. It´s boring that so many armies in a tornament are the same. Random powers will make the game mor diferent from game to game.

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  18. Even though this may promote Psyker spam in armies with access to it, its a good thing. It means Psykers get a more general use, seeing as out of the list of powers each codex get, i think only about 2 of them would get used.

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  19. Anybody else pick up on the mention of the Primaris power in Ward's comments? Sounds like if you roll poorly on which power your psyker uses, you can switch it up for the Primaris, hence 7 powers per discipline. Cookie for the person who correcty guesses the Primaris power for each discipline...

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  20. Anyone else a little confused by "Haemorrhage - Haemorrhage is a focussed witchfire power with a range of 12". The target must pass a Toughness test or suffer a Wound with no armour or cover save allowed. If the target is slain, randomly select another model (friend or foe) within 2" of him. That model must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.", I assume you would use a scatter die to randomly select a new target, can't really think of any other method. I imagine they will all be better explained in the BRB.

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    Replies
    1. I think this will be pretty simple. its odds on you're not going to have more than six models within 2" most of the time, thus a simply D6 will suffice.

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  21. Nerf to Mephiston, who lose a power

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  22. Are the codex abilities goverened by the psychic classes in the core rule book?

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