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Move Creation Workshop
This is (more or less) what 13 was trying to show you, Dane:

[spoiler]
Quote:Psychic Powers[edit]

The Psykana psychic discipline is the main one all Astra Telepathica psykers know in addition to the Smite power. Since Wyrdvanes exist, the list below lists four percentages: Primaris/Astropath, 1-2 Wyrdvanes, 3-5 Wyrdvanes, 6-9 Wyrdvanes. Smite is also listed, for easy comparison.
  • Smite: WC 5 (83.33%/33.33%/50.00%/66.67%). The closest visible enemy unit within 18" takes 1d3 mortal wounds, 1d6 instead if cast on an 11+.
    • Total expected wounds: 1.79/0.67/1.0/1.33. Remember, Astropaths use the second value for this power.
  1. Terrifying Visions: WC 7 (58.33%/00.00%/16.67%/33.33%). One enemy unit within 18" suffers a -2 penalty to their leadership, really good for knocking off extra models in the morale phase. Even space marines have to worry when their leadership drops to six and they've taken two or three casualties in a turn.
    • Significantly worse against most targets than just using Smite to kill the same 2 targets, but does have a couple benefits, in that it's targetable, and anyone it does "kill" counts as fled, not slain, which avoids most FNP saves and resurrection mechanics. If you want to really make it shine, use it on a unit of multi-wound cowards, where it will effectively "kill" more than 2 wounds.
    • Overall expected leadership penalties: 1.17/0.00/0.33/0.67.
  2. Gaze of the Emperor: WC 6 (72.22%/16.67%/33.33%/50.00%). If manifested, draw a straight line 2d6" from the caster and roll 1d6 for each enemy model that the line passes over; on a 4+, that model's unit takes a mortal wound. Like every other Smite that lets you target, this does fewer wounds than it does, but its terrible range means the targeting is challenging to abuse - in order to be close enough to rely on it hitting what you want, Smite will usually hit the same unit.
    • This power needs you to be very close to be remotely worth it - as in, you only want to cast it while engaged in melee yourself, or, barring that, on a unit engaged in melee, to ensure it is packed as densely as possible.
    • This power is better against units with smaller bases, such as GEQs, which usually have 25mm bases, and worse against larger ones (MEQs usually have 32mm and TEQs usually have 40mm, but GW refuses to issue actual rules on base sizes). Pay attention if casting this across oblong bases, such as Bikers, to try and ensure as much coverage as possible, and always look for models base to base with each other, as your line can go between them, hitting both.
    • Overall expected "smite line" length in 25mm increments (remember, you deal half a mortal wound per model under the line): 5.14, 1.19, 2.37, 3.56.
    • Overall expected "smite line" length in 32mm increments (remember, you deal half a mortal wound per model under the line): 4.01, 0.93, 1.85, 2.78.
    • Overall expected "smite line" length in 40mm increments (remember, you deal half a mortal wound per model under the line): 3.21, 0.74, 1.48, 2.22.
  3. Psychic Barrier: WC 6 (72.22%/16.67%/33.33%/50.00%). Choose a friendly ASTRA MILITARUM unit within 12". That unit gets +1 to its saving throws (both Armour and Invulnerable). Although Astra Telepathica units do not have their own invulnerable saves, this bonus stacks well with things like cover, allowing for solid defense.
    • This is amazing on Bruteshield Bullgryn, getting you T5/3+/3++ outside of cover or T5/2+/3++ in it (total for max unit: T5/3+/3++/W27), or on Conscripts combined with Celestine, for a 5+/5++ (total for max unit: T3/5+/5++/W50).
    • The Celestine combo works on any ASTRA MILITARUM unit to grant it a 5++, with the only downside that the Psyker has to be on the table to cast, so keeping up with fast units can be challenging; for example, on a Baneblade variant, you're now looking at a T8/2+/5++/W26 model, or for Slabshield Bullgryn, maxing out at T5/1+/5++/W27 (T5/0+/5++/W27 in cover, which is fabulous). However, the power only targets 1 unit, limiting Celestine's aura to 1 target for the combo, so your best bet is 1 expensive unit, rather than multiple cheap ones. It will work on multi-Vehicle units that remain as such after deployment, such as Sentinels.
  4. Nightshroud: WC 6 (72.22%/16.67%/33.33%/50.00%). Choose a friendly ASTRA MILITARUM unit within 12". Until the start of your next turn, enemies that target that unit with a ranged weapon suffer a -1 penalty to its hit rolls.
  5. Mental Fortitude: WC 4 (). Choose a friendly ASTRA MILITARUM unit within 12". Until the start of your next Psychic phase that unit automatically passes Morale tests.
  6. Psychic Maelstrom: Casting Value 7, when cast pick any unit within 18" then roll a dice, on a 2+ it does a mortal wound then roll again, adding each time you pass an extra 1+, with an extra mortal wound each time.
[/spoiler]

As you can see, these are all interconnected abilities (except Smite, which is only listed for comparison).
So according to his source material, these are all directly related.
Is it really such a big deal if he has a move almost as large as yours?

EDIT: And here's a link I found if you want even more info on them: http://www.belloflostsouls.net/2017/10/4...owers.html
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]


Messages In This Thread
Move Creation Workshop - by Omni - 07-25-2015, 03:25 AM
RE: Quick Questions II - by Clownpiece - 11-13-2016, 11:10 PM

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