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Rune Priest Powers


RabidWulfen

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Read the instore early copy of the SW codex and was instantly hooked on the psycic powers that the rune priests had access to

 

My favorite would have to be the abillity to cal down a lightning strike on someones head which counts as a shooting weapon with unlimited range S6 or S7 (cant really remember) Assult D6, its rediculous not to mention incredibly cool.

 

The others include:

- Calling some spirit wolves to maul an opponent

- Summon a blizard which means all deapstrikers within 24" of the runepriest count as landing in difficult and dangerous terrain (really helpfull in a game of Planetstrike)

- Forcing the winds to give your runepriest and all units within 6" a 5+ cover save

- Force the ground to split appart in a straight line causing all models in its path to take a initative test or be removed from play

- This one is like having a mystical cannon shell go off (i dont remember it realy well) it uses the large blast template

 

Due to reading these powers i immidiatly bought a rune priest and am going to use him as my HQ until i can decide what i want to give my wolf lord

 

So i would like to hear your oppinions and which ones you would use in a battle

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i just love "cover storm". Now, when i can cast it on a few units at the same time, it will be mine main choice. Ghost wolves (Freki and Geri?) will be a great theme for mine army, so it will be mine seckond choice.

Maw of the wolf(?) is a gret agains horde armies (IG, Nids) and powerfull creatures, but I simply don't like it. I think it is overpowered, and better for Salamanders than us Space Wolves.

But I will try all of them at least in one game each.

Overpowered, Nadir? Howso? JotWW will only make it's points back if fired two times along a Guard gunline, with a perfect drop pod. Anything better than Guard or Orks in initiative will have a better chance of passing it, and it can't touch any of your own models, meaning the man will be on the front line.

 

Although the fact that it can be cast out of a Rhino is just... absurd. I mean... That's... not right. Storm Caller the vehicle, then fling JotWW out of the storm to eat anything in the way? Damn.

I'm looking forward to biking up to a nice big hoard, opening the ground under them, and then peppering the other survivors with bolter fire before laying into them with a nice assault!

 

Wonderful way to deal with units who have a character attached, clear out the deadwood and then put that rune axe to use!

Overpowered, Nadir? Howso? JotWW will only make it's points back if fired two times along a Guard gunline, with a perfect drop pod. Anything better than Guard or Orks in initiative will have a better chance of passing it, and it can't touch any of your own models, meaning the man will be on the front line.

 

Although the fact that it can be cast out of a Rhino is just... absurd. I mean... That's... not right. Storm Caller the vehicle, then fling JotWW out of the storm to eat anything in the way? Damn.

Storm Caller isnt a shooting power anymore?

Overpowered, Nadir? Howso? JotWW will only make it's points back if fired two times along a Guard gunline, with a perfect drop pod. Anything better than Guard or Orks in initiative will have a better chance of passing it, and it can't touch any of your own models, meaning the man will be on the front line.

 

Although the fact that it can be cast out of a Rhino is just... absurd. I mean... That's... not right. Storm Caller the vehicle, then fling JotWW out of the storm to eat anything in the way? Damn.

Storm Caller isnt a shooting power anymore?

 

No GM,

 

Storm Caller is just a power used at the beginning of your turn, which lasts until the beginning of your next turn. You can still cast one of the several shooting powers after casting SC, assuming you've taken Master of Runes, or are using Njal.

No, its not that... its just you cant fire two shooting psychic attacks a turn unless youve got a special rule stating otherwise. And I know that JotWW is definitely a shooting attack, as is that lightning strike one.

 

Thanks Valerin... in that case youd be fine... and use the rhinos hull to determine the radius.

Not quite sure, Nadir. I don't have exact points costs in front of me, but I think you might get one free. I'm honestly not sure, though.

 

And yeah. From reports I've heard, Jaws is VERY hit or miss. Sure, it's an Initiative test, but most MeQs will manage it on a roll of 4 or less, which is like a 3+ armor save for all intents and purposes. Now, if it was a Strength/AP hit? Yeah. That'd be broken. As it stands, though, I think it's about right in terms of balance. Everyone's making it out to be some HUGE, gamebreaking power. I just test-ran it on four squads, PERFECT lineup, 20 total models affected, and only 4 died. It's really nothing more than a very long Bolter shot that autowounds.

Maybe you're right Decoy, this initiative test make it just right. BTW how does it cost? Or we can take any one power we want to for free, but have to chose which one?

 

IIRC, you don't pay for your powers, you just pick two from the list that you know. You can normally cast one per turn, but can cast both per turn if you take the 50 point Master of Runes upgrade.

Wait, wait, wait wait wait wait wait.

 

Are you telling me that if I pop Njal from the lead rhino of a squad of six, maybe eight, why not? Ten Rhinos, cast Storm Caller, ALL other units within 6", measured from the base of the Njalrhino, are in Cover? Meaning that a squad of ten Rhinos can suddenly be shielded, ALWAYS be in cover, and just zoom along the board with impunity? o.O THAT just seems like the most broken thing in the Codex.

I have used JoWW, yes its not very efficient against i4 stuff, but a 6 always fails. so against characters with i5, the only way they are going to go is on a 6, but a retinue is still 50/50. might now be great, but all powers are free, you just pick two. and you have to remember with the random nature of dice one time you cold get them all, and other get none. i think taking the terrain altering powers would be better so that you can get the assualt on your own terms, but im still going to play with powers. def the unlimited shooty one is awesome.
def the unlimited shooty one is awesome.

 

Double spirit wolf frenzy?

that would be quite nasty wouldnt it?

 

HEADSHOT!HEADSHOT!HEADSHOT!HEADSHOT! KILLING SPREE! HEADSHOT! HEAD SHOT! EXTERMINATION! HEADSHOT! KILLING FRENZY! HEADSHOT! HEADSHOT! HEADSHOT! KILLTROCITY!

 

Yeah, I kinda like the thought of Wolfity-Wolf-Wolf Wolf-spam.

Isn't the Njal model wearing TDA armor? If so he wouldn't be able to go in a rhino. Or is he wearing runic armor, that is like fancy power armor with a 2+ save?

 

He comes standard with Runic Armor, but you can upgrade to Runic Terminator Armour for25 points.

Wait, wait, wait wait wait wait wait.

 

Are you telling me that if I pop Njal from the lead rhino of a squad of six, maybe eight, why not? Ten Rhinos, cast Storm Caller, ALL other units within 6", measured from the base of the Njalrhino, are in Cover? Meaning that a squad of ten Rhinos can suddenly be shielded, ALWAYS be in cover, and just zoom along the board with impunity? o.O THAT just seems like the most broken thing in the Codex.

 

Well lets see... a rhino is *goes and measures* 3" wide by 4.5" long... so you could get five rhinos parked within .5" of each other no problem... heck, say an inch- so the outermost would be just barely within 5" of the central rhino where Njal is.

 

Then if you put a second "rank" of rhinos sure theyd get the effect to, with a bit of careful organization, but theyd be oncealed from the front rhinos anyways... so its not that bad.

 

Hehe... you can even include the Landraider riding in font of your rhinos in the AOE. That ones been done for ages.

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