DominicJ Posted November 14, 2012 Share Posted November 14, 2012 Basicaly, I'm wondering if my unupgraded librarian can cast prescience in my movement phase and then cast shield of sanguinius in the enemy shooting phase? Or is it either / or? Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/ Share on other sites More sharing options...
Morollan Posted November 14, 2012 Share Posted November 14, 2012 Basicaly, I'm wondering if my unupgraded librarian can cast prescience in my movement phase and then cast shield of sanguinius in the enemy shooting phase?Or is it either / or? You can't mix rulebook and codex powers. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238149 Share on other sites More sharing options...
Brother Maikel Posted November 14, 2012 Share Posted November 14, 2012 Morollan is correct. But to answer your title question, Warp Charge is generated on each player's turn. So you can cast Wings of Sanguinius on your turn and Shield during your opponents if you want. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238152 Share on other sites More sharing options...
dswanick Posted November 14, 2012 Share Posted November 14, 2012 Basicaly, I'm wondering if my unupgraded librarian can cast prescience in my movement phase and then cast shield of sanguinius in the enemy shooting phase?Or is it either / or? You can't mix rulebook and codex powers. This, but to answer the question in the title - "turn" means "player turn" unless it specifically says "game turn". So you recover your Warp Charge each player turn. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238154 Share on other sites More sharing options...
DominicJ Posted November 14, 2012 Author Share Posted November 14, 2012 Since when couldnt you mix? And Can a 100pt basic librian cast one power in my turn, and one more in the enemies? Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238200 Share on other sites More sharing options...
Sokhar Posted November 14, 2012 Share Posted November 14, 2012 Since the 6th ed rule book came out. You either take standard codex powers, or you trade them all in for rulebook powers. And yes, a Libby can cast in your turn and the enemy's turn, people already pointed that out. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238203 Share on other sites More sharing options...
dswanick Posted November 14, 2012 Share Posted November 14, 2012 Can a 100pt basic librian cast one power in my turn, and one more in the enemies? In theory, yes. But it's uncommon to see a Psychic Power which can be used in your opponent's turn. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238274 Share on other sites More sharing options...
Jakbal Posted November 14, 2012 Share Posted November 14, 2012 For a silly reply, Shield of Sanguinius being one that you can cast on your opponents turn. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238341 Share on other sites More sharing options...
Meatcaber Posted November 14, 2012 Share Posted November 14, 2012 Since the 6th ed rule book came out. You either take standard codex powers, or you trade them all in for rulebook powers. Could you provide a page reference for this? I can't seem to find it in the riulebook. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238454 Share on other sites More sharing options...
dswanick Posted November 14, 2012 Share Posted November 14, 2012 Since the 6th ed rule book came out. You either take standard codex powers, or you trade them all in for rulebook powers. Could you provide a page reference for this? I can't seem to find it in the riulebook. Because it's not clear in the BRB. Check the FAQ: "Psychic Powers A Space Marine Librarian (including Tigurius) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Space Marines. If he does so, generate two new powers from the Biomancy, Pyromancy, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed." Every Codex FAQ has some variant of this amendment. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238458 Share on other sites More sharing options...
ShadowHaunt Posted November 15, 2012 Share Posted November 15, 2012 Can a 100pt basic librian cast one power in my turn, and one more in the enemies? In theory, yes. But it's uncommon to see a Psychic Power which can be used in your opponent's turn. It's worth pointing out that activating the Librarian's Force Weapon for Instant Death uses a Warp Charge. This is always available in your opponent's turn, if your Librarian is involved in a combat. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238522 Share on other sites More sharing options...
Valkyrion Posted November 15, 2012 Share Posted November 15, 2012 Chaos psykers can mix and match powers between codex and rule book, or even rulebook and rulebook, without any issue but they're the only ones. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238783 Share on other sites More sharing options...
Dam13n Posted November 15, 2012 Share Posted November 15, 2012 Chaos psykers can mix and match powers between codex and rule book, or even rulebook and rulebook, without any issue but they're the only ones. That is almost certainly because they are the only true 6th edition codex so far, and the only codex to have a random psychic power chart. Plus, it isn't so unrestricted as you suggest - they must have 1 power taken from the lore of their god, and may have up to half their mastery level from said chart. meaning a mastery level 3 sorcerer of Tzeentch could have 1 or 2 powers from the lore of tzeetch with the remainder from the rulebook. The only exception is Typhus who has 2 powers from the lore of Nurgle. The current set of FAQs are much clearer in the description regarding mixing powers (codex/rulebook) in that they state you simply can't. As far as the topic question is concerned, yes you generate your charges every player turn. Which for most armies means you can activate your force weapon in your opponents turn, but not much else. Laterz... Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238860 Share on other sites More sharing options...
Seahawk Posted November 15, 2012 Share Posted November 15, 2012 Tyranids can mix'n'match powers too. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238922 Share on other sites More sharing options...
Morollan Posted November 15, 2012 Share Posted November 15, 2012 Tyranids can mix'n'match powers too. I don't see anything in their FAQ to indicate that. It seems to be worded in the same way as other FAQs. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3238955 Share on other sites More sharing options...
Meatcaber Posted November 15, 2012 Share Posted November 15, 2012 Since the 6th ed rule book came out. You either take standard codex powers, or you trade them all in for rulebook powers. Could you provide a page reference for this? I can't seem to find it in the riulebook. Because it's not clear in the BRB. Check the FAQ: "Psychic Powers A Space Marine Librarian (including Tigurius) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Space Marines. If he does so, generate two new powers from the Biomancy, Pyromancy, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed." Every Codex FAQ has some variant of this amendment. Ah, I didn't think to look at the Codex FAQ's. Wasn't too hard to find there, thanks for pointing it out :) Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3239160 Share on other sites More sharing options...
Hlakir Posted November 20, 2012 Share Posted November 20, 2012 There is also a question about it on page 7 of the BRB FAQ. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3242589 Share on other sites More sharing options...
SaradominWrecksYou Posted November 20, 2012 Share Posted November 20, 2012 I have an add on question. If warp charge points regenerate every player turn does that mean physic powers only last for the player turn they are activated? So if I use null zone it will not last in the next players turn? Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3243189 Share on other sites More sharing options...
King Willy Posted November 21, 2012 Share Posted November 21, 2012 Malidictions and blessings last two turns which translates to two player turns, so end at the end of the opponents turn Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3243333 Share on other sites More sharing options...
DarkGuard Posted November 21, 2012 Share Posted November 21, 2012 But Null Zone is neither. It's a C:SM Codex power that lasts for as long as it says in the C:SM rulebook. Which is until the end of the player turn in which it was cast. Link to comment https://bolterandchainsword.com/topic/265819-warp-charge-game-turn-or-player-turn/#findComment-3243729 Share on other sites More sharing options...
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