doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on May 28, 2016 13:03:08 GMT -6
Ok so it's +1 to every dice, that's not bad
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on May 29, 2016 7:56:14 GMT -6
If a unit has infiltrate and a transport, does the transport infiltrate as well? Does it matter if the transport is dedicated?
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Post by rogerspacem on May 29, 2016 12:02:29 GMT -6
If a unit has infiltrate but enters a transport (in deployment) that is not dedicated transport, then they don't get to infiltrate cause the transport doesn't have it.
If a vehicle is a dedicated then I believe they do inhert the squads ability. Take the battle sisters dominion squad. They have Scout and a dedicated transport and their transport is able to scout.
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Post by 1D3chan on May 29, 2016 22:21:13 GMT -6
If a unit has infiltrate and a transport, does the transport infiltrate as well? Does it matter if the transport is dedicated? As Roger said, yes, but only if it's a dedicated transport. No in any other circumstance. I see we're thinking along the same lines...
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jun 1, 2016 21:20:43 GMT -6
Now, in a strange turn, who wants to explain psyker levels to me?
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Post by Russell on Jun 1, 2016 23:35:40 GMT -6
What part is causing you confusion?
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Post by 1D3chan on Jun 1, 2016 23:59:54 GMT -6
Now, in a strange turn, who wants to explain psyker levels to me? Your Mastery Level is everything. So let's say your WeirdOrk is a Mastery Level 2. That means -) he generates 2 powers -) he can cast 2 powers max per turn -) he adds +2 to his warp charge pool when rolling for winds of the warp (so if you roll a 5, you get 7 warp charge dice)
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Post by Nick P on Jun 2, 2016 7:04:20 GMT -6
Now, in a strange turn, who wants to explain psyker levels to me? You should really buy and read the rulebook
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Post by Russell on Jun 2, 2016 10:19:37 GMT -6
Wait, you don't own the rulebook?
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jun 2, 2016 15:59:30 GMT -6
I do, the big hard bound sob, but figuring out some of these rules with zero context and contradictory entries between the rule book and my codex leaves room for doubt. Asking you guys seemed like a better course of action than simply assuming it worked the way I want to interpret it. I don't get the warp charge thing when I compare it to the weirdboy entry in the ork codex.
So I always get one charge base at level one, plus extras I may generate in other ways, or I'm one charge max, and if I want to utilize addional charges I need to be a higher level?
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jun 2, 2016 16:02:47 GMT -6
The way I understand it is, being level one gives me one inherent charge per turn, but if I am able to generate an additional charge in another way, I can still utilize it despite having more charges than my level....is that correct?
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Post by rogerspacem on Jun 2, 2016 16:11:33 GMT -6
The way I understand it is, being level one gives me one inherent charge per turn, but if I am able to generate an additional charge in another way, I can still utilize it despite having more charges than my level....is that correct? Correct.
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Post by Nick P on Jun 2, 2016 16:14:07 GMT -6
You roll a d6 at the start of the psychic phase, and then add +1 for each psyker level of all your psykers.
So if you roll a 6, and have 1 wierdboy, you get 7 psychic dice.
You then can cast 1 power with your level 1 psykers per turn, using the dice from that pool. You can use as many or as few of those dice as you want - say you want to cast a power that is warp charge 1; you would throw 3 dice, so as to statistically get at least 1 4+, thereby casting the power. Or you can throw 6 at it to all but guarantee a success, but if you roll 2 6s you suffer "perils of the warp" and roll on a table to see if your psyker is wounded etc.
Your psyker knows 1 power, plus the primaris power of whatever discipline you choose (because of the psychic focus rule). But it can still only cast 1 power, for being a level 1.
My farseer on the other hand is a level 3, so he knows 3 powers (4 with psychic focus) and can cast 3 per turn.
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Post by rogerspacem on Jun 2, 2016 16:15:49 GMT -6
Despite the level one charge from your weird boy,
At the start of every psychic phase you roll a d6 and you get that many plus your inherent bonus (in your case one weird boy at mastery 1). So in total you get 1+d6 charges.
Of course if you have more models that are psykers on the field then you have a better inherent bonus on your roll.
For example you got one weird boy with 1 mastery and another with 2 mastery you will have in total
3+d6 total charges.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Jun 2, 2016 16:24:52 GMT -6
Ok so their mastery adds up..... That is a big part of what I was not getting.
Should have stuck with Necrons, this psyker stuff seems needlessly complicated, but I assume I'll get used to it.
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