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To start of with I don't play Witch Hunters, and I don't have to codex (yet), but my friend (and main opponent) plays them, so I play against them pretty regularly. I trust him not to break rules, and I've broused through the codex, read their specal rules ect. He plays fair, and it's a hard call to guess wich if us wins more often. (and I like it that way each battle is a challenge).
He's been playing witch hunters since they came out, and I've played several other witch hunter players. Yet somehow I only found out last time I played him that I could add a random psychic ability to my hq (for free) due to the fact that he had sisters of battle on the field. He told me because he was curious to see how effective they where.
All this time my traitor guard where wishing they could have something meaner than a sanctioned psyker, and I could have given my "heroic" senior officer a random power whenever I fought sisters (wich was about 1/2 their engagements.
Now the point of this isn't to rant, but I'm curious how many sister players even know about this?
And of those that do, how many don't say anything about it to your opponents?
The one thing I do know is that it's rekindled my quest to own all of the codexes so I don't get any more suprizes.
I have never heard of that.
The Sisters have a natural resistance to any psychic power used against them, and I suspect that your opponent simply wanted to test the effectiveness of this resistance, so he let you take a random psychic power.
"The sword that takes life gives life."
Yeah it's in the back of the codex. You can have an adversary (arch-heretic, alpha psyker) as an HQ or you can give your existing HQ a random psychic power. Pretty cool.
No he showed it to me in his codex, it's near the end of the section with the rogue psyker, and the traitors and mutants. You get a free random power from the same list as the rogue psyker.
I'll mark you up as one of the didn't know about it camp.
Yep, I knew about it, but I never remeber to tell my opponent.
Only a few prefer liberty - the majority seek nothing more than fair masters
I find it amazing how often people forget or don't bother to tell people things like that. If it's in the rules, let your opponent know. It's not that hard to do.
Regardless, I'm rather curious myself as to how the rogue psyker skills work. I play Black Templars and I'm thinking of adding some WH allies on occasion. I'd love to let my opponent take a free psychic ability along with taking the Destroy the Witch vow.
I've only had one fight with them so far, and rolled puppet master. It didn't come into play because my hq never got into range to use it (I was playing my traitor guard.) But I thought it was a lot of fun to be able to say that my hq was an evil psyker anyway.
My view on the mater is these "free" powers are a slight counterweight to sister's access to faith, wich in my opinion is slightly better than what is represented by their point cost alone. Because of this I think it's an opponents right to know about the option.
Now I can see a lot of reasons not to take the option, fluff being a big one as in taking it you are saying that your army consists of evil traitors backing up a dangerous witch. Also a valid reason to not take it is due to anti-psyker specals like Bob Dole's idea for Destroy the Witch vow.
On the whole however I feel that either way letting your opponent know lets both players have more fun, letting your fights be fluffy fights of righteous sisters battling the evil manipulations of rogue psykers. (of either the boosted hq, or the psyker that can be purchaced as an hq option.)
There's something similar at the back of the DH codex, but I think that its optional. Ie: When fighting grey knights, you can possess your HQ.
"No one has a monopoly on wisdom."-S.W.G.
Fluff Master Clan initiate.
"I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones."-A.E.
"Before you embark on a journey of revenge, dig two graves."-C.
New 40K missions here.
Yeah. I always try and ask my opponents if they want the free psychic power. Its good fun.
OK for clarification, (just got the codex) I was wrong on a few points the power I rolled was puppet dance (not master), and it's located at the beginning of the witch hunters adversaries section. Specifically first two paragraphs of page 40 under the heading of Psychic Apocalypse.
Also thanks for your comments I feel like my questions been answered, though I wouldn't mind hearing more on what people think/know about it.