The psychic discipline of Telekinesiss is the most common of all the disciplines across the nine armies with access to psychic powers, with eight being able to draw upon Telekinesis. 

Of the six powers, one has Warp Charge of 2, with the rest as Warp Charge of 1. Many of these powers will be familiar to most players, as they are inspired by, and in some cases direct duplicates of powers found in Codex Space Marines.
 
Exploring the Warp Charge 1 powers, we see a wide range of abilities to draw upon which use many of the new psychic power types.
 
(1) CRUSH - a  focussed witchfire power with an 18" range.   The AP of the attack is D6 and  the strength of the attack is 2D6 with an 11 or 12 automatically wounding or, in  the case of a vehicle causing an automatic penetrating hit.

This is a very  effective attack to eliminate targets of opportunity with even the most hardy  of models needing to respect the potential of this psychic attack.


(2) GATE OF INFINITY - this blessing is used on the psyker and his unit allowing them to leave play and enter via deep strike within 24" of their original location.  
 
This is much the same as the power from Codex: Space Marines allowing you to get a unit either  closer to the action - or out of harm's way. With the reduced harmful effects of Deep Strike mishaps in v6, players may find more aggressive positioning of units to be worth the risk.

 
(3) OBJURATION MECHANICUM - This malediction can be used on any enemy unit within 24".   They need to re-roll any to-hit or to-wound roll of 6.  In addition, if this targets a vehicle or vehicle squadron, each takes a separate Strength 1 hit using the Haywire special rule.

This is a good power to limit a unit's shooting - especially ones with low weapon strength or low BS and even those that rely on snap-fire for additional effects.  It will also make overwatch fire almost completely ineffective - as well
as affecting to-hit rolls in close combat. So, this power would be the perfect one
to cast on a unit you're setting up to assault in this turn.  It has limited effect on template, and blast weapons, save for the to-wound rolls ability, but against units like Ork Lootas, it can really shut them down.


(4) SHOCKWAVE - this power uses the new nova rules, targeting units within 12".  Each takes D6 S3 AP - hits and any wounds cause pinning.

This power is effective against lightly armoured low toughness units.  
It is best utilized when in the midst of the enemy lines to hit multiple units.   Imperial Guard may reduce the effectiveness of this power by having infantry squads combine before the game. 

Nova attacks are unique in that enemy units locked in combat are also affected as well as units outside of line of sight.  Note that only models in the 12" range can be claimed as casualties as per the normal shooting rules.

 
(5)  TELEKINE DOME - this blessing targets a friendly unit within 12" of the psyker.  While in effect, all models in the target unit gain a 5+ invulnerable
save against shooting attacks.  Furthemore, any successful saves redirect a hit with the same S and AP to an enemy unit of your choice within 6" of the target unit.
 
The benefits of an invulnerable save are obvious, but the redirection of shooting attacks make this an interesting power.  Opponents may reconsider shooting low AP attacks against units protected by this power, in fear of harming their own units poised to assault.  This redirection also works on overwatch attacks with these shots so be wary of reflected shots  causing
casualties and leaving you out of charge range!
The Telekinesis discipline has a single Warp Charge 2 power. It's destructive potential earns it top billing in this discipline. 

(6) VORTEX OF DOOM - This witchfire power fires a S10 AP1 Blast with a range of 12".  Note that this attack is "Heavy 1" which means that the psyker cannot move and cast this power (though the rest of  his unit may still move).

This power while having the most damage potential is also the most risky. 
On a Perils of the warp, the blast marker is centred on the psyker and
does not scatter!  Remember that models which suffer a Perils Of The Warp take a wound in addition to placing the template - so a second wound is very likely.  With the power's strength of 10, psykers with a toughness of 5 or less would suffer instant death from this attack.  This power is drawn directly from Codex Space Marines. 

Relentless models  can move and cast this power, so models in Terminator  armour  and Monstrous Creatures which are psykers could use this power to greater effect.
 
+++

Should any of these powers when they are rolled up not be to your liking or
align with your army's tactics, you can always opt to change one of them to the
PRIMARIS POWER of the discipline.  These powers always have a Warp Charge of 1.  For Telekinesis, the power is:

 
(P) ASSAIL - This is a medium ranged beam attack which starts at S6 AP - and diminishes in strength as per the new beam rules (p69).   This attack also has the Strikedown special rule which halve the initiative of models wounded even if they make their saving through and cause affected models to move as if in difficult terrain on their next turn.

This is a relatively straightforward shooting attack.  As it is a beam, it’s optimal if you can hit multiple models from either the same unit or a unit behind the original target.  Try and get to an enfilade position to maximize the attack's potential.

+++
 
The Telekinesis discipline brings both the old and new to the game table. 
Abilities once only the Emperor's finest could draw upon are now within
reach of their Brothers in Arms and their Fallen Brethren.  The Xenos threat of the hivemind too can now bring these powers to bear on any that dare stand in their way.

Telekinesis - the touch of death.
Sliganian
7/9/2012 11:44:49 am

Hey Xian:

One housekeeping item: in both Telepathy and Telekinesis you say are 'the most common', might want to quick edit those.

As for the Powers, I am curious to see how effective flying MC's are with Vortex. I would love to pull my old Daemon Prince of Tzeentch model off the shelf again.

In other news, it is... interesting to see some Warmachine-esque elements in some of these powers. For example, 'Puppet Master' sounds very similar to 'Puppet Strings' (a Cryx trick) and the spell itself is an 'Influence' spell on steroids.

Reply
Xian
7/9/2012 02:59:06 pm

After writing the Telekinesis post, I realized that I'd miscounted for Telepathy - I've since corrected the oversight on the original article.
As for Vortex, there are not many Mastery 2 psykers out there at this point.

Reply



Leave a Reply.