Lookie what I found on the Interwebs this morning from a fellow blogger aardvark over at the 19th legion Thought I'd share them with you folks.
From BoW
Some interesting tidbits gleaned from the White Dwarf:
- Psykers can replace their psychic powers at deployment by picking
as much cards from the various disciplines as they normally have powers.
You either use the discplines or the psychic powers from your codex.
For example, a Space Marine Librarian would either choose 2 powers from
his codex, or 2 powers from the 4 disciplines he has access to.
- Some example psychic powers from the disciplines:
Discipline of Biomancy – Haemorrage, warp charge 1, range 12″.
Haemorrage is a Focused witchfire power with a range of 12″. The Target
must pass a toughness test or suffer a wound with no armour saves or
cover saves allowed. If the target is slain randomly select another
model (friend or foe) within 2″ of him. That model must pass a toughness
test or suffer a wound with no armour or cover saves allowed. If that
model dies, continue the process until a model survives or there are no
suitable targets within range.
Discipline of Divination – Scrier’s Gaze, Warp charge 1. Scrier’s
Gaze is a Blessing that targets the Psyker. Whilst the power is in
effect, you can roll 3 dice and choose the result you want when rolling
for reserves, outflank or mysterious terrain.
Discipline of Pyromancy – Molten Beam, warp charge 2, range 12″.
Molten beam is a Beam with the following profile – S8 AP1 Assault, melta
Discipline of Telekinesis – Vortex of Doom, warp charge 2, range 12″.
Vortex of doom is a Witchfire power with the following profile – S10
AP1, Heavy1, Blast* *If the psychic test is failed centre the template
on the psyker, it does not scatter.
Discipline of Telepathy – Hallucination, warp charge 2, range 24″.
Hallucination is a Malediction that targets a single enemy unit within
24″. Roll immediately to determine the manner of hallucinations the
target is suffering from (roll once for the whole unit)
d6 1-2 – Unit is pinned, unless it automatically passes pinning tests or
is locked in close combat, in which case there is no effect.
3-4 – The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect.
5-6 – Every Model in the unit immediately inflicts a single hit on it’s
own unit, resolved at that models own strengths, but using the strength
bonuses, AP values and special rules of the most powerful close combat
weapons (if they have any)
- HQ’s can challenge in single combat,
- Jump packs get to re-roll charge rolls, Jet packs get to “scoot” up to 2D6″ away in the assault phase,
- Rage is +2 attacks on the charge
- Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,
- Land Speeders get Jink for a +5 cover save or 4+ if flat out,
- There’s a pic of a Beastman Imperial Guardsman “A type of abhuman designated Homo Sapien varatius in the rulebook’s appendix,
- Snipers can select targets if they roll a 6 to hit,
- Gauss weapons remove a hull point on a hit of a 6, tesla works with
the overwatch (needing 6′s to hit at BS1) nicely (any sixes to hit are 2
hits),
- The vehicle dice/markers has 4 AP3, 2 AP2, 2 AP1, 2 hull point markers and 2 stunned/shaken markers.
- The brass servo skull thingies in the pictures are dice holders
- The objective dice are “a means to represent the place or the
importance of the mission objectives of primary and secondary scenarios
used in the Eternal War. Also, be used to determine the nature of a
mysterious Objective once revealed.”
Enjoy pics are from the new white dwarf, as all ways I'am your friendly neighborhood pro-painting horsemen T4nksmasher.