pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Str D vortex of doom. Oh oh. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 S10 AP1 Large Blast for Telekinesis. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Force makes all weapons in the unit instant death now? Wow. Death to multiwound model units.... Only if those weapons have the Force special rule. So a psyker in a guard blob only works on his own Force Sword. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Prescience is ML2. Misfortune is nerfed to give all attacks rending against it. Iron arm/Warp Speed is a flat +3. Endurance is a 4+ FNP now. Link to comment Share on other sites More sharing options...
Hobbitron Posted May 21, 2014 Report Share Posted May 21, 2014 Only if those weapons have the Force special rule. So a psyker in a guard blob only works on his own Force Sword. Despite double checking that card to make sure I read it right (because it sounded overwhelming) I still missed the reference to a Force weapon. So not a blob squad, but GK got a nice little bump then. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Oooh. Invis nerf to 'snap shots only against the unit' Or is that better. Hmm. Math. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Despite double checking that card to make sure I read it right (because it sounded overwhelming) I still missed the reference to a Force weapon. So not a blob squad, but GK got a nice little bump then. That's pretty much how Force worked for GK before. One test, activate all weapons. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Oooh. Shrouding gives Shrouding to Psyker's unit and all models within 6" Link to comment Share on other sites More sharing options...
Hobbitron Posted May 21, 2014 Report Share Posted May 21, 2014 That's pretty much how Force worked for GK before. One test, activate all weapons. Huh. Then I'm just completely out of the loop. Link to comment Share on other sites More sharing options...
fluger Posted May 21, 2014 Report Share Posted May 21, 2014 So prescience is the same, but now is WC2? That's about perfect. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Yeah, although supposedly WC just means you need more successes. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Huh. Then I'm just completely out of the loop. If it makes you feel any better, this means you can deny Force weapons now. Link to comment Share on other sites More sharing options...
fluger Posted May 21, 2014 Report Share Posted May 21, 2014 Divination still seems to be the standout for Lvl1 psykers since it still has the best primaris. The other powers have really good powers to roll for, so a Level 2 or 3 might want to look there. The good news is with the change to primaris power rules, at least there won't be Lvl 3s with prescience and then other stuff. Link to comment Share on other sites More sharing options...
fluger Posted May 21, 2014 Report Share Posted May 21, 2014 Yeah, although supposedly WC just means you need more successes. Sure, but that is pretty limiting. With a Ld10 psyker, it's virtually automatic. Now? If one has a level 1 and only rolls a 1 for power dice, that's pretty low odds of generating that power. Even throwing 4 dice at it, it is significantly reduced in reliability. This is not a bad thing. 1 Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Yeah, it really depends on how the dice are generated and all. If it is D6 + Mastery, that could make it easier for 3-4 ML1 psykers to get stuff done. Link to comment Share on other sites More sharing options...
CaptainA Posted May 21, 2014 Report Share Posted May 21, 2014 Pretre, where do you get these wonderful toys!?!? Link to comment Share on other sites More sharing options...
JMGraham Posted May 21, 2014 Author Report Share Posted May 21, 2014 Biomancy being +3 to stats instead of +d3. Wow. Wow. Wow. If nothing else: Wow. <===This guy loves it. Link to comment Share on other sites More sharing options...
Guest Mr. Bigglesworth Posted May 21, 2014 Report Share Posted May 21, 2014 Yea I'm curious how success are generated and what role leadership has in psychic casting if any? Really excited to see rules but some of these powers seem really good to the point of needing mass psykers. Seems like ig primarius psykers are even more valuable. I don't like str d psychic power, doesn't bode well. I'm sure the denies make it feasible to prevent it most times. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Pretre, where do you get these wonderful toys!?!? 2 Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 Yea I'm curious how success are generated and what role leadership has in psychic casting if any? Really excited to see rules but some of these powers seem really good to the point of needing mass psykers. Seems like ig primarius psykers are even more valuable. I don't like str d psychic power, doesn't bode well. I'm sure the denies make it feasible to prevent it most times. Plus it is sanctic and ML3. So, supposedly, that means at least 3 dice to successfully cast (more like 6) and any doubles are a peril. Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Report Share Posted May 21, 2014 I stand by my assertion that SW and IG are going to be awesome together (even more so than now). Mmm. Invisible thunderwolves. Link to comment Share on other sites More sharing options...
tombking Posted May 21, 2014 Report Share Posted May 21, 2014 Plus it is sanctic and ML3. So, supposedly, that means at least 3 dice to successfully cast (more like 6) and any doubles are a peril. Any doubles! ouch so that makes ensuring you cast by adding more dice quite a bit risky. Interesting. 1 Link to comment Share on other sites More sharing options...
intrizic Posted May 21, 2014 Report Share Posted May 21, 2014 looks like scier's gaze got a boost, the ability to generate a new mission objective could be 'kind of a big deal' 1 Link to comment Share on other sites More sharing options...
PumpkinHead Posted May 21, 2014 Report Share Posted May 21, 2014 Those new Tyranid psychic powers look freakin awe.... never mind. I will go back to my hole and cry. It will be interesting to see if the LD test is no longer needed, and how Shadows of the Warp will interact with the new psychic phase. Link to comment Share on other sites More sharing options...
Hobbitron Posted May 21, 2014 Report Share Posted May 21, 2014 I wonder how they're going to FAQ Shadow in the Warp with new psyker stuff. It doesn't make much sense with Psychic tests no longer using leadership to give -3 LD.... Also, threw together some numbers. Used a number roller to generate these values. Rolled 500000 times for each value. To break down the output, it follows this format: 11(this number is the warp charge cost, and the dice rolled, so 1 warp charge, 1 die) had: 249646 passes (4+ values), 250354 failures. Overall: 49.93% passrate. Perils (double 6s) @ 0% 11 had: 249646 passes, 250354 failures. Overall: 49.93% passrate. Perils @ 0% 12 had: 374984 passes, 125016 failures. Overall: 75% passrate. Perils @ 2.8% 13 had: 437638 passes, 62362 failures. Overall: 87.53% passrate. Perils @ 7.42% 14 had: 469043 passes, 30957 failures. Overall: 93.81% passrate. Perils @ 13.18% 22 had: 125124 passes, 374876 failures. Overall: 25.02% passrate. Perils @ 2.78% 23 had: 250144 passes, 249856 failures. Overall: 50.03% passrate. Perils @ 7.45% 24 had: 343326 passes, 156674 failures. Overall: 68.67% passrate. Perils @ 13.17% 25 had: 406298 passes, 93702 failures. Overall: 81.26% passrate. Perils @ 19.62% 26 had: 445409 passes, 54591 failures. Overall: 89.08% passrate. Perils @ 26.33% 27 had: 468656 passes, 31344 failures. Overall: 93.73% passrate. Perils @ 32.95% 28 had: 482467 passes, 17533 failures. Overall: 96.49% passrate. Perils @ 39.58% 33 had: 62403 passes, 437597 failures. Overall: 12.48% passrate. Perils @ 7.43% 34 had: 156189 passes, 343811 failures. Overall: 31.24% passrate. Perils @ 13.19% 35 had: 249815 passes, 250185 failures. Overall: 49.96% passrate. Perils @ 19.59% 36 had: 327383 passes, 172617 failures. Overall: 65.48% passrate. Perils @ 26.26% 37 had: 386634 passes, 113366 failures. Overall: 77.33% passrate. Perils @ 32.94% 38 had: 427991 passes, 72009 failures. Overall: 85.6% passrate. Perils @ 39.57% 39 had: 455000 passes, 45000 failures. Overall: 91% passrate. Perils @ 45.61% 310 had: 472763 passes, 27237 failures. Overall: 94.55% passrate. Perils @ 51.53% 311 had: 483857 passes, 16143 failures. Overall: 96.77% passrate. Perils @ 57.05% 312 had: 490191 passes, 9809 failures. Overall: 98.04% passrate. Perils @ 61.76% So. There you go. There are some stats on the psych checks as I understand them currently. Which is throw as many dice as you want, but you need a number of 4+s equal to or exceeding the warp charge cost of the power. Perils on double 6s (or any doubles if you're using Daemonology and aren't a GK using Sanctic or a Demon using Malefic, which was excluded from this data set). Link to comment Share on other sites More sharing options...
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