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Psykers
Jun 30, 2008 7:33:46 GMT -5
Post by Deleted on Jun 30, 2008 7:33:46 GMT -5
How do the psyker powers work? I have read the rules so many times but just dont understand them.
Do you roll a dice each game and have to use what ever you get for that whole game, coz if thats what it is, id rather spend my 13 points somewhere else.
Please enlighten me.
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Psykers
Jun 30, 2008 9:43:13 GMT -5
Post by ssgtdude (M.I.A) on Jun 30, 2008 9:43:13 GMT -5
For IG psykers in 4th Ed prior to the game you roll a die to find out which power is used. This is done prior to each game. IN some tourneys they allow you to roll for the power of the day, others you roll for each game. The only other army that I know that is like this is the Dark Eldar combat drugs. If you are running a Last Chancers army it is possible to take quite a few psykers even if you do not have the Sanctioned Psyker doctrine (loop hole anyone?).
During game play during the shooting phase you make your psychic test to see if you are able to use the power or if something bad happens (Perils of the Warp anyone?). Just remember that if you have a Commissar nearby and happen to roll a perils of the warp you loose the psyker due to the "For your Own Good" rule.
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Psykers
Jun 30, 2008 19:42:10 GMT -5
Post by telecustom on Jun 30, 2008 19:42:10 GMT -5
I got to say. Psykers aren't worth it.
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Psykers
Jun 30, 2008 23:56:42 GMT -5
Post by Deleted on Jun 30, 2008 23:56:42 GMT -5
I agree, rather spend my points else where quite frankly. Thanks for clearing that up... Im off to paint
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Post by fatuous on Jul 8, 2008 8:43:10 GMT -5
Over all, i think they are too costly, mostly cos u have to buy them back if ur using doctrines, and an entire doctrine point for 1 or 2 psykers just is too high a price. Similar feelings for preists, they'd be useful, but too restrictive unless u drop doctrines all together.
Generally speeaking, I don't think that their powers and abilities are really good enough, especially as u won't know what u have until the battle itself, altho as advisors, u can allocate them to squads after rolling for abilities. On the other hand, they are v cheap pointwise.
Even with all these negatives, there are times that I think they are useful, by adding an extra wound to a command squad and most importantly, the ability to give them force weapons. These things are lethal and great for taking out low Initiative, multi wound characters. But on the standard stat line, getting those hits in is hard. Give a psyker the honorificus empirealis (?) and that changes. U only have the war gear allowance to give em the HE and a force weapon, so unless u go master crafted, u wont have spare points for other wargear like armour or plasma pistols, so carapce armour doc can be useful in tooling them up.
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Psykers
Jul 8, 2008 10:45:24 GMT -5
Post by Cadian 117 on Jul 8, 2008 10:45:24 GMT -5
I dont remember the powers but they are only worth it on a 6 I think. One power is good the others suck ro are no power.
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Psykers
Jul 8, 2008 10:51:15 GMT -5
Post by Rolling Thunder on Jul 8, 2008 10:51:15 GMT -5
I'm not so sure on that. Machine curse (The 5 roll) is fairly decent against enemy vehicles, the Psychic ward ability is decent and the oppertunity to cause D3 S3 hits with no armour saves is.... poor, if compared to a psyker with a Honorifica Imperialis and a force weapon (Otherwise known as 'Psyker-Ninja', 'Scawny-necked brain-death' and 'Brian'.)
But for 12 points, they're actually pretty decent.
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Psykers
Jul 23, 2008 14:42:52 GMT -5
Post by Count Elakor on Jul 23, 2008 14:42:52 GMT -5
psychers are wery usefull actualy. Ligthning(D6s4 hits) and Machine curse (damage on 4-6), then you got that shield(VS eldar) and longer range for LD. but the psychers real edge is CC: HSO stats and force weapon kills anything.
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Psykers
Jul 24, 2008 7:46:31 GMT -5
Post by Deleted on Jul 24, 2008 7:46:31 GMT -5
psychers are wery usefull actualy. Ligthning(D6s4 hits) Its actually str3 hits
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Psykers
Jul 24, 2008 9:52:10 GMT -5
Post by Rolling Thunder on Jul 24, 2008 9:52:10 GMT -5
The point is irrelavant.
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