6th Edition Psyker Disciplines

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6th Edition Psyker Disciplines

Post  dusktiger on Thu Jul 05, 2012 6:27 pm

so today i bought my copy of the BRB and the card deck (shush; i love accessories). here's the 35 new powers for those interested:






i color coded the powers and only highlighted those that got to pick from that power pool for faster referencing.

BIOMANCY
=====Primaris Power=====
Smite
Warp Charge: 1
Range: 12"
12" Range, Str 4, AP 2, Assault 4

=====2nd Power=====
Iron Arm
Warp Charge: 1
Range: Self
this is a blessing that targets the psyker/caster. while in effect, the psyker gains D3 Strength & Toughness (roll 1 die, result covers both stats). psyker also gains Eternal Warrior.

=====3rd Power=====
Enfeeble
Range: 24"
Warp Charge: 1
this is a malediction that targets an enemy squad/unit within 24". while in effect, the target is -1 Strength & Toughness and treats ALL terrain (including open ground) as difficult terrain.

=====4th Power=====
Endurance
Range: 24"
Warp Charge: 1
this is a blessing that targets a single friendly squad/unit within 24". while in effect, unit gains 'Feel No Pain', 'It Will Not Die', & 'Relentless' USRs.

=====5th Power=====
Life Leech
Range: 12"
Warp Charge: 1
12" Range, Str 6, AP 2, Assault 2.
if this power causes at least 1 unsaved wound, the caster immediately regains a wound lost earlier in combat.

=====6th Power=====
Warp Speed
Range: Self
Warp Charge: 1
This is a blessing that targets the caster. psyker gains D3 Initiative & Attacks. (roll 1 die, result is for both), and gains Fleet.

=====7th Power=====
Haemorrhage
Range: 12"
Warp Charge: 1
this is a focused shooting power with a range of 12". target must pass a Toughness Test or suffer a Wound with no saves allowed. if target dies, randomly select another model (friend or foe) within 2" of him. that model must pass a Toughness Test with the same results. Continue until a model survives, or everyone is dead.



DIVINATION
=====Primaris Power=====
Prescience
Warp Charge: 1
Range: 12"
this is a blessing that targets a friendly squad/unit within 12". They now re-roll failed to-hit rolls.

=====2nd Power=====
Foreboding
Warp Charge: 1
Range: Self
this is a blessing that targets the caster. the caster and his squad have 'Counter-Attack' USR, and make Overwatch shots at their full BS.

=====3rd Power=====
Forewarning
Warp Charge: 1
Range: 12"
this is a blessing that targets a friendly squad within 12" and gives them a 4 Invulnerable save.

=====4th Power=====
Misfortune
Warp Charge: 1
Range: 24"
this is a malediction that targets an enemy squad within 24". They must now re-roll successful saving throws.

=====5th Power=====
Perfect Timing
Warp Charge: 1
Range: Self
this is a blessing that gives the psyker and his squad's weapons the 'Ignores Cover' USR.

=====6th Power=====
Precognition
Warp Charge: 1
Range: Self
this is a blessing that allows the psyker to re-roll all failed To Hit, To Wound, and Saving Throws.

=====7th Power=====
Scrier's Gaze
Warp Charge: 1
Range: Self
this is a blessing allowing the player to roll 3 dice and choose the result you want when rolling for Reserves, Outflank, and Mysterious Terrain.

PYROMANCY
=====Primaris Power=====
Flame Breath
Warp Charge: 1
Range: Template
Template Range, Str 5, AP 4, Assault 1, Soul Blaze

=====2nd Power=====
Fiery Storm
Warp Charge: 1
Range: Self
this is a blessing that targets the caster. the caster gains a 4 Invulnerable save, 2 Str, and his melee attacks have the 'Soul Blaze' USR.

=====3rd Power=====
Fire Shield
Warp Charge: 1
Range: 24"
this is a blessing that targets a friendly squad/unit within 24". They have a 4 cover save against shooting attacks that do NOT have at least one of the following special rules: Soul Blaze, or Melta. Also, any unit that charges this squad suffers 2D6 strength 4 AP - hits, resolved at the same time as Hammer of Wrath hits.

=====4th Power=====
Inferno
Warp Charge: 1
Range: 24"
24" Range, Str 4, AP 5, Assault 1, Small Blast, Ignores Cover, Soul Blaze

=====5th Power=====
Spontaneous Combustion
Warp Charge: 1
Range: 18"
this is a focused shooting power with a range of 18". target suffers a Wound with no armour saves allowed. if target dies, centre the small blast marker over his body. all other models under the marker suffer a Str 4 AP 5 hit that ignores cover.

=====6th Power=====
Sunburst
Warp Charge: 1
Range: 6"
this is a nova power.
6" Range, Str 4, AP 5, Assault 2D6, Blind, Ignores Cover.

=====7th Power=====
Molten Beam
Warp Charge: 2
Range: 12"
this is a beam power.
12" Range, Str 8, AP 1, Assault 1, Melta

TELEKINESIS
=====Primaris Power=====
Assail
Warp Charge: 1
Range: 18"
this is a beam power.
18" Range, Str 6, AP -, Assault 1, Strikedown

=====2nd Power=====
Crush
Warp Charge: 1
Range: 18"
this is a Focused shooting power with a range of 18". Targeted model suffers a 2D6 Str Hit, with 11 & 12 being an auto-hit (or auto-pen for vehicle targets) the AP value is determined by rolling a D6.

=====3rd Power=====
Gate of Infinity
Warp Charge: 1
Range: 24"
this is a blessing that targets the caster and his squad. models are removed from the board and use Deep Strike deployment rules to move 24". caster can do this by himself without risks, but attached squads risk losing a model of the owners choosing if they scatter with rolling doubles for distance.

=====4th Power=====
Objuration Mechanicum
Warp Charge: 1
Range: 24"
this is a malediction that targets an enemy squad/unit within 24". they must re-roll to-hit & to-wounds results of 6. if targeting a vehicle/squadron, each vehicle takes a Str 1 Haywire hit.

=====5th Power=====
Shockwave
Warp Charge: 1
Range: 12"
this is a nova power.
12" range, Str 3, AP -, Assault D6, Pinning

=====6th Power=====
Telekine Dome
Warp Charge: 1
Range: 12"
this is a blessing power that targets a friendly squad within 12". the squad gains a 5+ invul to shooting. each time they pass it, pick an enemy unit within 6" thats not in melee; they take a hit with the same Str and AP value of the wound the squad just saved.

=====7th Power=====
Vortex of Doom
Warp Charge: 2
Range: 12"
12" Range, Str 10, AP 1, Heavy 1, Small Blast. if psyker fails psychic test to activate power, center blast over him and do no scatter.

TELEPATHY
=====Primaris Power=====
Psychic Shriek
Warp Charge: 1
Range: 12"
Roll 3D6 and subract target's Ld value; the result is the number of wounds they take. No armor or cover saves allowed.

=====2nd Power=====
Dominate
Warp Charge: 1
Range: 24"
this is a malediction with a range of 24". Targeted squad must pass a Ld test each time it moves, shoots, runs, or declares a charge. if the Ld test fails, they cannot perform that action, or do any other action for that phase.

=====3rd Power=====
Mental Fortitude
Warp Charge: 1
Range: 24"
this is a blessing that targets a friendly squad. if theyre falling back, they immediately regroup. they then gain 'Fearless' til the power ends.

=====4th Power=====
Puppet Master
Warp Charge: 1
Range: 24"
this is a focused shooting power that targets an enemy model within 24". they immediately make a shooting attack as if you controlled them, but cant shoot their own squad. after shooting, it reverts back to its owner's control.

=====5th Power=====
Terrify
Warp Charge: 1
Range: 24"
this is a malediction power. the targeted squad immediately takes a morale check because it's had its 'Fearless' USR negated, and treats all enemy units as having the 'Fear' USR.

=====6th Power=====
Invisibility
Warp Charge: 2
Range: 24"
this is a blessing power that targets a friendly squad within 24". the targeted squad has the 'Shrouded' & 'Stealth' USRs. models assaulted by an invisible unit have their 'Counter-Attack' USR negated. Models assaulting/being assaulted by an invisible unit are WS 1. blows made by or against visible models in the same CC are resolved normally.

=====7th Power=====
Hallucination
Warp Charge: 2
Range: 24"
this is a malediction power that targets a single enemy squad/unit within 24". roll a D6 for the target:
1-2 Bugs! I hate bugs! unit's automatically pinned unless its immune to pinning or in Melee.
3-4 Ermmm? target cant shoot, run, charge, or strike back in melee.
5-6 You! You're a Traitor! every model in the squad causes 1 auto-hit each to its own squad, resolved at the model's own Str, but using any Str bonuses, AP values, and special rules of their most powerful CCWs if they have any.


Last edited by dusktiger on Thu Jul 05, 2012 11:56 pm; edited 1 time in total

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Re: 6th Edition Psyker Disciplines

Post  Rhaevyn on Thu Jul 05, 2012 9:35 pm

Fantastic post.

dudes. no linking outside of the site please. listings like this sometimes end up with System Commander getting an email from GW's lawyer.

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Re: 6th Edition Psyker Disciplines

Post  dusktiger on Thu Jul 05, 2012 11:57 pm

yes, no sharing please. this is for 'us' to read and discuss.

looking at the powers initially, i'd say those that have access to Divination have some really nice powers. there was a few i was mentally marking as ones i'd like to use, then remembered my marines cant cast those.

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Re: 6th Edition Psyker Disciplines

Post  Rhaevyn on Fri Jul 06, 2012 12:32 am

Though I like most of the new powers, I'm not a fan of getting random ones. Hard to build an army with a a job in mind for your psyker and find out you get a CC ability instead of that flamer template or meltagun equivalent you really wanted.

I'll probably be sticking to my codex powers for the most part. (while i can)

A thought occurs just now though. That a 110 point Chaos sorcerer who just purchases doombolt can trade that cheapest of spells for something totally different(and potentially much more powerfull). the same for aspiring sorcerers in squads of Thousand sons.(Who need a new power now, apparently, because their special isnt so special with the change to rapid fire Sad )

Edit: and i'm guessing that a sorc with a familiar counts as a lv 2 caster as he has two spells? lot of those telepathy spells are... yummy. Puppet master and conveniently disembarked melta guns... Invisibility and Hallucination are both game changers... on a level higher than Lash, if used correctly.

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Re: 6th Edition Psyker Disciplines

Post  Dom.0 on Fri Jul 06, 2012 6:41 am

thir will defintly be more aperences from IG pykers in my army lists now.

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Re: 6th Edition Psyker Disciplines

Post  dusktiger on Fri Jul 06, 2012 8:52 am

mike, this is from the insert that came with the cards:
Codex: Chaos Marines - any model with psychic powers may use the new powers found in the cards, BRB instead of those found in their codex. if he does so, for 'each' power he has purchased from his codex, he may generate a new power from the pyromancy, telekinesis, or telepathy categories before being deployed. a model can generate powers from different categories if you with. typhus picks 2 powers. ahriman picks 3 new powers.

codex: vanilla - libbies generate 2 new powers from the categories open to them. tigurius picks 3.

because we always had to pick 2 powers, ours get to choose 2. since chaos psykers pay for each power, you have up to 21 new ones to replace the cheaper-costed ones with better ones. and all psykers, unless stated otherwise in their books, will be mastery lvl 1, so they cant take the 4 WC 2 powers out of the deck. so when you roll the D6 to see which of the 2nd-7th power you get, if its a WC 2 and you're a mastery 1, you get to re-roll.

the primaris power is chosen by rolling for that category, and deciding you'd like to substitute the primaris power for the one you rolled.

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Re: 6th Edition Psyker Disciplines

Post  Deadlytoaster on Fri Jul 06, 2012 9:23 am

Eldrad generates 4 new powers Very Happy (but my question is this, since he has 5 powers known to him, does he get to keep one of the eldar ones when he rolls for new ones?

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Re: 6th Edition Psyker Disciplines

Post  Lore Weaver on Fri Jul 06, 2012 10:33 am

Important Note---

Blessings and Maledictions are cast at the start of the Movement phase and last until the end of the following turn.

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Re: 6th Edition Psyker Disciplines

Post  dusktiger on Fri Jul 06, 2012 10:44 am

thanks for finding that mark, i couldn't find them in the book.

toast, the way the power exchange works, as i understand it from looking at their tigurius and typhus examples, is your Eldrad will either cast 4 powers a turn, choosing from any of the 5 his codex entry allows, or, say you want 3 new powers from the BRB; you sacrifice his ability to make 3 of his 4 powers be 'any' of the 5 he can choose from originally, to be one of 3 randomly rolled powers from the new shared powers pools. the 4th psyker power he's allowed to do per turn would allow you to pick any of his 5 base-powers. but the first 3 would be limited to the 3 you rolled for.

thats how i understand it, and hopefully i got the idea across clearly. if not, i'll make a photoshop pic explaining what i mean.

edit: just looked in the quick reference sheet with the cards, it says eldrad generates 4 new powers. so ignore my initial guess on how that works i guess

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Re: 6th Edition Psyker Disciplines

Post  Rhaevyn on Fri Jul 06, 2012 11:27 am

I was assuming that familiars and Tzeench mark would make your mastery level higher, but apparently they do not.

they are just wargeer that give you more spells. they doent even generate more warp charge.

before, you could cast Warptime, and use a psychic shooting attack if you had both spells. now your one warp charge is going to get used up by your first spell in a turn and then you are Done.

that blows, sucks, and bites.

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Re: 6th Edition Psyker Disciplines

Post  Lore Weaver on Fri Jul 06, 2012 11:41 am

Do all the old spells count as Warp Charge 1? If they don't, then mix and match. Take some of the good old stuff, and buy @ swap doom bolt for a swanky new Telepathy Power. (Darn, I didn't score Hallucination, I guess I'll settle for Psychic Shriek, which can be cast from inside a Rhino)

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Re: 6th Edition Psyker Disciplines

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