boreas Posted May 22, 2014 Share Posted May 22, 2014 Woah, pretty similar (in name) to our codex power.... but much buffed! Primaris: Banishment: Target unit of Daemon get -1 to it's invulnerable save 1: Gate of infinity: non-zooming/swooping unit is removed and re-deep-strike 2:Hammerhand: psyker and units get +2 St (YEP +2) 3:Sanctuary: Psyker and Unit get +1 to inv save (if none, get 6+) and Daemon that assault consider dangerous terrain (yep, termis with swords get 3++, GKSS get 5++) 4:Purge soul: target and psyker make a d6+Ld. If Psyker wins or equals, 1 wound no armour/cover save on target. 5:Cleansing flame: nova 9" St5 Ap4 assault 2d6 ignore cover, soul blaze 6:Vortex of doom: St D Ap1 blast vortex (YEP St D!) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/ Share on other sites More sharing options...
Valerian Posted May 22, 2014 Share Posted May 22, 2014 No rule book with me on vacation: what does soul blaze do again? Oh, and link to ALL of the powers: http://daemons40k.blogspot.com/2014/05/behold-every-psychic-power-in-whole-game.html?m=1 Valerian Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695731 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 Add to a Battle Brother Hammernator Squad for 2++ Saves with Sanctuary. Also, Force Weapons are a discipline now (Force) and can be denied... IIRC soul blaze is a small extra chance at a few more wounds. A little bonus, but nothing to really focus on. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695733 Share on other sites More sharing options...
Valerian Posted May 22, 2014 Share Posted May 22, 2014 I'm very curious as to how these will work for Grey Knights. Clearly there is duplication/replacement for some unit powers (Hammerhand and Cleansing Flame), but not all (Holocaust, etc.). Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695736 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 As I said in the main thread, I'm *very* surprised Warp Quake/Rift and Dark Excommunication aren't in there. I guess the GK units will change to have the relevant new powers. Doesn't look like Hammerhand comes before multipliers. Still gives the same result though (well better if you're not using a hammer). I don't like the Primaris or Purge Soul though. I wonder if we'll still have access to "The summoning". Seems redundant when we have access to Gate of Infinity. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695743 Share on other sites More sharing options...
boreas Posted May 22, 2014 Author Share Posted May 22, 2014 I think that PML3 Libby is going to see more action... I don't remeber if blessings stack, but multiple +2 would be OTT I think. IIRC Nova is every enemy squad within 9", so purifiers are not as good vs big units (Orks, guants) but better vs multiple small units. VoD, what's to say St D is, well, bad in a good way :) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695750 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 We need to see how the Banner works... It's probably going to be manditory now. It would be nice if at least one GK unit could pick Sanctuary. Giving our Strike a reason for thier Nemesis Swords would be awesome. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695766 Share on other sites More sharing options...
boreas Posted May 22, 2014 Author Share Posted May 22, 2014 My guess is that given powers will stay the same. I'd rather keep Hammerhand. St 6 GKs feels right On the charge, a unit of Purifiers with halberds could deliver 30 St 6 Ap3 hits at Ini 6. That would kill 2 carnifexes without needing to activate Force Weapons. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695771 Share on other sites More sharing options...
DinoDoc Posted May 22, 2014 Share Posted May 22, 2014 Add to a Battle Brother Hammernator Squad for 2++ Saves with Sanctuary. Also, Force Weapons are a discipline now (Force) and can be denied... IIRC soul blaze is a small extra chance at a few more wounds. A little bonus, but nothing to really focus on. Wait a minute. According to the card in Valerian's link, it targets the whole unit the psyker is with. Am I reading that correctly? Not so much GK but for other armies, that could get really nasty. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695787 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 Hammerhand always used to be all minis in the unit (Including ICs). Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695803 Share on other sites More sharing options...
DinoDoc Posted May 22, 2014 Share Posted May 22, 2014 I was referring to Force. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695814 Share on other sites More sharing options...
boreas Posted May 22, 2014 Author Share Posted May 22, 2014 Well, the only unit with all force weapons were (are still?) GKs, and it was one test for the whole unit. Remember the card says that only weapons with the force rule are included! Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695821 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 I was referring to Force. Ah. That's for Brotherhood of Pyskers. Or units of Grey Knights, really. There's not another unit I can think of that has all force Weapons. Sure, if you make a large Inquisitor or Libby unit (from Multiple ICs), you'd only need one 'cast' for all thier Force Weapons. So you could get nasty and have one buff with Biomancy, one buff with Hammerhand, one activate Force Weapons, etc. Edit: Ninja'd! :) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695822 Share on other sites More sharing options...
DinoDoc Posted May 22, 2014 Share Posted May 22, 2014 Well, the only unit with all force weapons were (are still?) GKs, and it was one test for the whole unit. Remember the card says that only weapons with the force rule are included! Damn. I was reading it wrong. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695861 Share on other sites More sharing options...
Valerian Posted May 22, 2014 Share Posted May 22, 2014 As I said in the main thread, I'm *very* surprised Warp Quake/Rift and Dark Excommunication aren't in there. I guess the GK units will change to have the relevant new powers. Doesn't look like Hammerhand comes before multipliers. Still gives the same result though (well better if you're not using a hammer). I don't like the Primaris or Purge Soul though. I wonder if we'll still have access to "The summoning". Seems redundant when we have access to Gate of Infinity. Clearly, the Summoning, Quickening, and Might of Titan will be gone; I think all of the old options will be removed. The Librarian will more than likely just get access to the Sanctic table, and a few others. If unit-specific powers are now in the Sanctic table (e.g Hammerhand and Cleansing Flame), then we'll have to use the newer version; if they're not (e.g Holocaust and Dark Excommunication), then we'll use them as described in the codex. That's what I'm betting on. V Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695969 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 And the libbly will have to roll, and can't choose which power to purchase. :( Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3695983 Share on other sites More sharing options...
boreas Posted May 22, 2014 Author Share Posted May 22, 2014 I think Valerian's right... GL, no choosing powers, but you save 5pts per power, that helps paying for ML3 (and thus 3 rolls on the table). Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3696000 Share on other sites More sharing options...
Quozzo Posted May 22, 2014 Share Posted May 22, 2014 Is there any indication that leadership increases the chances of successfully casting a psychic power, if not you could just sacrifice the weaker guys, like sanctioned psykers while bringing the PML3 libbies for the extra charges. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3696071 Share on other sites More sharing options...
Gentlemanloser Posted May 22, 2014 Share Posted May 22, 2014 Yup. I'm guessing that's the way folk would do it. Let the mooks take the Perils. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3696091 Share on other sites More sharing options...
march10k Posted May 26, 2014 Share Posted May 26, 2014 I'm looking forward to allying a ML3 libby with an escort of 2-4 paladins into all of my loyalist armies...gate, drop a vortex grenade, repeat. If I get both powers...otherwise, it's still a great assault unit from the IG and sisters perspectives, at least, and a 12" 4+ deny bubble isn't chopped liver, either! Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3696606 Share on other sites More sharing options...
Reclusiarch Darius Posted May 27, 2014 Share Posted May 27, 2014 1: Gate of infinity: non-zooming/swooping unit is removed and re-deep-strike 2:Hammerhand: psyker and units get +2 St (YEP +2) 3:Sanctuary: Psyker and Unit get +1 to inv save (if none, get 6+) and Daemon that assault consider dangerous terrain (yep, termis with swords get 3++, GKSS get 5++) 4:Purge soul: target and psyker make a d6+Ld. If Psyker wins or equals, 1 wound no armour/cover save on target. 5:Cleansing flame: nova 9" St5 Ap4 assault 2d6 ignore cover, soul blaze 6:Vortex of doom: St D Ap1 blast vortex (YEP St D!) Meh. I won't be bothering with it. Too chancy, and our codex powers can be picked + they're superior in almost every aspect. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3697644 Share on other sites More sharing options...
DinoDoc Posted May 27, 2014 Share Posted May 27, 2014 1: Gate of infinity: non-zooming/swooping unit is removed and re-deep-strike 2:Hammerhand: psyker and units get +2 St (YEP +2) 3:Sanctuary: Psyker and Unit get +1 to inv save (if none, get 6+) and Daemon that assault consider dangerous terrain (yep, termis with swords get 3++, GKSS get 5++) 4:Purge soul: target and psyker make a d6+Ld. If Psyker wins or equals, 1 wound no armour/cover save on target. 5:Cleansing flame: nova 9" St5 Ap4 assault 2d6 ignore cover, soul blaze 6:Vortex of doom: St D Ap1 blast vortex (YEP St D!) Meh. I won't be bothering with it. Too chancy, and our codex powers can be picked + they're superior in almost every aspect. True. I have no idea who told GW that pointlessly random dice rolls can be fun especially when they limit list building. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3697708 Share on other sites More sharing options...
Gentlemanloser Posted May 27, 2014 Share Posted May 27, 2014 The genius who introduced the Warlord Table. ;) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3697714 Share on other sites More sharing options...
DinoDoc Posted May 27, 2014 Share Posted May 27, 2014 The genius who introduced the Warlord Table. I hate that guy too. Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3697717 Share on other sites More sharing options...
boreas Posted May 27, 2014 Author Share Posted May 27, 2014 Well, no more picking (see FAQ) Link to comment https://bolterandchainsword.com/topic/291369-sanctic-powers/#findComment-3697775 Share on other sites More sharing options...
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