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For those with the new codex, read the rules for Warp time very carefully. At first it appears just to be another way of getting re rolls to hit and wound, but on closer inspection it doesnt actually say which or who's rolls.
Personally i think this means i can use the power, and then re roll any of my own dice, and also my opponents dice. Anyone know the actual way this works?
it says "the psyker may" which i believe means the model's own hit/wound rolls.
EDIT: i actually was unsure for a second there, but after rereading the fluff above the rule it says the demonic instability created allows the caster to attack with greater precision.
Last edited by double.bind; September 8th, 2007 at 08:00.
Yeah mate. it's for the model only.
although, you can use it in their turn too
indeed katie, i was very excited about rerolling force weapon attacks for my 1k son sorceror.
imagine my dissapointment when someone pointed out to me that in the rulebook it states that models using the force weapon cant do another psykik attack that turn
i tried to reason my way around this, saying no one with access to a force weapon could use two powers in a turn at the time of dex writing, but as ahriman's entry specifically says he CAN use a force weapon and other powers...its not looking good
too many, gave up counting. rough estimates of 10% even steven, 25% omg i lostorz! and 65% PWNED NEWBS! ^^
<Tossy> Crons are freaking invincible!
Ummm no. Clearly says: may not use another psychic power in the same turn. So unless otherwise stated like Ahriman... no.
Forget warp time... Lash of Submission is AMAZING! I just tried it in a game vs. eldar today and boy was it fun pushing his guys back or moving them closer so my termies could shoot and assualt. ;-)
Last edited by inlukasha; September 9th, 2007 at 04:55.
I think a better choice, or solution to the force-weapon-warp-time-beatstick issue is:
Chaos Lord, MoS, Steed, Daemon Weapon. (Total: 165 points)
D6 attacks, plus profile, plus charge, plus steed means anything from 3-11 attacks with a +1WS (Lord) and +1I (MoS) character. With a power weapon! Thus it's practically a force weapon, causing instant deaths on unsaved wounds (see page 93 of the new codex for Blissgiver rules). This set-up also gives a potential 19-24" charge range, with the fleet(ed?... haha) steed.
All this, as opposed to 3-5 attacks with full rerolls on the force weapon. Which will cost at its most basic 125 points (Sorcerer w/ Warp Time, no marks, footslogging) to 185 points (Sorcerer w/ Warp Time, Steed/Jump Pack/Wings, and MoT). Provided this character even uses a legal tactic, mind.
A note on the reliability of the Daemon Weapon in contrast to warp time: The dreaded 16% chance roll of one on the DW causing 0 attacks and the wound is just a slight more likely than failing the Warp Time psychic test and taking a perils of the warp wound. And then you have to pass another psychic test for wounds caused to see if they result in instant death.
A note on maneuverability: I think the sorcerer needs to have a steed/disc/jump pack to keep up, otherwise its even less desirable. And for this its going to cost the same or a lot more than the Lord build, depending on the Mark and extra spell choice for MoT sorcerers.
And a note on legality: I don't think MoT gives two spells a turn, either. Or at least I can't find it! I think it just allows the user to choose two spells from the Psychic Powers. Also, I don't see how Warp Time allows you to reroll an attackers dice.
Last edited by double.bind; September 9th, 2007 at 10:24.