Melissia
04-06-2010, 10:27 PM
The Primaris Psyker is considered rather weak, something you really wouldn't want to take on its own-- it's not a very good primary HQ choice. The big reason for that is that it only has two psychic powers and one of them is crappy without another unit to assist (without the psyker battle squad, Night Shroud is less than mediocre).
So, grabbed right out of the Dark Heresy and Dark Heresy: Ascension books (the latter written by Andy Hoare, making these powers at least somewhat canon), here's a rebuilt list of Primaris Psyker powers. The price of the Primaris Psyker is not reduced, so keep that in mind when I list the pricing:
The Primaris Psyker may purchase any two of the following psychic powers. All of these are cast in the shooting phase.
Burning Fists: +20 points
The Primaris Psyker loses the use of his weapons for one game turn (the primaris Psyker may not fire his pistol or use his force weapon). Instead, the Primaris Psyker counts as having two power weapons, and gains +2 strength and initiative.
Inspire: +5 points
The Primaris Psyker, and any friendly units with a model within 6", automatically passes morale and pinning checks for one game turn.
Lightning Arc: +0 points
R24", S6, AP5, Assault 2d6
Nightshroud: +0 points
During the opponent's next turn, any unit trying to shoot at the Primaris Psyker (or his unit) must pass a leadership test or be unable to. Vehicles count as LD10 for the purposes of this test.
Telekinetic Shielding: +15 points
For one game turn, the Primaris Psyker gains a 3++ invulnerable save. If the Primaris psyker is joined to a unit, that unit gains a 5++ invulnerable save for one game turn, as well.
Warp Time: +10 points
For one game turn, all attacks made during the assault phase which are directed at the Primaris Psyker or the unit the Primaris Psyker has joined are made at initiative 1.
For reference, one "game turn" would be the rest of your turn and then the opponent's turn.
So, grabbed right out of the Dark Heresy and Dark Heresy: Ascension books (the latter written by Andy Hoare, making these powers at least somewhat canon), here's a rebuilt list of Primaris Psyker powers. The price of the Primaris Psyker is not reduced, so keep that in mind when I list the pricing:
The Primaris Psyker may purchase any two of the following psychic powers. All of these are cast in the shooting phase.
Burning Fists: +20 points
The Primaris Psyker loses the use of his weapons for one game turn (the primaris Psyker may not fire his pistol or use his force weapon). Instead, the Primaris Psyker counts as having two power weapons, and gains +2 strength and initiative.
Inspire: +5 points
The Primaris Psyker, and any friendly units with a model within 6", automatically passes morale and pinning checks for one game turn.
Lightning Arc: +0 points
R24", S6, AP5, Assault 2d6
Nightshroud: +0 points
During the opponent's next turn, any unit trying to shoot at the Primaris Psyker (or his unit) must pass a leadership test or be unable to. Vehicles count as LD10 for the purposes of this test.
Telekinetic Shielding: +15 points
For one game turn, the Primaris Psyker gains a 3++ invulnerable save. If the Primaris psyker is joined to a unit, that unit gains a 5++ invulnerable save for one game turn, as well.
Warp Time: +10 points
For one game turn, all attacks made during the assault phase which are directed at the Primaris Psyker or the unit the Primaris Psyker has joined are made at initiative 1.
For reference, one "game turn" would be the rest of your turn and then the opponent's turn.