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Potentially dumb questions about GK psychic abilities...


Phlebas

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I've only played IG and Black Templars, so I'm trying to wrap my head around some of the subtleties of the GK psyker rules. Also, apologies if these have been answered elsewhere -- I skimmed through the FAQ thread, but didn't see any of these firmly answered.

 

1) Does "activating" force weapons count as using a psychic ability? E.g., does a unit of Purifiers have to choose between activating its weapons or using Cleansing Flame?

 

2) Speaking of Cleansing Flame... when an ability like that can be used in either player's assault phase, does it get used in each player turn, or does the controlling player have to pick an assault phase? I guess a corollary question would be -- do NFWs stay activated for an entire game turn, or do they have to be activated in each player's assault phase?

 

3) Similarly -- does a Librarian with Psychic Mastery 2 get to use two abilities in his own player turn AND two abilities in his opponents player turn, or is he limited to two during a game turn?

 

4) Are the unique NFW abilities independent of their activation status? E.g., if Interceptors armed with halberds fail to activate, are they still fighting at I6? Do Falchions still give +1 attack, etc.?

 

Your insight would be most appreciated!

I've only played IG and Black Templars, so I'm trying to wrap my head around some of the subtleties of the GK psyker rules. Also, apologies if these have been answered elsewhere -- I skimmed through the FAQ thread, but didn't see any of these firmly answered.

 

1) Does "activating" force weapons count as using a psychic ability? E.g., does a unit of Purifiers have to choose between activating its weapons or using Cleansing Flame?

 

Yes, much like Force Weapons are. This means that, for example, models/units with Psychic Mastery 2 (i.e. Grand Masters, Anval Thrawn) can cast a power like Hammerhand, and activate their Nemesis Force Weapons in a single player turn (see next answer).

 

2) Speaking of Cleansing Flame... when an ability like that can be used in either player's assault phase, does it get used in each player turn, or does the controlling player have to pick an assault phase? I guess a corollary question would be -- do NFWs stay activated for an entire game turn, or do they have to be activated in each player's assault phase?

 

As per the BRB, all references to "turn" refer to Player Turn. Where they will mean Game Turn, they will say so. So Purifiers can attempt cast Cleansing Flame in every Assault Phase. And again, Nemesis Force Weapons specify for the remainder of that phase (thus that player's Assault phase). They would require re-activation in the next Assault phase.

 

3) Similarly -- does a Librarian with Psychic Mastery 2 get to use two abilities in his own player turn AND two abilities in his opponents player turn, or is he limited to two during a game turn?

 

See above. Two per Player turn.

 

4) Are the unique NFW abilities independent of their activation status? E.g., if Interceptors armed with halberds fail to activate, are they still fighting at I6? Do Falchions still give +1 attack, etc.?

 

Yes they are.

 

 

DV8

Thanks for your responses, DV8. My own assumptions were in line with most of your responses, except for the last one.

 

So the psychic test taken for a NFW is ONLY to see whether you have the option to possibly insta-kill a multi-wound model? For them to remain power weapons with nifty natural bonuses seems.... like a really good deal. I'm not sure how I would justify it from the rules-as-written if someone challenged that reading.

Thanks for your responses, DV8. My own assumptions were in line with most of your responses, except for the last one.

 

So the psychic test taken for a NFW is ONLY to see whether you have the option to possibly insta-kill a multi-wound model? For them to remain power weapons with nifty natural bonuses seems.... like a really good deal. I'm not sure how I would justify it from the rules-as-written if someone challenged that reading.

 

Indeed it does seem great that they remain as power weapons with some extra benefits, and this is what they do. You will find that you won't always need the force weapon ability, which is only useful against multi-wound models, and therefore you can save yourself the risk of Perils of the Warp and just use the power weapon aspect of them, which they still get if you choose not to activate their weapons.

With most units you're only Mastery Level 1, so you get one of three options...

(1) Use your Force Weapon ability and cause instant death to stuff. Handy for multi-wound models.

(2) Activate Hammerhand and get +1 Strength, making it easier to chew through wads of single wound models.

(3) Activate your unit specific power, like Warp Quake or Holocaust. This depends on the unit, but 9 times out of 10, if you have a reason to use this it'll be the best option.

Thanks for your responses, DV8. My own assumptions were in line with most of your responses, except for the last one.

 

So the psychic test taken for a NFW is ONLY to see whether you have the option to possibly insta-kill a multi-wound model? For them to remain power weapons with nifty natural bonuses seems.... like a really good deal. I'm not sure how I would justify it from the rules-as-written if someone challenged that reading.

Justifying it from Rules-As-Written is simple. NFW's have several different independent properties. They are Force Weapons, they are Daemonbane, and they provide an additional bonus. Each is listed separately in the book, and the only one with an activation requirement is Force Weapon. Hence, the other properties are constant.

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