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master of runes


King_Wulfen

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Ahh, but so does Tempests Wrath, wich is alot of fun just in general.

 

ditto, one of my main opponents is a Tau player who regularly fields FoF and 12-15 jetpacks plus 8-10 drones

Tempests Wrath currently has a higher kill count vs him than the bolter

its a freakish statistical anomaly, and soooo fun!

also master of runes is worth taking to use your force weapon as well as a psychic power as it counts as a psychic power

 

True, but I wouldn't expect that you'd need the capability very often. If you see yourself lining up your Rune Priest against an enemy that you'd really like to try to inflict an Instant Death with your Rune/Force Weapon, then just don't use any of your other abilities that turn.

 

Otherwise, you are spending 50 points for a very seldom used capability (especially given that only 2 of the 7 powers are not psychic shooting attacks).

 

It might be more worthwhile if you know who you are fighting, and they use a lot of Jump Infantry or Deep Striking, and you want to be able to use Tempest's Wrath along with a shooting attack.

 

Valerian

I'd say its worth taking two shooting powers as it lets you chose between the two, yeah you only get to use one per turn, but that gives you one more "cast" that you can use to make your Runic weapon a force weapon and instakill whatever you hit (if you cannot use it as a runic/force weapon then it only counts as a power weapon)

 

Take Living Lighting for long range sniping and then Murderous Hurricane or Jaws for closer range goodness depending on what you are playing

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