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Rune Priest Psychic Powers


maverik_girl

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i lost 2 rune priest tonight to perils of the warp it kind of sucked so i am starting to think the 20 point's for the runic armor is a good idea considering it happened in 2 different games.

RA won't help you, perils ignore armor.

 

One could argue that the 5+ save you get against wounds caused by psychic powers also works against perils of the warp (note that I'm not ^_^ ).

 

If anything, you'd want terminator armour. But even then, it's only a 5+ save that you have to re-roll when you pass it... so really the odds of that 20 point investment paying off are rather slim.

It depends on your tactics. I like a balanced list so i can out shoot the close combat stuff and chop up the shooty stuff and that's why i like these 2 powers.

tempest wrath is a must take power imo dark eldar depend on skimmer, blood angels on jump infantry and grey knights on deep strike, and these are the 3 army's that murder spacewolves in close combat, everything else we can pretty much deal with or wipe out in close combat.

 

Storm caller is the other power i like as it will help get you close to the enemy's like tau and mech guards that want to wipe you out with loads of fire.

Thanks for all the replies guys! one last thing on the Rune Priest in general. Does it make a huge difference with having Runic Armor vs Terminator Armor? I mean, I don't see myself using that storm bolter, especially if I'm going to be using up my shooting, on psychic shooting attacks. They cost the same amount of points, the armor saves a similar!? am I missing anything? which is better suited for a Rune Priest between the two?
Thanks for all the replies guys! one last thing on the Rune Priest in general. Does it make a huge difference with having Runic Armor vs Terminator Armor? I mean, I don't see myself using that storm bolter, especially if I'm going to be using up my shooting, on psychic shooting attacks. They cost the same amount of points, the armor saves a similar!? am I missing anything? which is better suited for a Rune Priest between the two?

 

 

Well, most people have their Rune Priest tossing Lightning Bolts out the top of a rhino like that LARPER on youtube, so the Runic Armor is the better of the two, in that, you can still ride in a Rhino and toss some bolts around. The Terminator armor is really restricting in that, you can only take Raiders or DPods or Walk it. And as for that SB, no, you will NEVER use it. Just like my RP's Bolt pistol is still factory fresh, because it stays on his hip while he zaps the contructs of the enemy down! ^_^

as I understand it, choosers aren't considered as terrain, or are they? they just look the part and land ontop of said terrain. They re wargear right? and are a part of a unit (infantry/Rune Priest) is that right? or am I wrong? I guess its a legitimate reason why there aren't allot of things in 40K that you aren't able to destroy, for this very reason. Maybe it's a loophole? maybe it's not... but if it's legal, then it's another way to make good use of the wargear. If it's true, then I would count myself lucky!

 

The Chooser of the Slain is a point on the table represented by a marker. It is not a unit, not necessarily even a model, and while the Chooser of the Slain is wargear, the marker is not the Chooser, it's a marker indicating the point from which the Chooser of the Slain affects the table.

 

Space Marine homing beacons are wargear for units and are not represented on the table by markers, as they function from the model that carries them.

So, someone else here just pointed this out: TW says that all Jump Inf and Skimmers treat all terrain as Difficult and Dangerous. However, Jump Inf and Skimmers ignore terrain effects, with the exception of making Dangerous Terrain tests. So does that mean that the "Difficult Terrain" part of the test doesn't actually have any effect on them?

@OP

 

Runic armor vers Runic TDA are dependent on what you do wiht your Rune Priest.

 

If he is lounging with your Long Fangs keeping TW up while blasting out LL with Long Fang Split Fire, toss him in some TDA to add a little armor toughness to the unit and a 2+/5+ to the group that might or might not take a wound from the RP but might also save your pack leader and/or a Long Fang.

 

If he is going to be mobilized, the Runic Armor is needed, even if in a LR because TDA will stop whatever unit he is with from Sweeping Advances.

 

So, someone else here just pointed this out: TW says that all Jump Inf and Skimmers treat all terrain as Difficult and Dangerous. However, Jump Inf and Skimmers ignore terrain effects, with the exception of making Dangerous Terrain tests. So does that mean that the "Difficult Terrain" part of the test doesn't actually have any effect on them?

 

In the case of jump infantry, they assault on foot so would have to take a difficult terrain test AND a dangerous terrain test. Kinda wasted on bikers I am assuming since they would only have to take a dangerous terrain test when attempting to assault, but I am still happy when 1s pop up.

  • 2 weeks later...
I used fury in two games with a power armored rp. Not the best call, a 12" range means that cc is definite. If I ever played a termies rp than I would be glad to take fury again. Sadly, the last time I tried to use it was my only perils of the warp loss.
Has anyone tried fury of wolf spirits? Seems good against weal leadership.

Huh?

 

Its an interesting power- but it lacks focus. I dont see what leadership has to do with it though.

 

 

If fury of the wolf spirits cause a casualty it forces a morale test to the enemy squad.

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