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Commander Dante
11-02-2010, 11:02 AM
Power from the almighty ether and the Warp - psychics.

But in Space Hulk 1st Ed. psychics can be both confusing and altogether too powerful if you don't have the right strategy.

Firstly, there is a differentiation between the basic 'Deathwing expansion' psychic rules which only use predetermined psi-points that can augment Close Combat results, then there are the 'Genestealer expansion' rules that use a cards based psychic system for spell casting.

For clarifications of basic 1st Ed. psychic rules, see the White Dwarf suppliements thread here:
http://www.lounge.belloflostsouls.net/showthread.php?t=7098

Basic reminder for 'Genestealer expansion':

EVERY librarian has the equivalent of one free force defense due to his Aegis psychic hood (meaning any attack on him must be immediately backed-up with another force card to support it - this means it will always require at least 2 cards to make any psychic attack on a Librarian or a section containing one). However, multiple librarians in the same section do not get multiple force blocks - only 1 free force block per section containing librarians (it is not cumulative).
If the librarian can then play a force defense from his hand, ANOTHER force card must be played from the attackers hand to overpower the librarian. This will continue until the librarian runs out of force protections, chooses to use an Aura of another suit to protect only himself, or runs out of playable cards altogether and is slain (possibly with other models if it is a section effect such as smite or hellfire).

Space Marines draw 2 Cards base, +1 for every additional psyker in the army. At the start of the turn, Marines can temporarily draw up 2 cards above their maximum, and decide which cards to keep, then discarding the extras before they make ANY OTHER ACTIONS or start the turn (this includes drawing CP for the turn, as knowing how many extra CP you have will give you an unfair advantage in 'farming' the card draws).
Space Marine Librarians are between levels 1-4 (Base cost 14 pts for Lv. 1, + 5 per level)
Grey Knights are always at least level 3, with rules covered in Genestealer expansion. Lv. 3 Grey Knights cost 25 points, Lv. 4 cost 30 points. This reflects their Nemisis weapons.
Inquisitors are level 4, and will be covered in more detail in the Inquisitor thread. Inquisitors allow the Marine player to draw 2 extra psychic cards. Inquisitors receive 2 free Aegis force blocks due to their masterful psychic training, and many blessings, wards, and protection glyphs bestowed by their order and the Emperor himself. Inquisitors cost 35 points.

Genestealers get to draw 4 psychic cards base if they have any psykers in the brood. If a Magus is present, 'Stealer player keeps 5 cards. If a Throned Patriarch is present, the 'Stealer player keeps 6 cards. At the start of their turn, Genestealers may discard 1 card, before drawing back up to their maximum.
Genestealers have no automatic psychic protection, and the cards can only be played once a 'Stealer psyker is revealed and placed.

In my own games, I distinguish between a Level 2 Broodlord (running patriarch), and the Level 4 Throned Patriarch ancient Genestealer (integrating both GW storylines for this purpose).

A Hybrid Magus is always Level 4. Other 'Stealer hybrids would be between levels 1-3. Points for Psyker blip sets are given in the Genestealer Force Point list thread. The cost for those blip sets contains up to 5 possible psykers at Lv. 1, but if you wanted to increase the level of some or all hybrids then:
Lv. 1 Hybrid Psyker cost 4pts + 2 pts per level of advancement.
Lv. 4 Magus cost 10 points (4AP, allows 5 card draw)
Lv. 2 Broodlord psyker cost 15 points. (6AP, Hard to Kill)
Lv. 4 Throned Patriarch psyker cost 25 points (stationary, 6AP, Psychic Blast, allows 6 card draw, is Hard to Kill.)

These point allocations consider that a match-up like Lv.3 Hybrid vs. equivalent Librarian is going to be fair, even though the hybrid costs 1/3 of the Librarian. This is because they get equal movement, equal casting strength, but the Marine is also much harder to kill, has a 2d- storm bolter and psy-weapon, and free Aegis Hood defense - all very powerful (and expensive) accouterments - plus Librarians may be using CP as well, another huge advantage. Not to mention, that Genestealer Blip Sets are all random draws, meaning that the 'Stealer player could start with psykers or not draw them until late in the game if at all (usually somewhere in-between).

Eldar psychics are covered in the Eldar in Space Hulk thread, but provided here are a couple clarifications.
The Eldar Farseer has his own set of cards, signifying the ancient mystical powers of the Farseers connection with his Craftworld and the Warp.
However, this does not necessarily preclude the Eldar player from using the standard psychic cards as well.
Since no official rule clearly defines this relationship, it is to be derived from a good playable standard and common sense.

Eldar psychic cards are helpful and interesting, but not at all a match for other races with psykers using the 'Genestealer expansion' deck. Also, why is it there are no psychic rules for Warlocks except as psi-points in Close Assault or to direct Wraithguard? Surely Warlocks can sling spells as well, but this wasn't addressed in the official release (so full of loose ends you can see they were under deadline and didn't fully develop these finer points)...
So, with integration and balancing in mind, I offer my own house rules that let me get the most out of my games.

If the Eldar army has at least 1 Warlock, the Eldar player may draw 3 'Genestealer expansion' psychic cards. The Eldar player draws +1 standard psychic cards for every additional Warlock in his army, up to a maximum of 5. Warlocks additionally start the game with 1d6 Psi-points stored in their Witchblade (max 6), and at the start of every turn receive 1d6 psi-points which must be played, stored, or lost. Psi-points may be added to Close assault, or spent on Wraithguard actions (if any are in play). A Warlock may add EITHER his own psi-points OR psychic cards to a Close Assault roll (not both at same time). Warlocks receive 1 free force block (as Aegis Hood) due to their highly cultivated psychic traning and rune covered armament. Warlocks are psykers between levels 1-4 (Base cost 5-pts. + 3 per Lv. using 'Genestealer' psychic rules. 3-pts if using 'Deathwing' psychic rules for psi-points only.)

If a Farseer is in the Eldar warhost, then the Eldar player may draw base 2 'Genestealer Expansion' psychic cards & also use the Farseer psychic deck as normally indicated (draw 1D6 Eldar cards at start of turn, keep 1 to play that turn and discard the rest). A Farseer may add points from standard psychic cards to their Close Assault roll. The Farseer receives 2 free force blocks (as Aegis Hood) due to their supreme and refined psychic conditioning and rune adorned armament. The Farseer is always a Level 4 psyker. Farseer cost if using 'Genestealer Expansion' psychic deck 20 pts (otherwise 5 pts solely with Eldar deck using 'Deathwing' psychic rules).

So, 1 Farseer and 1 Warlock will let the Eldar player draw 3 'Genestealer Expansion' psychic cards & use the Eldar psychic deck.
If Eldar are using the 'Genestealer Expansion' psychic deck, they may discard 1 card before drawing up to their maximum at the start of the Eldar turn, in the same manner as the Genestealers.

Using these adaptations lets you have a fair balanced game using 1st Ed. psychic rules

(Nothing for Ork Wierdboyz yet, though if you use good sense you can easily incorporate the standard deck...roughly the same point costs as hybrids since wierdboyz are just as physically puny. Again, Orks are PURELY a house-rule set and not included in any official Games Workshop release for Space Hulk. Find Ork rules in the main forum lobby.)


'Genestealer Expansion' Strategy:

Put psykers in sections where you want to be able to protect other important troops, but not too many psykers together as you are vulnerable to losing them in one shot as the Aegis Hood defenses are not cumulative.

It is a good idea to save Aura cards when you can, especially to protect your higher-level psykers when necessary.

You can use cards to great strategic effect, or just to cast during your turn so you can draw more cards next turn. Make sure you don't place a vortex next to you! Dispersal is also a good way to spend off cards.

Teleport is one of the most powerful cards, but remember you can't teleport through a section containing Miasma!

When attacking other psychic units, be prepared to back up your attack with multiple 'force cards', indicated by the small color in the lower right corner which must correspond to the original color of the psychic power played.