Jump to content

Recommended Posts

12966271_10153596773758546_240353945_n.j

 

 

http://i.4cdn.org/tg/1459812941220.jpg

 

tl;dr - we have access to four new Psychic disciplines and the three powers below are the #1 powers for their respective disciplines.

 

Are you looking forward to these and how would you use what's been leaked so far?

 

 

*** *** *** *** *** *** ***

 

In case anyone is interested, some of these were first published in the Dark Millennium expansion for the 2nd edition of 40k.

 

Librarian powers were:

  • Psychic Shield - Gave a 3++ against shooting/close combat and a 4++ against Psychic attacks
  • Teleportation - Up to 4D6 teleport move for the Librarian that could move you into close combat (and you'd gain a charge bonus)
  • Prescience
  • Iron Arm

Adeptus powers were:

  • Machine Curse - 24", small Blast, remains in play (until nullified or Psyker dies). Ranged weapons under template don't work, Terminators, Dreadnoughts and Vehicles also can't move.
  • The Gate - Create a "tunnel" 18" apart that remains in play (until nullified or Psyker dies) and allows "instantaneous travel"
  • Assail - 24" range, move an enemy model 6" anywhere (so in combat, dangerous terrain, etc). If a  vehicle, it went "out of control" on a 4+
  • Displacement - Move friendly unit 3D6 that could move you into close combat (and you'd gain a charge bonus)

Space Marines also had access to the Inquisition deck as a tertiary discipline:

  • Purge Psyker - 36", basically Mind War against another Psyker
  • Aura of Fortitude - 9" bubble giving leadership 10 and a 4++ against Psychic attacks
  • Vortex
  • Holocaust - 12", Nova, strength 4, remains in play. If the Psyker doesn't stop it he takes a wound

 

Whilst Fulmination and Geokinesis technically weren't around, one spell which Mephiston Callistarius uses in Space Hulk, Force Dome (a Squat power), was.

  • Force Dome - 24", Large Blast. Stops all Movement across that area. Troops need to roll under their strength on 3D6, (Vehicles under on 2D6) in order to break it and close combat weapons could be used

It would be really interesting to see if any of these made the cut into the new/revamped powers.

Link to comment
https://bolterandchainsword.com/topic/321215-adeptus-astartes-power-deck/
Share on other sites

 

Thanks, Dariokan!  Can you give us a rundown of the new psyker powers?

 

 

Are the details for the psychic powers in the book?

 

 

List the Psychic powers by discipline. Please.

 

I see a pattern here...

 

4 new disciplines : Librarius, Technomancy, Fulmination and Geokinesis.

 

Librarius:

 

Primaris is a witchfire

1 - WC2, reroll armor save (psyker and his unit)

2 - WC1 beam, 20"

3 - WC1 blessing, targets the psyker. Gives fearless, AW. Give a 4+ invulnerable bubble of 12"........ against witchfire power only.

4 - WC1 targets the psyker. +2 S, T, I and A.

5 - WC1 roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power.

6 - WC2 1 enemy unit, 24". -2 to invul saves (min 6+). This is the new nullzone.

 

 

 

Technomancy

 

Primaris is a malediction, enemy vehicule at 18". Basically takes control of one of the vehicule weapon for that turn. (roll 1D6 against your opponent)

 

1- WC1 friendly vehicule at 24". ignore crew shaken, stunned and gives POTMS, or +1 BS if the vehicule already has it.

2- WC1 focused WF at 18". D3 S1 AP- hits withhaywire

3- WC1 blessing at 24". Gives back 1HP, or repairs immobilisation or weapon. Gives IWND.

4- WC2 blessing at 24", vehicule unit. +1 AV to all sides OR non vehicule unit +1T.

5 - WC1 beam 18" haywaire, S1.

6 - WC2 focused WF, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit. Nice !

 

 

Psychic powers, continued:

 

Fulmination, because librarians FULMINATE! Erm...

 

Primaris: WC1 WF, S5AP5 Assault SIX

 

-1 WC1 blessing for the psyker. 3++ save.

-2 WC1 nova, 9", S1 haywire

-3 WC2 WF, S5AP4 assault D6. Jumps to enemy units at 6" of the promary target on a 4+. Same effect.

-4 WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits.

-5 WC2 blessing, 18". Move target unit by 18".

-6 WC2 blessing, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike.

Yeah, but Shield of Sanguinius is a 5+ inv save for the Psyker's unit while Forewarning is a 4+ inv save against a unit of your choice within 12", so it's not exactly unheard of that the powers in the Sanguinary Discipline can be strictly worse than powers from other Disciplines.

Final discipline: Geokinesis

 

(If someone will be kind enough to compile all 4 posts in a single one, I did this to gain time and to avoid question-stacking)

 

Primaris: WC2 Forces a dangerous terrain test without armor save, single unit. Basically it is a wound on a roll of 1? Invuls are allowed

1 WC1 blessing, 18" gives back D3 wounds + ITWND for the remaining of the turn

2 WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap.

3 WC1 malediction, ALL ENEMIES WITHIN 18". They are considered to be in dangerous terrain, and cannot run, boost or flat out. Nice.

4 WC1 blessing, 24". Single unit. Give MTC and Ignore cover to all weapons. Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters. Wow, great!

5 WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits;

6 WC3 24". Move a piece of terrain by 24", including models in it. (force a dangerous terrain test).

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.