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  1. #1
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    Default 6th ed Physic Powers

    Ok so this was already quoted elsewhere, but it deserves it own thread cos its pretty important

    Seems pretty fair...not much in the way of bad powers.

    BUT i'm not sure these are genuine? Because WD talks about a power that effects vehicles, that you should always swap just in case you end up against Nids. And i don't see anything like that in the list

    Red is my comments :P

    Quote Originally Posted by DrWobbles View Post
    from dakkadakka's rattman

    ok so pyschic powers
    biomancy
    primary power is a basic smite

    caster gets D3 str and toughness
    target unit get -1 str and toughness - Rad grenades for everyone!
    target unit get FNP
    assault 2 every unsaved would heals one off caster
    pysker get +d3 init
    target makes toughness test or take 1 wound no save, if slain jumps to model with in 2' and make save. continue till someone saves or no targets left - Argh! Virus bombs!


    divination
    primary target unit rerolls failed hits - Eldar guide power now for everyone!
    psycher and unit gain counter attack and get full BS for overwatch
    target unit gain 4++
    target unit must reroll passed armor saves - Inverse Fortune? Could be good!
    psycher and unit ignore cover - Good against dug in units...or fast vehicles
    psyker rerolls failed failed hits, wounds and armor saves - And Eldar fortune+
    psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain - WINNING!

    pyromancy unsuprisingly lots of fire!
    primary flame breath (flamer)
    psyker gains 4+ invo
    target unit gains 4+ cover save
    flame attack assault 1, sould blaze (no idea) blast, ignore cover
    target model takes 1 wound , no armor or cover save allowed, place small blast template anyone hit takes a str 4 ap 5 hit
    assault 2d6, blind, ignore cover attack - Blind?
    str 8, ap 1 assault 1, melta

    telekenisis
    assault 1 str 6 . strikedown (halves init and target moves as if its dangerous terrain)
    roll 2d6 target takes hit equal to strength (11 or 12 auto wound) ap is equal to seperate dice roll
    remove models from table, deepstrike within 24 inchs of where they were - can they then assault? Or just last turn objective snatching
    hostile unit must reroll hits and wounds of 6
    assault D6 pinning attack
    all friendlies with 12 inchs get 5++
    str 10, heavy 1 blast - good, as longas it don't backfire...dno't try using this against Eldar

    telepathy
    primary 3d6 - target leadership wounds to target unit
    target unit has to make leadership roll or do nothing - A pinning test then?
    target freindly stops falling back and gets fearless
    hostile model makes an attack as if it owned by psyker - Depends on war gear limitations..and in C or Ranged?
    target hostile losses fearless and treats all units as fear causing - He he he he....making demons run from combat
    invisibility gains shrouding and stealth, hostiles charged by this unit lose counter attack and fight at WS 1 - could be great for units in cover
    roll on table 1-2 unit pinned, 3-4 cannot run, shoot or stirke blows 5-6 attack own unit

    What are your thoughts?

    And just in case you missed it, or want to know what you can take....Powers Chart!

    Last edited by DrLove42; 06-27-2012 at 05:00 AM.
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
    http://drlove42.blogspot.com/

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