There has been some confusion over exactly what the psychic powers are, and what you get in 6th edition. Some of the earlier glistened information was saying that you get both, the Codex psychic powers and the new rule book ones. However, later information is saying something a little bit different.


Hopefully we get to the bottom of this, and this settles it. Or we just wait a couple days and then we are set.

One note on this subject... I beleive that you do get non-puchased powers as well when you decide to get the new powers out of the 6th ed. rulebook. I think you are only swapping out powers that you would purchase. (we shall see soon). For example, a Grey Knight Librarian.... like in the battle report, gets his hammerhand, but not any codex purchased powers if he decides to get ones from the rulebook.

via pingualoty
•The new psychic are INSTEAD of the codex powers not in addition. You use either or.

•If you opt for the new ones you choose 2 disciplines that you can have, any combo, before deployment.can anyone confirm that you ROLL for the powers after choosing your 2 disciplines, or can you cherry pick which powers you want?


•The vehicle dice/markers has 4 AP3, 2 AP2, 2 AP1, 2 hull point markers and 2 stunned/shaken markers.


•The objective dice are "a means to represent the place or the importance of the mission objectives of primary and secondary scenarios used in the Eternal War. Also, be used to determine the nature of a mysterious Objective once revealed."


Thats the best we can gleam right now,confirmation of secondary objectives and also mystery ones. Also seems AP1, 2 and 3 have different effects on vehicles and of course hull points are in, though they only give you 2 dice for that.


via Akaiyou "Who gets What?"
Codex: Space Marines
- Body Discipline
- Fire Discipline
- Telekinetic Discipline
- Telephatic Discipline

Codex: Space Wolves
- Body Discipline
- Divination Discipline
- Telekinetic Discipline

Codex: Dark Angels
- Divination Discipline
- Fire Discipline
- Telekinetic Discipline
- Telephatic Discipline

Codex: Blood Angels
- Body Discipline
- Divination Discipline
- Telekinetic Discipline
- Telephatic Discipline

Codex: Grey Knights
- Divination Discipline
- Fire Discipline
- Telekinetic Discipline

Codex: Black Templars
- NONE

Codex: Chaos Space Marines
- Fire Discipline
- Telekinetic Discipline
- Telephatic Discipline

Codex: Chaos Daemons
- NONE

Codex: Tau Empire
- NONE

Codex: Eldar
- Divination Discipline
- Telephatic Discipline

Codex: Dark Eldar
- NONE

Codex: Sisters of Battle
- NONE

Codex: Necrons
- NONE

Codex: Orks
- NONE

Codex: Imperial Guard
- Body Discipline
- Fire Discipline
- Telekinetic Discipline
- Telephatic Discipline

Codex: Tyranids
- Body Discipline
- Telekinetic Discipline
- Telephatic Discipline

Body Discipline Psychic Powers [rough translation]
* Iron Arm
* Uncommon Speed
* Hemorrhage
* Life saver

Pyromancy
- Melta Shot
12" Range S8 AP1 Assault 1, Melta

Telepathy
- Hallucination? 24" Range [contains 3 effects letters too small to read]

Telekinesis
- Vortex of Doom
12" Range S10 AP1 Heavy 1, Blast

There are 5 disciplines in total and 6 powers per discipline. Even though they say there are 35 cards in the deck so i have no clue what the remaining 5 cards are for. It doesnt mention them, and it seems that the psychic cards are NOT required to use these powers but rather it is a physical 'reminder' of which powers are being used in the current game as it seems they can be chosen during deployment

You'd have to exchange all your powers for them it seems, even though it seems to apply differently depending on the codex as they showed two different examples with blood angels and chaos deciding their powers differently.

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