Warpstone Flux Rating: ⭐️⭐️
2/5 stars. I was hoping for more.
Telepathy.
Hand-in-hand with telekinesis, telepathy is a staple of many science fiction settings. Warhammer has had many variants of this over many years, and the Heresy era sees a re-imagining of some powers.
Telepathic Fugue.
This power confuses your enemy within a bolter range and prevents them from using a reaction. This is a very reasonable power, but also very situational and requires some forethought.
Telepathic Hallucinations.
The ranged weapon for telepaths has a great range (36 inches no less!) and assault 6. If successful, then the target must take a pinning test with a +1 Ld penalty for every his suffered. This is a great way to cause pinning! But not much use for anything else.
In short then, telepathy is a neat power, but there are stronger and more offensive powers available in the game.
2 comments:
Telepathy is definitely the strongest discipline out there to me. Turning off reactions and easily pinning an enemy unit (even a Stubborn one!) per player turn and potentially even more during return fire and overwatch is nothing short of crazy to me.
This discipline may lack for damage, but it more than makes up for it with huge board control potential.
Oh - I fully agree with your comment. I guess I have simply got used to very aggressive play styles, rather than control and counter play styles. They are both valid choices, of course!
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