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Since it seems that in 10th Ed Psyker's powers are baked into their datasheet, we can expect that some of the existing powers we have now will be lost in the edition change over.

 

What powers do we think we'll lose and of those that remain, which units do we think they'll be assigned to?

Edited by Xenith
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Total toss up. What seems somewhat certain is each unit will have 1 or 2(maybe 3 for magnus and ahriman) baked in powers unique to that unit. Some talk at the Q&A at the event touched on this. So each rubric squad will likely have the same powers.

 

Less mortal wounds from powers in general.

No deny the witch(but likely to see special saves against psy powers). 

 

I'm geussing upon release, our only powers will be the ones baked into each unit. When the codex comes, I'm predicting there will be a list to choose from that one can divvy up amongst the army. 

 

With casting being gone, it will be interesting how GW handles armies that specialise in psykers. 

Economy of scale will be their thing. As the power is likely not scoped by unit (i.e., each Rubric squad can use the power), we'll have a really strong presence with ranged combat and/or saves with our squads, depending on what they give us.

 

There may be no deny, but if every Rubric/Scarab Occult squad has a 4+ Feel No Pain against psychic attacks (not necessarily mortal wounds - a nice divorce on their side), then they're going to be very good at resisting opponent psychic attacks.

21 minutes ago, Ahzek451 said:

We will have more hints likely in the latter half of the month with a faction focus.

We might get a glimpse of something later this week with the Chaos Space Marines faction focus, but that's wholly dependent on how much they go into Marks, Daemon interactions and whether they show off a Sorcerer datasheet.

Sounds like they are going heavy into the AoS direction with unique powers on unit sheets but with the possibility of having a pool to choose from as well.

 

Cant say im a fan of rolling to hit for Smite/witchfire like any other weapon but it is what it is. 

 

Was the [psychic] rule ever discussed on what it actually does? Maybe when [psychic] is present on a weapon it does its dmg in MWs 

1 hour ago, Malakithe said:

Cant say im a fan of rolling to hit for Smite/witchfire like any other weapon but it is what it is. 

 

On the flip side, you no longer have to roll to Cast the power. The roll to hit means you will probably get slightly less damage per use but more uses since you won't have to worry about failing a psychic test. My hunch is it will even out about the same. Smite was previously capped at 6 MWs maximum with the average being 2. Now Smite can potentially deal 18 wounds with the average being 7. Of course most of them are now not MWs. Overall this makes Smite a bit more flexible and less about spamming MWs.

 

1 hour ago, Malakithe said:

Was the [psychic] rule ever discussed on what it actually does? Maybe when [psychic] is present on a weapon it does its dmg in MWs 

 

Psychic does not do anything inherently as far as I can tell. Rather it is a keyword that it used to trigger other abilities such as the Librarian's Psychic Hood. Smite now comes in 2 flavours:

 

image.png.d64fe13c56f2c53826d28eaef26f85fe.png

 

If you opt for the higher powered version, you gain the ability to cause MWs via the Devastating Wounds ability (6s to Wound are MWs) but at the price of potentially overheating with the Hazardous ability (1s to Hit cause a MW to the attacker). Using this Psychic attack is a gamble. Do you play it safe or do you go all out and risk the 10th edition equivalent of Perils?

Its a keyword yes but all other keywords so far have other meanings. I dont think they discussed with the [psychic] keyword actually means or does. Also thats just Smite....how many current powers does TSons have the deal damage? Going to be a lot of strange weapon profiles everywhere. 

 

They have to do something creative with offensive powers otherwise TSons will just be another color Marine army with nothing really special or unique about them

I hate to be Debbie downer, but the whole way they're doing psychic powers looks incredibly bland. I really hope they at least make the powers interesting! As someone with Thousand Sons, Aeldari, and Blood Angels (very curious on what they do with the librarian dreadnaught), I'm waiting with very bated breath, but I'm not impressed so far.

 

I think the only thing keeping my hope alive in that regard is that I think the rest of the system looks fantastic!

Edited by Paladin777

I think that at least in the case of aspiring sorcerers and scarab occult sorcerers the will have a single special or heavy weapon equivalent attack power as well as granting the unit some buff effect, it might be active like regeneration of wounds or models, perhaps teleportation, or it might be something passive like a kine sheild that improves there armor and invulnerable saves vs range attacks. 

 

characters will likely be similar at least till we get a codex. though they might surprise us and give us something like kabbalistic rituals as our faction rule and it might have a short list of 5 or 6 powers we can activate from our characters.

What would be kind of cool and fluffy would be if the aspiring sorcerer powers were influenced by their cult.

 

One thing that might be nice is that passive buffs don't need to wait until your turn to take effect when you go second. 

 

That said, the few defensive buffs shown still go off in the command phase...

  • 2 weeks later...

My hunch is that GKs and 1KSons will actually be OK in 10th edition. With fewer counters to psychic powers, it makes it easier to price and balance powers properly. It also means there will be fewer spoilers like Culexus turning up that can cripple a big chunk of your army. Their powers may not be quite so flashy but they will be more reliable and easier to build around.

To be honest, I'm not as worried about TS being weak as being bland. 
 

I played the editions where you psychic powers were just shooting attacks, and while that was fun at the time, I wouldn't be able to go back to that.

 

that said, I'm really trying to be 'glass half full' and not be a downer. 
 

Also said: if TS is indeed boring to play, then I'll just play my other armies for a while. 

Edited by Paladin777

Pretty much the same. Although I appreciate the direction of simplicity, and psychic denials presumably being less of a threat, the cost could make for a boring army. In an army that still lacks for unit choice, presumably seeing each datasheet have the same powers could get boring quick. I'm hoping that a codex release will bring a table of powers to choose from much like sigmar. To add that flexible element back. 

5 hours ago, Ahzek451 said:

Pretty much the same. Although I appreciate the direction of simplicity, and psychic denials presumably being less of a threat, the cost could make for a boring army. In an army that still lacks for unit choice, presumably seeing each datasheet have the same powers could get boring quick. I'm hoping that a codex release will bring a table of powers to choose from much like sigmar. To add that flexible element back. 

 

Hopefully, since "do a lot of magic" is our (and the Grey Knights) thing, we might have multiple different "Psychic Gun" profiles on the sheet.

Alternatively, since they've said they're adding new models with the Codexes, we should hopefully get a few more Psykers to distribute across the army.
(Assuming the new Models aren't all Tzaangors with 0 relevance to the actual Sons of Magnus)

While the Magic the Gathering style TS Psychic phase of 9th was kind of fun (I tap 3 cabal points to do a bonus D3 mortals, I cast with 5 mana to make this undeniable) I think that has gone the way of the dodo, as it was very one sided. 

 

I have always thought that TS should not have to take psychic tests, being masters of the mystic arts, and in 3rd that was what the MoT granted. I'd hope for strong baseline spells, and very strong, but hazardous suped up versions of them. 

 

Some version of "we'll be back/reanimation protocols" on rubrics would be amazing, like heal a model or return 1 to the unit at the end of the command phase. 

 

I expect the infernal master will hand out more buffs, and be a technical piece. I hope that through differing spells, they make normal sorcerers useful, and not just bad exalteds. 

 

I have a feeling they might split up exalteds into "exalted sorcerer" and "exalted sorcerer on disc" , AoS style though.

They probably should split them up.

 

My grounded wish list for new units would be a new Sorcerer and Terminator Sorcerer model, as well as some sort of new infantry kit (melee, jump pack, combi weapons, heavy weapons, etc.).

 

If taking different units is what gets the psychic variation, then it'd be nice to have those models brought up to speed if they're going to get more use.

Edited by WrathOfTheLion

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