Podcasts about psykers

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Best podcasts about psykers

Latest podcast episodes about psykers

The RPGBOT.Podcast
WARHAMMER 40K IMPERIUM MALEDICTUM - An Introduction: Mutants, Mayhem, and Middle Management

The RPGBOT.Podcast

Play Episode Listen Later Apr 10, 2025 79:18


The RPGBOT.Podcast team dives headfirst into the chaos, corruption, and cosmic bureaucracy of Warhammer: 40,000 - Imperium Maledictum—where your worst day in HR is just the beginning. Links Imperium Maledictum Core Rulebook (affiliate link) Starter Set (affiliate link) Imperium Maledictum Digitals on DriveThru (affiliate link) In this episode, the RPGBOT hosts take a deep dive into the dark, dystopian world of Warhammer 40,000 through the lens of its RPG adaptation, Imperium Maledictum. The conversation blends humorous banter with insightful analysis, offering listeners both entertainment and education. The hosts start with an overview of the setting's lore, including the Emperor's role, the brutal nature of the Imperium, and the ever-present threat of Chaos. They explore the concept of Grimdark, the loss of advanced technology, and the unique role of the Eldar as twisted space elves. The discussion covers how these elements shape the game's tone and influence character creation. Further into the episode, the group breaks down the game's mechanics, including its D100 system, critical injuries, corruption and mutation, psychic powers, and the use of factions and patrons. They also touch on gameplay themes, such as horror, political intrigue, and the struggle of ordinary individuals caught in a merciless galaxy. Throughout the episode, the hosts celebrate the flexibility of Imperium Maledictum, brainstorming campaign ideas and character concepts, while emphasizing that storytelling and narrative immersion are central to the experience. Key Segments: 1. Warhammer 40K Lore Overview The Emperor's role as a guiding force in interstellar navigation. Humanity's decline in the face of ancient alien threats and rogue AI. The dark, magical nature of the Warp and the emergence of Chaos Gods. Eldar as corrupted, tragic analogs of fantasy elves. The Imperium as a bureaucratic and religious nightmare. 2. The Grimdark Tone “In the grim darkness of the far future, there is only war” – and it shows. Every victory feels like a loss; choices often have no good outcomes. The concept of technological regression and lost knowledge. Humanity's struggle framed as a desperate survival in an uncaring universe. 3. Game Mechanics Uses a D100 system with degrees of success for outcomes. Initiative is fixed, reducing bookkeeping during combat. Critical injuries, healing, and long-term character impact. Mutation and corruption as central elements—both physical and narrative. Psykers (psychic users) are powerful but dangerous to use. 4. Setting of Imperium Maledictum Focuses on the Mecarion Sector, conquered by Solar Mecarion. Earth (Terra) is portrayed as a decaying industrial monolith. Patrons (influential NPCs) shape missions and character growth. Factions within the Imperium provide unique gameplay hooks. 5. Themes and Campaign Ideas Encourages stories beyond combat—mystery, horror, political drama. Game supports both serious and comedic storytelling styles. Emphasis on ordinary characters in extraordinary situations. Ideas floated include office politics in a hive city and noir-style investigation Key Takeaways: Imperium Maledictum is a spiritual successor to Dark Heresy, steeped in lore and focused on immersive storytelling. The Emperor is vital not just spiritually, but also functionally, enabling warp travel. Warhammer 40K's aesthetics are intentionally excessive and impractical. The setting has shaped, and been shaped by, decades of science fiction and fantasy. Characters are vulnerable—critical injuries, mutation, and corruption are ever-present. Psykers function like wizards, with significant risks attached to their powers. Patrons and factions provide narrative depth and mission structure. Combat is strategic and punishing, but narrative drives the gameplay. The game encourages creativity in character creation, campaign themes, and tone. Scenarios can range from horror to satire, showcasing the game's flexibility. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati

RPGBOT.Podcast
WARHAMMER 40K IMPERIUM MALEDICTUM - An Introduction: Mutants, Mayhem, and Middle Management

RPGBOT.Podcast

Play Episode Listen Later Apr 10, 2025 79:18


The RPGBOT.Podcast team dives headfirst into the chaos, corruption, and cosmic bureaucracy of Warhammer: 40,000 - Imperium Maledictum—where your worst day in HR is just the beginning. Links Imperium Maledictum Core Rulebook (affiliate link) Starter Set (affiliate link) Imperium Maledictum Digitals on DriveThru (affiliate link) In this episode, the RPGBOT hosts take a deep dive into the dark, dystopian world of Warhammer 40,000 through the lens of its RPG adaptation, Imperium Maledictum. The conversation blends humorous banter with insightful analysis, offering listeners both entertainment and education. The hosts start with an overview of the setting's lore, including the Emperor's role, the brutal nature of the Imperium, and the ever-present threat of Chaos. They explore the concept of Grimdark, the loss of advanced technology, and the unique role of the Eldar as twisted space elves. The discussion covers how these elements shape the game's tone and influence character creation. Further into the episode, the group breaks down the game's mechanics, including its D100 system, critical injuries, corruption and mutation, psychic powers, and the use of factions and patrons. They also touch on gameplay themes, such as horror, political intrigue, and the struggle of ordinary individuals caught in a merciless galaxy. Throughout the episode, the hosts celebrate the flexibility of Imperium Maledictum, brainstorming campaign ideas and character concepts, while emphasizing that storytelling and narrative immersion are central to the experience. Key Segments: 1. Warhammer 40K Lore Overview The Emperor's role as a guiding force in interstellar navigation. Humanity's decline in the face of ancient alien threats and rogue AI. The dark, magical nature of the Warp and the emergence of Chaos Gods. Eldar as corrupted, tragic analogs of fantasy elves. The Imperium as a bureaucratic and religious nightmare. 2. The Grimdark Tone “In the grim darkness of the far future, there is only war” – and it shows. Every victory feels like a loss; choices often have no good outcomes. The concept of technological regression and lost knowledge. Humanity's struggle framed as a desperate survival in an uncaring universe. 3. Game Mechanics Uses a D100 system with degrees of success for outcomes. Initiative is fixed, reducing bookkeeping during combat. Critical injuries, healing, and long-term character impact. Mutation and corruption as central elements—both physical and narrative. Psykers (psychic users) are powerful but dangerous to use. 4. Setting of Imperium Maledictum Focuses on the Mecarion Sector, conquered by Solar Mecarion. Earth (Terra) is portrayed as a decaying industrial monolith. Patrons (influential NPCs) shape missions and character growth. Factions within the Imperium provide unique gameplay hooks. 5. Themes and Campaign Ideas Encourages stories beyond combat—mystery, horror, political drama. Game supports both serious and comedic storytelling styles. Emphasis on ordinary characters in extraordinary situations. Ideas floated include office politics in a hive city and noir-style investigation Key Takeaways: Imperium Maledictum is a spiritual successor to Dark Heresy, steeped in lore and focused on immersive storytelling. The Emperor is vital not just spiritually, but also functionally, enabling warp travel. Warhammer 40K's aesthetics are intentionally excessive and impractical. The setting has shaped, and been shaped by, decades of science fiction and fantasy. Characters are vulnerable—critical injuries, mutation, and corruption are ever-present. Psykers function like wizards, with significant risks attached to their powers. Patrons and factions provide narrative depth and mission structure. Combat is strategic and punishing, but narrative drives the gameplay. The game encourages creativity in character creation, campaign themes, and tone. Scenarios can range from horror to satire, showcasing the game's flexibility. If you enjoy the show, please rate and review us on Apple Podcasts, Spotify, or your favorite podcast app. It's a quick, free way to support the podcast, and helps us reach new listeners. If you love the show, consider joining us on Patreon, where backers at the $5 and above tiers get ad free access to RPGBOT.net and the RPGBOT.Podcast, can chat directly to members of the RPGBOT team and community on the RPGBOT.Discord, and can join us for live-streamed recordings. Support us on Amazon.com when you purchase products recommended in the show at the following link: https://amzn.to/3NwElxQ How to Find Us: In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net Tyler Kamstra Twitter: @RPGBOTDOTNET Facebook: rpgbotbotdotnet Bluesky:rpgbot.bsky.social Ash Ely Professional Game Master on StartPlaying.Games Twitter: @GravenAshes YouTube@ashravenmedia Randall James @JackAmateur Amateurjack.com Producer Dan @Lzr_illuminati

The Underhive Lorekeepers Podcast
Episode 39 - Upperhive Lorekeepers. Ty and Ko'Iron.

The Underhive Lorekeepers Podcast

Play Episode Listen Later Feb 21, 2025 179:07


Greetings, scummers!Due to a subtle decrease in pollution from the industrial sectors of level 359, we are pleased to bring you another transmission from the number 1 social entertainment mega show, The Upperhive Lorekeepers!This episode, the noble sons from high above us all bring the ins and outs of two more of their noble equals, the houses of Ty and Ko'Iron.House Ty may be a young house, but their power and influence is rapidly climbing. Their knowledge of Psykers and connections to the Adeptus Astra Telepathica make them truly formidable. Their short tenure as a noble house on Necromunda shadows a long and powerful history, drawing their influences from some of the mightiest peoples of ancient Terra...The matriarchal house of Ko'Iron are the truest people of the faith on Necromunda.Their daughters and sons serving The Emperor in prayer and battle with equal vigour. Their armies march upon one thousand worlds on one hundred battlefields with one mission on their mind.Faith.So join us once again, as we travel the noble paths, spreading the glorious knowledge from our minds to your ears. This is Upperhive Lorekeepers and you're welcome. If you have questions, complaints, corrections or suggestions, email us at  Underhivelorekeepers@gmail.com. Want to support the show? ⁠https://linktr.ee/underhivelorekeepersUpperhive Lorekeepers theme is Camille Saint-Saëns: Danse Macabre - Xylophone by Kevin MacLeod. Available at https://freemusicarchive.org/music/Kevin_MacLeod/Classical_Sampler/Danse_Macabre_-_Xylophone/

Fandom Podcast Network
Lethal Hammer: Episode #3: Magnus Goes Red

Fandom Podcast Network

Play Episode Listen Later Nov 7, 2024 25:54


Lethal Hammer: Episode #3: Magnus Goes Red   On tonight's episode: LM heads to Fenris and a date with the Space Wolves, learn all about the famous Astartes Chapter, then the Thousand Sons Primarch Magnus The Red, one of the most powerful Psykers in the universe, and the state of the Emperor in the modern era - all this and more on Lethal Hammer!   All this and more on Lethal Mullet Podcast!   Site: fpnet.podbean.com LM Socials: @thelethalmullet FPN on Twitter: @fanpodnetwork   Catch the flagship show: Culture Clash, Blood of Kings, and the host of amazing podcasts covering all of Lethal Mullet Podcast Flashback. #lethalhammerpod #warhammer #classics

Adeptus Ridiculous
PSYCHIC POWERS: ROLL D100 ON THE INSANITY TABLE | Warhammer 40k Lore

Adeptus Ridiculous

Play Episode Listen Later Nov 6, 2024 67:24


Send us a texthttps://www.patreon.com/AdeptusRidiculoushttps://www.adeptusridiculous.com/https://twitter.com/AdRidiculoushttps://orchideight.com/collections/adeptus-ridiculousIn the universe of Warhammer 40,000, certain individuals called Psykers are able to call upon the raging energies of the warp with their minds and utilize psychic powers. Psychic powers are powerful abilities that can be used offensively, defensively or passively. The nature of these powers range from simple over-intelligence to Alpha-Level Psykers capable of unimaginable levels of destruction on a catastrophic scale, with most falling somewhere in between.Support the show

Under the Hive of Madness
Episode 128: Monster Movies & 40k | Roundtable

Under the Hive of Madness

Play Episode Listen Later Oct 24, 2024 99:51


It's Spooky Season, so what better topic than Classic Movie Monsters, and how do they apply to Warhammer and Warhammer 40k? Come along as Gobbo, Emmy, Chac, and Drew compare the heavy hitters, like Dracula, Frankenstein, The Mummy, Witches, and a few more... To Necrons, Dark Eldar, Space Marines, and Psykers, to name a few. Under the Hive of Madness is a Warhammer 40k Podcast diving into the Horror and Grimdark elements of the setting, so expect some adult themes, adult language, and more than a handful of Khorney Jokes! "Trick or Treat, stay light on your feet, deny them something good to eat. If you don't, it's fate you dare, and you vanish to nowhere..." Email the show! ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠UndertheHiveofMadness@gmail.com⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠  Join us today on Discord! ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠GymDark Gaming⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Become a Patreon: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.patreon.com/UndertheHiveofMadness.⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Find Us Around the Web:⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ https://linktr.ee/underthehive⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ or our Website: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Underthehiveofmadness.com⁠⁠⁠⁠

Warhammer Para Prietos
Anti-Psykers repudiados por la humanidad - Blanks

Warhammer Para Prietos

Play Episode Listen Later Sep 17, 2024 65:17


Canal de Telegram: https://t.me/w40k_prieto Comunidad de Telegram: https://t.me/wppcomunidad Spotify: https://open.spotify.com/show/06BWSGtQmYM6IOk1dnAFS1?si=MtNYGpQCS8OnRXluQrnlTA&utm_source=copy-link Ivoox: https://www.ivoox.com/p_sq_f11064076_1.html Patreon - apóyanos para tener beneficios! https://www.patreon.com/wpp Anchor: https://anchor.fm/wpp40k Correo de contacto: wpp40k@gmail.com Los twitters de los anfitriones: Kench - @Kench1611 Fascio - @fascio_aeternum

Isyander & Koda
The Schola Progenia | Commisar High School, How to Train Your Inquisitor, The Sisters Will Crush You

Isyander & Koda

Play Episode Listen Later Sep 8, 2024 86:56


https://www.patreon.com/isyanderandkoda You already know how to please the Machine Gods at this point so thank you so much. And make your voices heard for which faction you would like to see next! -Isyander Everything below is for the omnissiah. But like, you can read it if you want. Just a synopsis of the video you're watching.In this in-depth video, we explore the harsh and rigorous world of the Schola Progenium, the Imperium's legendary training ground that produces some of the most elite and feared individuals in Warhammer 40k. From Commissars and Tempestus Scions to the Adepta Sororitas and even the shadowy assassins of the Officio Assassinorum, the Schola Progenium is where the orphans of the Imperium's fallen heroes are molded into the next generation of warriors, leaders, and enforcers.Join us as we delve into the brutal reality of life at the Schola Progenium, where young cadets are stripped of their past, forged in iron discipline, and trained to serve the Imperium with unwavering loyalty. We'll take you through the recruitment process, where orphans of Imperial officers are brought into the fold, and follow their journey through grueling training regimes under the watchful eyes of Drill Abbots—veterans turned priests with a mandate to shape these children into the Imperium's finest.You'll get an inside look at the rigorous Trials of Compliance, the make-or-break challenges that determine the cadets' future roles within the Imperium. Will they become the inspiring but feared Commissars, ready to execute their own troops if necessary? Or perhaps they'll join the ranks of the Tempestus Scions, the elite special forces of the Imperial Guard? We'll also explore the paths leading to the Adepta Sororitas, where faith and martial prowess combine, and the terrifying journey of those chosen for the Officio Assassinorum, trained to become the deadliest killers in the galaxy.In this video, we don't just focus on the Schola Progenium itself but also touch on how its graduates shape the wider Imperium. From the bureaucrats of the Administratum who keep the massive war machine running, to the psykers who walk the razor's edge of sanity and chaos, every graduate of the Schola plays a vital role in maintaining the Imperium's fragile existence.Whether you're a long-time Warhammer 40k fan or new to the lore, this video offers a comprehensive look at the Schola Progenium's role in creating the Imperium's most important and dangerous individuals. Witness the blend of religious indoctrination, military discipline, and ruthless efficiency that ensures only the best and most loyal serve the Emperor.———TAGSWarhammer 40k, Schola Progenium, Commissars, Tempestus Scions, Adepta Sororitas, Officio Assassinorum, Imperial Guard, Astra Militarum, Warhammer 40k training, Warhammer 40k lore, Imperial bureaucracy, Psykers, Inquisitors, Warhammer 40k education, Warhammer 40k elite forces, Warhammer 40k indoctrination, Drill Abbots, Trials of Compliance, Imperial orphans, Warhammer 40k universe, Warhammer 40k factions.————————————Opinions expressed in this video are solely those of Isyander & Koda and in no way reflect the views or opinions of Games Workshop Ltd.Artwork throughout this video is used for educational purposes. if you see your artwork and would like an art credit, message me.Support the show

Isyander & Koda
The High Lords of Terra: Powerful Enough To Kill The Emperor, Not Powerful Enough To Stay Regular

Isyander & Koda

Play Episode Listen Later Jun 29, 2024 68:03


Https://www.patreon.com/isyanderandkoda You already know how to please the Machine Gods at this point so thank you so much. And make your voices heard for which faction you would like to see next! -Isyander The High Lords of Terra are the ruling council of the Imperium of Man in Warhammer 40,000, a central body wielding immense power and influence over the galaxy-spanning empire.The High Lords of Terra consist of various permanent and rotating members, representing crucial segments of Imperial power. Key positions include the Master of the Administratum, overseeing the bureaucratic and administrative apparatus; the Fabricator-General of the Adeptus Mechanicus, representing the tech-priests of Mars; the Inquisitorial Representative, ensuring the interests of the Inquisition; the Grand Provost Marshal, head of the Adeptus Arbites for law enforcement and internal security; the Master of the Astronomican, managing the psychic beacon essential for warp travel; and the Ecclesiarch, leader of the Adeptus Ministorum, the state church.During the Horus Heresy, the High Lords, then known as the Council of Terra, played a crucial role in defending the Imperium. They coordinated efforts against Horus' forces, managing resources, military campaigns, and the strategic defense of Terra itself. Key figures like Malcador the Sigillite, the Emperor's regent and the first Lord of the Council, were instrumental during this period.In the modern era, the High Lords maintain significant influence. The return of Roboute Guilliman, Primarch of the Ultramarines, introduced new dynamics, with Guilliman both opposing and aiding the High Lords. His reforms and his role as Lord Commander of the Imperium led to significant changes, including purges and reorganization efforts to streamline governance and military response. The High Lords of Terra are crucial to Warhammer 40,000 lore, embodying the complexities and challenges of ruling a galaxy-spanning empire. Their actions and decisions have far-reaching implications, making them a critical focus for deep dives into Warhammer 40,000's intricate universeTAGSWarhammer 40k, High Lords of Terra, Senatorum Imperialis, Imperium of Man, Master of the Administratum, Fabricator-General, Adeptus Mechanicus, Inquisitorial Representative, Adeptus Arbites, Grand Provost Marshal, Ecclesiarch, Adeptus Ministorum, Master of the Astronomican, Adeptus Astra Telepathica, Grand Master of Assassins, Imperial Guard, Lord Commander Militant, Paternoval Envoy, Navigator Houses, Captain-General, Adeptus Custodes, Chancellor of the Estate Imperium, Horus Heresy, Unification Wars, Great Crusade, Reign of Blood, Goge Vandire, War of the Beast, Roboute Guilliman, Primarchs, Imperial governance, Imperial bureaucracy, Warhammer lore, Warhammer history, Warhammer universe, Imperial politics, Imperial reforms, Adeptus Administratum, Imperial Navy, Space Marines, Custodian Guard, Malcador the Sigillite, Council of Terra, Officio Assassinorum, Imperial records, Imperial administration, Imperial defense, Imperial strategy, Warp travel, Psykers, Astronomican, Imperial faith, Imperial law enforcement, Imperial security, Imperial leadership, Imperial power struggles, Imperial coups, Imperial reform, Great Rift, Indomitus Crusade, Imperial succession, Imperial legacy, Warhammer factions, Warhammer battles, Warhammer strategy, Warhammer governance, Warhammer administration, Warhammer campaigns, Warhammer conflicts, Warhammer politics, Warhammer military, Warhammer 40k lore, Warhammer 40k history, Warhammer 40k factions————————————Opinions expressed in this video are solely those of Isyander & Koda and in no way reflect the views or opinions of Games Workshop Ltd.Support the Show.

Adeptus Ridiculous
PSYKERS: DO YOU HEAR THE VOICES TOO?!! | Warhammer 40k Lore

Adeptus Ridiculous

Play Episode Listen Later Feb 21, 2024 73:13


https://www.patreon.com/AdeptusRidiculoushttps://www.adeptusridiculous.com/https://twitter.com/AdRidiculoushttps://orchideight.com/collections/adeptus-ridiculousA psyker is a being who exhibits the ability to use psychic powers. Many races have these individuals, whereas other races are innately non-psychic and never produce psykers, like the C'tan and Necrons, which despise psykers so far as to engineer warriors that actively seek out and destroy them. Some races, like the Eldar, are inherently psychic.Psychic powers are most commonly drawn from the Warp, but Orks draw power from their collective Waaagh!.Psychic powers can take many forms, from predicting enemy movements to projecting bolts of devastating psychic energy. Some can even aid troops towards more devastating attacks.Support the show

The Weekly Scroll TTRPG Podcast
Ep. 133 - PSYKERS

The Weekly Scroll TTRPG Podcast

Play Episode Listen Later Feb 4, 2024 59:57


On this episode, Hunter and Ryan read and review

twitch psykers
The Exploring Series
Exploring Warhammer 40k: Psykers

The Exploring Series

Play Episode Listen Later Aug 21, 2023 30:07


Support the Patreon to see Exploring videos early and vote on new ones!: http://bit.ly/1U9QkPh Join the Discord!: https://discord.gg/eBHHHe5 Support the Series with official Merch!: https://t.co/aH0HApXp7v Follow me on Twitter for updates!: https://twitter.com/TES_Mangg Listen on Podcasts: https://anchor.fm/theexploringseries Exploring SCP Foundation Playlist: https://bit.ly/2whu8NA Exploring Dungeons and Dragons Playlist: https://bit.ly/348IZZu Exploring Warhammer 40k Playlist: https://bit.ly/2DoFZgu Exploring Celtic Mythology Playlist: https://bit.ly/2rTuHLm Exploring Norse Mythology Playlist: http://bit.ly/2EAHTda Exploring Elder Scrolls Playlist: http://bit.ly/2fgqQoY Exploring Star Wars Playlist: http://bit.ly/2lNtlN0 Exploring Middle-Earth Playlist: http://bit.ly/2cGNcty Exploring the Cthulhu Mythos Playlist: http://bit.ly/25OI9jY Exploring History Playlist: https://bit.ly/2w7XMqM Video Game Stories Playlist: https://bit.ly/3hhgbqK My Gaming Channel: youtube.com/user/ManggsLPs Music: https://www.youtube.com/watch?v=dE3F6sybNJk Games workshop, Warhammer 40,000, Warhammer, 40k, Space Marine Etc are all Trademarks of Games Workshop Ltd --- Support this podcast: https://podcasters.spotify.com/pod/show/theexploringseries/support

Laying Down The Lore: Warhammer 40K
09: ”Eye of Trevor” | Warhammer 40K: The Imperium - The Bureaucracy

Laying Down The Lore: Warhammer 40K

Play Episode Listen Later Jun 28, 2023 107:22


The unbridled excitement of the Imperial Bureaucracy. In this episode, the first of an 8 part look at the contemporary Imperium, we look at the unsung heroes and objectively horrific villains that keep the Imperium ticking. We dissect this bureaucracy into 5 parts;  The Adeptus Terra, the Astronomican, The Navigators, The Rogue Traders and the Adeptus Arbites. We look at how each is formed, what they do and, with extreme oversimplification, how they do it. Along the way Cral once again identifies with the downtrodden proletariat of Psykers (we're keeping an eye on him) and Ben fancies himself a bit of a rogue trading Navigator. Support Us Buy from Element Games. Want more content?  Join our Patreon. Watch us fail on Twitch. Find show notes here. 

Isyander & Koda
40k - GRAY KNIGHTS, THE IMPERIUMS STRONGEST FORCE | Warhammer 40k For Beginners

Isyander & Koda

Play Episode Listen Later Jun 3, 2023 56:41


In this episode we cover how the gray knights were founded. How they hid in the warp for a few years, what they do on a regular basis, the terminus decree, a bit on draigo and how custodes see their little brothers. As always please don't forget to like comment and subscribe. Also don't hesitate to check out the Patreon for even more from us every week!  https://www.patreon.com/isyanderandkodaAs always you are a remarkable Legion. Thank you for being you.-Isyander–Time Stamps ——————————  TAGSGrey Knights, Daemonhunters, Aegis, Astartes, Space Marines, Chapter 666, Titan, Prognosticars, Brotherhood of Psykers, Terminator Armor, Nemesis Force Weapons, Purifiers, Paladins, Brotherhood Champion, Grand Master, Dreadknight, Strike Squad, Interceptor Squad, Purgation Squad, Ordo Malleus, Inquisition, Warp, Psychic Powers, Psyker, Justicar, Librarian, Chaplain, Puritan Inquisitors, Radical Inquisitors, Nemesis Dreadknight, Grey Knights Dreadnought, Grey Knights Rhino, Grey Knights Land Raider, Grey Knights Stormraven Gunship, Grey Knights Stormtalon Gunship, Grey Knights Interceptor, Grey Knights Purgator, Grey Knights Purifier, Grey Knights Paladin, Grey Knights Brother-Captain.Grey Knights, Warhammer 40K, Space Marine Chapter, Daemonhunters, Inquisition, Ordo Malleus, Titan, Brotherhood of Psykers, Nemesis Force Weapon, Aegis Armour, Psychic Powers, Grand Master, Brother-Captain, Paladin Squad, Purifier Squad, Strike Squad, Interceptor Squad, Purgation Squad, Dreadknight, Dreadnought, Terminator Armor, Librarian, Chaplain, Techmarine, Apothecary, Land Raider Crusader, Razorback, Stormraven Gunship, Nemesis Falchions, Nemesis Daemon Hammer, Nemesis Warding Stave, Nemesis Force Halberd, Psycannon, Incinerator, Psybolt Ammunition, Warp Quake, Psychic Communion, The Shrouding, Hammerhand, Sanctuary, Purge Soul, Vortex of Doom, Jokaero Weaponsmith, Imperial Guard, Emperor of Mankind, Warp, Chaos Daemons.————————————Opinions expressed in this video are solely those of Isyander & Koda and in no way reflect the views or opinions of Games Workshop Ltd.Artwork throughout this video is used for educational purposes. if you see your artwork and would like an art credit, message me.Support the show

D20 Dudes
102: Wrath & Glory Psykers

D20 Dudes

Play Episode Listen Later May 14, 2022 31:14


Psykers drink Brawndo because its got electrolytes and its what the Emperor craves! https://www.facebook.com/D20Dudes https://twitter.com/D20Dudes https://www.patreon.com/D20Dudes https://discord.gg/f3dMzy5

emperor brawndo psykers wrath glory
Compendium Arcana : Warhammer 40'000
Adeptus Astra Telepathica

Compendium Arcana : Warhammer 40'000

Play Episode Listen Later May 3, 2021 5:32


Les psykers sont des individus aux capacités psychiques prodigieuses, leur permettant de canaliser les énergies du Warp et de les manifester sous forme de fabuleux pouvoirs... L'Imperium a très rapidement compris que cette puissance devait être domptée. Un psyker laissé en liberté peut entraîner la damnation d'un système solaire entier. Les psykers assermentés par la Scholastica Psykana mettent quand à eux leurs pouvoirs au service de l'Humanité, mais tout psyker reste un danger par sa nature même, car son esprit est ballotté par les énergies capricieuses du Warp.

Warhammer Para Prietos
Psykers y la deformidad

Warhammer Para Prietos

Play Episode Listen Later Feb 16, 2021 147:20


Twitter: @Kench1611 Fascio -@fascio_aeternum Spotify- https://open.spotify.com/show/06BWSGtQmYM6IOk1dnAFS1 Anchor:https://anchor.fm/wpp40k Ivoox: https://mx.ivoox.com/es/podcast-warhammer-para-prietos_sq_f11064076_1.html

psykers
ABorderPrince Warhammer Lore and History
WARHAMMER 40K LORE: SPACE MARINE LIBRARIANS / PSYKERS

ABorderPrince Warhammer Lore and History

Play Episode Listen Later Feb 10, 2021 21:19


WARHAMMER 40K LORE: SPACE MARINE LIBRARIANS Exploring the Adeptus Astartes / Space Marine Librarians / Psykers   Thanks! Emperor Protects! #WARHAMMER #ASTARTES #LIBRARIAN-----------------------Affiliate links-----------------------------

Lorehammer - A Warhammer 40k Podcast

After three years it was brought to our attention that we had never fully addressed the issue of Psykers within the galaxy. Once we were informed of our lacking, we set about to rectify the situation immediately, crafting with the utmost of care an episode worthy of such a grand, mysterious, and undeniably terrifying subject. Enjoy. Please take a moment to check out the NOVA Open Charitable Foundation website and support their cause. https://www.novaopenfoundation.org/2020-raffle Joining us for this episode are Iain and Dylan!

iain psykers
Favoured of Chaos - Warhammer 40k Podcast
Favoured of Chaos Episode 68 "Psykers Gonna Psyk"

Favoured of Chaos - Warhammer 40k Podcast

Play Episode Listen Later Nov 3, 2019 124:42


In this Episode, we wishlist about Psychic Awakening, and points changes coming in Chapter Approved.   We are also Happy to announce our sponsorship by Warp Rider Games! Check them out on Facebook: https://www.facebook.com/warpridergames/ Check out the second hand store, where you can exchange your older models for store credit towards GW product. Send Larry an email at secondhand@warpridergames.com   Get your Favoured of Chaos Merch here, and help support the podcast: https://www.gearbubble.com/gbstore/focpodcast    Check out Seventh Forge Studios On Facebook: https://www.facebook.com/Seventhforgestudios/ and Instagram: https://www.instagram.com/seventhforgestudios/  and Twitch: https://www.twitch.tv/seventhforgestudio   Music by: Failed Therapy https://www.facebook.com/failed6therapy/  https://www.youtube.com/channel/UCGIhsb_SPPvWEAT_GyvIozw 

Grim Dark Podcast
Episode 102 - Theatre of the Mind

Grim Dark Podcast

Play Episode Listen Later Jan 18, 2019 87:18


Episode 102 - "Theatre of the Mind" - We are back for 2019 and in our latest show we are taking a look at Psykers and the Psychic Powers system in Wrath and Glory. In line with this we cover the Sanctioned Psyker archetype, before reviewing Dark Tides, and ending off with a quick discussion on the best way to describe your characters and NPCs to the rest of the group.

Combat Phase
Ep 263 Tactica- Psykers & AoS w/David Annadale

Combat Phase

Play Episode Listen Later Oct 28, 2018 72:28


  We talk Psyker Tactica this week and David Annadale joins us for part 1 of his interview - AoS works this time. Check out Neferata, his other works, what's coming up by following him on Twitter @david_annandale    We’re off for a week while Kenny attends the Black Library Weekender and we’ll be back with news and author interviews then. Enjoy!

Signals from the Frontline
Signals from the Frontline #516: Psykers Beware!

Signals from the Frontline

Play Episode Listen Later Mar 20, 2017 46:28


Adepticon is just around the corner! We’re all very excited to go and play and see all the awesome games and products that will be going on. GW announced a new AoS release: Blades of Khorne! This looks like a very cool supplement for Khorne enthusiasts. Learn more about your ad choices. Visit megaphone.fm/adchoices

Combat Phase
Ep 174 - Traitor Legions & Dave Taylor Part 1

Combat Phase

Play Episode Listen Later Dec 8, 2016 96:05


We talk news, hobby and games played--some AoS and Blood Bowl. Robert is joined by Dave Taylor talking mostly Dark Age for part 1 of his interview then Kenny gives some general thoughts on the Warhammer 40K CSM Codex supplement Traitor Legions (see text review below).    We...do apologize for some audio transition hiccups. These (gremlins!) things happen. Thanks and enjoy!   Did this fast as fans cracking the whip behind me so pardon auto spell errors, if any abbreviations don't make sense ad just ask if you have any questions. Thanks, fans for your support and patience! :)   Codex Supplement: Traitor Legions $35 USD pre-order Dec. 3, available Dec. 10   Disclaimer: I'm not a competitive beat-face player but love themed armies and fluff and when that marries into a playable force I can use on the tabletop I'm happy. I'm also only recently become a CSM player last week with WoM and Thousand Sons release (army already being built and getting some paint). However, I am a Horus Heresy nut and if any of you have listened to this podcast before (Combat Phase podcast) you'll know how I love me some heresy. If you are looking for new rules for Heresy models from FW or plastic GW HH products then I'm afraid to tell you that is not here. As I've said before, no new models accompany this or the Codex: Imperial Agents books this week or next, however, in 2017, so few weeks away…we should have quite a good first quarter (at the very least). That said, as a Heresy player I'm impressed with most of the flavoring given to these legions. Some like Alpha Legion or Death Guard (my  30K army) or even World Eaters are pretty sweet enemy opinion. But you decide for yourself. The episode of Combat Phase  (www.combatphase.com) with this review is coming soon but in the meantime for all who are chomping at the bit, let's begin...   Book contents Most of the book is data sheets and even more is creating the 9 legions to give you themey armies, special rules, artifacts, warlord traits, objective markers, expanded Nurgle and Slaanesh lore for DG & EC respectively.This means, like Tzeencth, now 6 + 1 primaries power. As with Wrath of Magnus, you can make any CSM army into a specific legion given certain modifications, then the army gains additional special rules and when an army is composed of at lest 1 core and 1 auxiliary formation you get a formation with extra benefits. If you warlord is from this legion detachment it becomes your primary detachment and all in the primary detachment gain the benefits. Just with recent supplements an example is given when building a legion force where a gamer has a collection of models and the example walks through how he/she would separate models into a primary detachment with the bulk and a HQ & 2+ troops at least to for a CAD which gains objective secured.   The book opens with some fluff for the Long War and a page with killer artwork for each of the 9 legions presented here. We see the usual inclusion of high quality art and photography of models engaged in combat we're used to from GW. This is a supplement to codex Chaos Space Marines so any new datasheets here replace what is in CSM. New wargear is on pages 135-136. The new rules vehicle squadrons from Traitor's Hate are included where Chaos vindicators and predators can be taken as a squadron. I think especially the vindicator one is best, and would be quite fluffy in an Iron Warriors list.   Very fluff choices, all around in my opinion. Legions hating their old Heresy enemies, how they score, relics and traits but especially primary detachment rules.   Vindicators: 120 base/for 2nd & 3rd models (minimum cost: 360 pts) - gains Linebreaker Bombardment: Instead of firing all 3, select 1 vindicator to fire the demolisher cannon which now becomes 24”, S10, AP2, Ordinance but uses the 10” Apocalyptic Blast template and Ignores cover :)   Predators: 75 base/  for 2nd & 3rd (minimum cost 225) if all 3 predators are on field they gain monster hunter and tank hunter.   General layout formations reflect the fighting style of each legion, taking into account how steeped in Chaos they may be. So without further ado   Legions- every legion has 6 exclusive warlord traits, artifacts, tactical objectives, rules for CSM in their legion army, and if its detachment is the primary detachment allows them to re-roll legion warlord trait. For formations I'm not copy/pasting all so see the first occurrence of the general formations for details)   1. Black legion CSM become black if: Abaddon is the only unique; any unit that can take VotLW do so at no cost; Psykers (games goes for Demon psykers)from Nurgle, Slaanesh, or Tzeentch can choose to generate all their spells from these lords respectively Gains: Endless hatred (units w/VotLW have Hatred; but also can re-roll failed to-hits every round of close combat vs. unit which contains armies of imperium in it); First among traitors (Chaos Termies & Chosen are troops) Designer's note: The Black Crusader warlord trait provides preferred enemy space marine which includes everything from factions: Space Marines, Blood Angels, Dark Angels, Deathwatch, Grey Knights, Legion of the Damned, SWolves) Warlord: Warlord & friendly w/in 12”have pref enemy SM (see designer's note above); Warlord can refill Chaos Boon/Gift of Mutation but accept result; gets shooting template S4, AP5, assault 1, soul blaze, 1 use only (LAME!); gets It Will Not Die!; melee weapons gains instant death on to-wound roll of 6; Warlord & friendly w/in 12” stubborn Artefacts: - Crucible of Lies (25) -1T but re-roll invuln saves of 1 Eye of the Night (75) once per game, in place of shooting range infinite, S5, AP 4, Heavy 1, lg blast, haywire, maelstrom, ignores cover, 1-use only The Hands of Darkness (50) instead of cc use SX2 AP1 melee, armorbane, flesh bane, instant death Last Memory of Yuranthos (30 Psyker only, gain 1 mastery level, this new spell must be sunburst pyromania) , declare range, 12” charge 2, 18” charge 3 if perils using boosted range auto-death, no roll The skull of Ker'ngar (40) gain eternal warrior and adam will The Spineshard Blade (30) S user, AP3  melee, demon weapon, quicksilver (+1 initiative in cc) Black Legion Speartip -  Heralds of the Black Crusade (all non-vehicles gain fear and crusader); Speatrip strike(Deep Strike can try to come in 1st turn on 3+, if Warlord has DS his unit auto-pass turn 1 DS reserve) 1+ Core Black Legion warband (1 lord, -1 sorcerer, 2-6 SM and/or chosen, 1-3 raptor/warp t, 1-3 havocs/helbrutes)- roll twice on boon& choose 1 or both results); Hounds of Abaddon (1 Lord, 1-3 Kh berry, 1-3 CSM, 1-3 raptors, warp t, or bikes combo) - once/game can run & charge same round; charge roll of 8+ before mods +1 str during assault phase 1+ Aux Lost & Damned,  Helforged wrack, Deamon Engine, Heldrake Terror, Cult of destruction, Fist of the Gods, (Raptor Talon, Terminator annihliation Force, Spawn (1-3 spawn) 0-5 Command Bringers of Despair (Abby + termies- termies get WS5, charge roll 8 = +1 str assault  ), Cyclopian Cabal (3-5 sorc- each pay phase can cast shroud of deceit, gets bonus dice per sorc w/in 12”. [pick non vehicle enemy w/in 30' not locked in combat, make that unit shoot as if it were yours  ), Chosen of Abaddon (1-4 lords/sorc, unit of chosen or terms for each lord/sorc——joined units are fearless, each Lord or sort gets free boon role before deployment refill spans & apotheosis ), Lord of the Legion (1 of following: Abaddon, Chas Lord, Sorcerer, dark apostle or demon prince) tactical objectives: 1VP for destroying a unit in turn; 1 VP if enemy failed morale/pin/fear; D3Vp if kill IndChar; D6 & 1VP if you get that obj [common Chaos one]; 1VP if kill unit/D3 if killed by VotLW; 1Vp if manifested power, D3 if conjuration, D3+3 if summoned a Greater demon   2 - Alpha legion (happy with this fluff/rules!) Must: if no unique, no marks, if so get VotLW free, sorcerer can choose all powers from it's God's discipline gains: Forward Operatives: Chosen become troops; Chosen, CSM, cultists gain infiltrate; Many Heads of the Hydra:if warlord slain pick a new friendly character from AL detachment or formation. He generates warlord trait immediately. Can do this as long as you can. Opponent won't get Slay the Warlord if they haven't killed last remaining warlord from this :) WT: can gain infiltrate; once per game friendly AL character w/same “type” as you and can swap their positions; from turn 2 pick a reserve unit to come on auto for each turn; stealth warlord; cultists w/in 12” get furious charge & FnP 6+ relics: The Mindveil (30)start of your move move 3D6 immediately, can take you from combat & enemy cannot consolidate; Blade of Hydra (30) S user AP 5,melee, demon weapon, rending, multi headed (every roll of 6 to hit generate another attack—these do explode! so, until you don't roll a 6) Viper's Bite (15)  24” S5 AP2,rapid fire The Drakescale Plate (25) armor gives 2+ save w/2+ invuln vs. flamer weapons; Hyrda's Teeth (15) bolter gets blast, ignore cover, poison 2+; Icon of Insurrection (25) give friendly cultists w/in 12”  zealot. army:  Hidden deployment (all non-vehical) shrouded 1st turn; cult uprising (cultist units destroyed on 4+ back into ongoing reserves) Core: Chaos warband command: Lord of Legion aux: 8 formations (see Black Legion) tact obj: capture enemy/unclaimed building; your cultists get destroyed gain VP, destroy a DS,H&Run, Outflank or scout unit; your infiltrators kill a unit; get into enemy deploy zone; kill character (more for more characters)   3 - Iron Warriors must: no unique, no marks take VotLW, Psykers from gods (see above) gain: Blood feud: VotLW re-roll failed to hit every combat round vs. Imp Fists, but IF get Hatred YOU; iron w/in, iron w/out: VotLW gain 6+ FnP, Patrons of technovirus: Obliterators and Mutilators are troops; siege masters: units re-roll armor pen vs buildings it didn't glance or pen. +1 damage big roll result; IW havens, obits, mutilators get tank hunter WT: FnP 4+; Fearless; give your terrain piece +1 cover; Friendly Oblits w/in 12” can fire twice in consecutive shooting phases; WL + unit have split fire & counterattack while in cover; friendly vehicles get It WND w/in 6” WL relics: Warpbreacher (25) warp smith can possess a vehicle each turn as daemonic possession vehicle equipment; Nest of Mechserpents (20) warp smith only in challenge, resolve first 2 hits normally if both hit remainder of attacks have Instant Death; axe of forge master (25)  S +1  AP2 melee, armor bane, master crafted, unwieldy; Fleshmetal exoskeleton (30) armor 2+ + gains IWND; Cranium malevolous (30) at enemy shooting phase enemy vehicles w/in 2D6' of bearer suffer automatic haywire hit, no cover allowed; siege breaker mace (25) S+2 Ap 4, concussive, masterccraft, siege breaker - signal S10, AP 1 attack melee army: master annihilation: barrage and word weapons can choose to re-roll scatter die; intractable brotherhood: all non-veh are stubborn; on or in fortification gain fearless instead cor: chasse warband command: Lords of legion aux: Stronghold (1-3 fortifications + others tact obj: VP if kill unit even partially w/in 18” your table edge; VP if kill unit that was controlling an obj; VP if your oblits/mutil destroyed a unit; roll die and get that obj; Vp if enemy forts/buildings lost HP (more if more);destroy enemy vehicle (more is more)   4 Night Lords -again, for me, fluffy as shit! :) must: same as above gains: In midnight clad: VotLW gain fear, night vision. stealth; Skyborne horror: raptors are troops; Terror tactics: enemy locked in combat w/you must -2 leadership for Fear WT: H7Run; re-eroll to-wound 1 in assault; Hatred; re-roll cover saves; WL&unit get HoWrath; Rampage relics: scourging chain (10)melee weapons gain shred; Claws of Black Hunt (40) Ap3 rending/shredding master-crafted claws; Curzes Orb (20) (ha!) re-roll 1 on run, hit & wound; Stormbolt Plate (20) 2+ armor (cover improves by 1); Viox Daemonicus (30) enemy w/in 6” -1 Ldsh & -1 from reserve rolls :) Talons of Night Terror (20) each fight sub phase make additional D3 attacks (or D6 if turn you charged) S user AP5, melee, shred army: Strike Hard/Fast: re-roll failed charge; Nocturnal Warfare: You assure Night Fight if want…during that turn all your non-vehicles cover improved by 1 core: Chaos warband OR Raptor Talon command: Lord of Legion Aux: the 8 tac obj: kill a character, make successful charge, your DS reserves kill a unit, destroy enemy in assault (D3 for 3); D3 if kill at least 2 units controlling obj; enemy fails pin, fear or moral (improves)   5 Word Bearers - tactical objectives are higher reward for them, I think. :) must: no unique, units w/mark already can't play, though those w/option to upgrade mark may do so, VotLW; same w/psykers & demon Psyk = their gods gain: unholy pact: possessed are troops; also you harness on 3+ to manifest conjuration from deamon(malefic); Blood Feud: VotLW re-roll hits vs. Ultramines each round but ULTYs hate you; Profane Zeal: WB units w/in 6” of Dark Apostles gain zealots WT: Zealot or allow zealots to refill to-hit in cc; psyker 1; 1 unit w/in12” gets counterattack, fearless, furious charge, relentless; Adam Will & Fearless; You or friendly w/in12” can add/subtract 1 from the 2nd die in Boon Table; gain immediate boon   -WB relics skull of monarchia (15) bearer & unit can re-roll to-hit rolls in CC vs. armies of imperium, and if vs. ultramarines can also reroll wounds. crown of blasphemer (30) 4+ invuln, adam will, fear malefic tome (10)know 1 additional power from demon(maelific) script of erebus (15) once/game start of any psy phase generate D6 warp charges Baleful iron(15) units must re-roll successful chrages at you/unit and lose bonus charge attack curded Croszius (35)  melee S+2, consussive, Bane of Men (you have pref enemy: armies of imperium) Core: chaos warband, L&Damned command: Lord of Legion aux: The 8 obj: your zealots make a charge; your demon kills a unit in assault; kill enemy character; D3VP for successful conjuration; D3 VP if you control obj enemy did; 1VP if you roll on boon table (improves)   6 World Eaters (Blood for the Blood GOD!!!) must: only Kharn; no psyker scum; only mk Khorne; VotLW, Demons must be of Khorne gain: Berzerker Horde: Khorne Berz are troops; Blessing Khorne: VotLW have adam will; Butcher's Nails: VoLW have fearless & furious charge WT: Rampager; each boon table roll can instead boost attack stat by 1; at end of enemy charge subphase your unit  can charge; re-roll hit/wound in challenge; locked in combat gain FnP & Eternal Warrior (yeah baby!); you $ friendly Mk Khorne w/in 8” charge 3D6 & pick highest   WE - relics   Talisman of Burning Blood (25) bearer's unit can move 3” more in move, run and charge; GOREFATHER (30)[S+2, AP2, Armorbane,murderous strike(to-wound 6 = instant death, 2-handed, unwieldy]; Crimson Killer (20)pistol 12” S7,AP2,soulblaze; brass collar of Bhorghaster  (20) bearer nullify on 4+ to deny. If you nullify that, that psyker suffers perils Bloodfeeder (30) crazy S+1,AP2 axe does 2D6 attacks but each roll of 1 is a wound to you no armor saves; Berzerker's Glaive (30) S +2 AP3 demon weapon, specialist weapon, 2-handed, melee, epitome of rage (bearer gains FnP & IWND but loses Indep Character rule   army: Blood Mad! after deploy/inflitrate but before 1st player starts turn all non-vehicle units can make immediate 2D6move(roll separate); ALSO non-veh & walkers can always re-roll failed charges coe: haps warband, maelstrom of gore command: Lord of legion aux: 8 obj: deny witch; kill enemy controlling an obj; 3+ your units made charge; kill enemy in challenge (improves); destroy unit (improves); destroy in assault   7Thousand Sons - EXACTLY THE SAME AS WRATH OF MAGNUS SO SEE THERE   8 Death Guard (yeah, baby!!) Count the Seven! must: Typhus only unique; only Nurgle marks; VotLW; DP need Mk Nurgle; psykers can take all from Nurgle gain: Gift of Nurgle: VotLW gain fearless & FnP but -1 initiative (doesn't affect Typhus or Plague marines); Inexorable Advance: VotLW get relentless; Lords of Plague Host: Plague Marines are troops WT: FnP;IWNDie; +1 W; Eternal warrior; improved Poison by 1; units w/in 7” get contagion relics: Puscleaver (10)poison 2+ weapon; plague skill Glothia (15) once/game range 8” S1 AP - assault 1,poison 2+ lg blast Pandemic Staff (30); poison 2+ staff[range template S1 Ap5 assault 1opison 2][melee S+2 AP4, melee, concussive, poison 2]; Dolorus Knell (25) start friendly fight sub phase   give units fear; give a dude fear, Poxwalker Hive (20) at start of each turn FnP to friendly cultist w/in 7”. can't run or shot rest of game but have FnP & fearless.  & D3 cultists come back to life; Plaguebringer (35) AP3 poison 4+ deamon weapon army: Disgustingly Resilient: re-roll FnP rolls of 1; Cloud of Flies: ranged hits more than 18” away give you stealth rule for resolving attack core: Chaos wdrbamd; Plague Colony (Typhus + 3-7 plague marines—gain fear & enemy units w/in7” reduce I & WS by 1 in fight phase, if 7 plague marines add -1 Toughness to that) command: Lord of Legion aux: Lost and the Damned + 8 obj: Vp if 3+ your units on enemy table half; make 7 FnP rolls; kill unit w/weapon or psychic power using poisoned; name a IC and VP if he lives; D3Vp if you control EXACTLY 3 obj; kill 7 models (improves) Access to full discipline of Nurgle 6 + primaris   9 Emperor's Children must: only Luciius unique; need mk Slaanesh; only mk Slaamesh; VotLW; psykers & demons can take full from Slaanesh expanded discipline gain: fueled by sensation: VotLW gain Fearless & FnP6+ (units w/icon of excess make that FnP4+), VotLW if slain n fight sub phase before it swings gets 1 immediate attack; Matsers Kakophoni: Noise Marines are troops WT: all legions get the re-roll their legion warlord trait EC Warlord gain eternal Warrior; +2 Init; add 1 to FnP of WL & his unit; Gain Fear & melee opponents locked in cc w/warlord & his unit take fear on 3D6; +1 attack each time you lose a wound (returns if healed); can auto-pass look out sir! relics: Intoxicating elixir (25) make D3 rolls on combat drugs, cumulative, ; Shriekwave (20) gun 12” S8,AP2, assault D6, mental trauma (before attack target takes ldsh test and f failed you re-roll these to-wound); soul snare Lash (20) soulsnare- (to wound 6 is AP2/instant death) if range( 6” S4 AP5 assault 2, sousnare) or melee S user AP5 melee, soulsnare Endless Grin (10) you have fear, enemies w/in6” -1 leadreship; Bolts of ecstatic vexation (15) bolt weapons gain blast, ignores cover and pinning; Blissgiver (30) AP3 catatonic trance - target must pass ldsh test/wound or die   army: combat drugs! roll after deployment for all your non-vehicles 1- +1 WS 2- +1 BS 3- +1 Init 4- +1 S 5 - +1 T 6- +1 A core: chaos warband, Kakophani (Lucius or Ch Lord, 3-6 noise marines—get split fire & all sonic weapons gain shred. If take 6 noise marines they also get +1 St guns) command: lord of legion aux: lost & damned + 8 obj: destroy enemy w/noise weapons; kill enemy in challenge; kill a unit falling back; Vp per unit fails morale, fear, pinning (max 3); your enemy picks obj marker and D3Vo when you take it; D3 VP if your enemy controls no objectives (improves) See More army: combat drugs! roll after deployment for all your non-vehicles 1- +1 WS 2- +1 BS 3- +1 Init 4- +1 S 5 - +1 T 6- +1 A core: chaos warband, Kakophani (Lucius or Ch Lord, 3-6 noise marines—get split fire & all sonic weapons gain shred. If take 6 noise marines they also get +1 St guns) command: lord of legion aux: lost & damned + 8 obj: destroy enemy w/noise weapons; kill enemy in challenge; kill a unit falling back; Vp per unit fails morale, fear, pinning (max 3); your enemy picks obj marker and D3Vo when you take it; D3 VP if your enemy controls no objectives (improves)   --Nurgle Disciplne primaris: Nurgle's Rot [1] nova, doesnt affecr mk Nurgle or demon Nurgle  S2, AP5, assault D6+1 (Poisone 4+)   Weapon Virus   malediction  24" target unit's gain Gets Hot [1] Fleshy abundance blessing friendly psyker w/in 14" imediately regain D3 wounds lost earlier Blades of putrefaction  blessing range 14" unit's melee weapons gain poison 4+, or poison 2+ if they already had 4 [1] Gift of contagion  meldeiction enemy w/in 48" - roll on table to reduce their stats [1] Plague wind  witchfire 12" s1 AP 2, large blast poison 4+ [2] Curse of the Leper   friendly or malediction, range 21", +1 or =1 t strength & tough           -Slaanesh Discipline primaris Sensory overload   witchfire  24" S4, AP4, assault 4, blind, concussive, pinning [1] Hysterical Frenzy  blessing 12" roll on table for bonus Init, str, or att [1] Delightful Agonies  blessing 12" gain FnP 4 [1] Symphony of Pain  malediction 21", takes 1 BS and WS from target, any sonic weapons shooting this targeted unit add +1 str (cumulative!) [1] Sonic shockwave   nova 9" S5 AP4 assault D6,pinning, ignores cover [1] Aural Onslaught  beam, 18" S8, AP2 assault 1, menal anguish (before attack, target takes ldsh test and if fails you reroll to-wounds here) [2] Apoplectic Glee  witchfire 24" S-special  AP - assault 1, ignores cover, ecstacy (no roll to wound, rather all non-vehicles hit themselves using their own unmodified strength [2]

Combat Phase
Ep 173 - Wrath of Magnus Review

Combat Phase

Play Episode Listen Later Dec 1, 2016 104:02


We talk news, hobby and games played and then give a review of the Warzone Fenris 2: Wrath of Magnus amazing product going on sale later this weekend. Our website is caught up www.combatphase.com were you can see the text review. Kenny is now a CSM player, buying and building 40K Thousand Sons with such an amazing and surprisingly expanded release. Enjoy! Combat Phase podcast will be happy to cover the new Thousand Sons soon. But in the meantime this is the initial text review of Warzone Fenris 2: Wrath of Magnus. The hardcover case comes with a fluff book and a rule book so you can build your own themed Thousand Sons army or Tzeentch demons army. It's worth the $75 USD every bit. Amazing art, a stunning new line of models which I honestly did not expect. Sadly the website is old so episodes are on iTunes or @kennylull on twitter or www.facebook.com/combatphase and episodes go up every week. Check out over 50 episodes with Black Library and the most recent ep. 172 an interview with the man himself, Aaron Dembski-Bowden on Master of Mankind, the Black Legion series, his books, writing styles, and what's to come. Direct link: http://traffic.libsyn.com/combatphase/Ep_172_-_Aaron_Dembski-Bowden__his_worksupcoming_works.mp3     Rules: For someone loving the fluff of the Thousand Sons (TS) and now becoming a first-time CSM player this book is amazing. I can't say with any certainty on this, the day of pre-release in Nov., how the Traitor's Legion book (resale Dec 3) will address TS but I have faith in Tzeentch that it will at the worst mirror this and at the best, grant options for TS fans/players of 30K & 40K—but that's just my educated guess. ;)   OK, so how does this work? Kickass models—stunning and a wider selection than I could have imagined—accompany new paints to build your TS collection. Demons do NOT have any new model kit releases at this time. However, blue horrors and brimstone horrors (they're so darn cute!) are available in Warhammer Quest: Silver Tower (WHQ)  where you may want to look at your local GW or FLGS or online to buy, trade, or make dark pacts to acquire some. Though not confirmed, I am under the impression early in 2017 we'll see these models boxed to be used in 40K & AoS. The Tzaangor kit has a nice selection of bits; don't bother trying to mix WHQ Tzaangors into your 40K army, imo, just get the 40K kit and you can use those for AoS. Rubric marines make a gorgeous kit. Datasheets have units of 5 (4 + 1 aspiring sorcerer as infantry character) so the box can make the asp sorcerer + 9 marines, equipped with inferno boltguns or warp flamers. Soulreaper cannon and icon of flame…pretty. Oh, and a diverse CSM transfer sheet for other legions. Nice kit. That's all I have for models. Have a look on GW's pre-order section for kit details and 360 view.   Making an army These books are incredibly clear and perhaps that's future-proofing in addition to an evolution of the design studio. You need CSM codex for TS and Demon codex for the Tzeentch demon army here. The TS are vicious psykers and that comes through quite clear in this WoMagnus supplement! TS: This book contains new data sheets for Ahriman and Rubric Marines which replace their listings in the current CSM codex. The TS theme army is a Grand Coven (GC) which is made up of formations. Psykers get new and better powers and the CSM sorcerers can draw from 4 new disciplines: Sinistrum, Heretech, Ectomancy, Geomortis. We get 6 new objectives for TS focusing on psyker objectives mostly, or number 9. Also 3 cool fluffy altars of war. TS get 6 new relics, 6 new warlord traits (One gives eternal warrior!). CSM models can become TS with certain Tzeentchy condition to basically, ya know, make it work. Special rules: detachment from CSM can become TS meeting rules (this book), then all units in a TS detachment or formation get 3 special rules (hells yeah, imo!) 1. if unit w/vet of long war (all TS except Tzaangors) affected by a blessing then invuln save better by 1 until start of your next psyker phase. 2. Units as above reroll hits every round of close combat vs. Space Wolves but also SW get hatred vs. TS 3. Rubricae becomes troops instead of elites -Units from the formation can be in both a formation and detachment. You need your warlord in a GC as primary detachment to give the benefits to that whole primary detachment. Which is re-roll TS special warlord trait & re-roll the result of perils as well as all psykers can attempt to manifest one warp charge above their mastery level. So mastery 4 could attempt to manifest 5 powers!! Holy Psyker kickass, Batman! Oh, Eldar… ;-p - GC is 1+ core; 0-4 command; 1+ auxiliary    [TS Formations have cool benefit of re-rollingfailed saving throws of 1 when the formation uses max number of units allowed] Core: War Cabal (formations either using  healthy mix of the army) or Sehkmet Conclave (A badass Sorcerer + 3-9 scarab occult termies) Command: Reharti, Ahriman's Exiles, and Lord of the Legion Aux: War Coven (magics!), Tzaangor Warherd (bray, baby!), Daemon engines (stuff from codex), and legion armory (codex armor vehicles) Updated discipline of Tzeentch, 4 new disciplines. designer notes new icon of flame reflects new changes since CSM codex, new inferno bolt weapons. Bolt + mark Tz = soul blaze   Can't spoil every data sheet but some highlights: - Ahriman at 230 HQ (rubric become troops if he's in the army), can take a disc, psyk 4: Bio, Deamon (malefic), divination, ectomancy, geomortis, heretics, pyro, sinistrum, telekinesis, telepathy, tzeentch [The 11] and he still has Master of Deception warlord trait.  -Exalted sorcerer 160, can take disc, Pyk 2, same 11 powers, 1/per game Coruscating Beam attack instead of shooting (unlimited,S9, AP2, Heavy 1, blast, lance) -Tzaangors 10 w/mk Tzeentch, can swap 2 hand weapons for auto pistol & chainsword, can take up to unit 30, 7pts each. relic hunter rule for fluff in case rare instance of this comes up -Rubric marines unit 5 (4+ aspiring sorcerer), same special rules but better weapon options now. aura of dark glory, sorcery force stav, uses Tzeentch spells, can take up to 20 (23 pts each), any # of warpflamers (7 pts), sorcerer can take meltabomb, icon, gift, rhino. 1 soul reaper cannon per 10 marines (25 pts). -Scarab occult terms 5 (4 + sorcerer) sorcerer has WS 5, 2 wounds- 1 above normal troops, and cast 11 disciplines. units can be 10 (40/model), heavy weapon options per every 5; per 5 one hellfire missile rack, land raider road trip available:) -Magnus is a beast at 650 points but he has some crazy powers. psyk 5, draws line of sight to any model on the battlefield, harnesses charges on 2+, never perils, 4+ invuln, and besides knowing all Tzeentch & Change spells he has that Gaze you heard about, charge 5 (but remember all bonuses TS get!) 18' D, Ap 1, assault 1, soulblaze! His staff is S user, AP2, force, soul blaze and transmogrify. Hot.   —so as with making the TS army, it's all about formations and besides re-rolling saves of 1, they are reflections of fluff in names and benefits. As the Rehati should be from the HH novel A Thousand Sons (by Graham MacNeill), this expensive sect can harness on 3+ and draw line of sight anywhere. Makes me happy! War cabals of rubrics and terms; war covens of sorcerers; herds of tzaangors and a sekhmet conclave of terms + sorcerers.   -these inferno weapons all S4, AP 3; soul reaper cannon 24”, S5, AP 3, Heavy 4 rending; and the warp flame weapons have warp flame special rule.   Demons Also 3 alter of war, 6 new fluffy tactical objectives, a new Tzeentch warp storm chart if your warlord is in the primary detachment (like TS model for creating a battle-forged army above) Pink Horrors here replace the ones from the Demons codex. 90 for 10, up to 20 (9 pts/each). 1 is iridescent horror who can take 20 pts of rewards combination) and take choice of icons and icon upgrades Blue (50pts for 10) and brimstone horrors (30 pts for 10) have been added as units. Pink horrors die and split into 2 blue which die and split into brimstones if you have them. An awesome return to the game! One formation even doubles the amount of horrors spawned from their colorful kin. Horrors use Change discipline.   -contains new loci, transmogrification in this book replaces the one from the demons codex because horrors split differently now. Demons of Tzeentch can be demon of tzeentch detachments. Pink horrors can carry new icons as well. -You make a Pandemoniad of Tzeentch as your primary detachment but for warlord traits you need WF 1: Curse of the Wulfen.  the Pandemoniad gives you 1 better invuln save to a max 3+  and you can reroll the warlord trait (from WF1) AND the tzeentch warp storm table. Same as a GC in format. -1+ Core - Warpflame Host, Lorestealer Host -0-3 Command - Lord of Pandemonium or Omniscient Oracles (Kairos plus more Lords of Change to help the blind bastard actually see the present, lol!) -1+ aux -[this is where the rest of your demons of tzeentch come in] Agents of Tzeentch, Forgehost (soul grinders), Burning Skyhost, Brimstone Conflaguraions and Groups of Heralds.     Fluff no spoilers here :)   5/5 stars!   Kenny Lull

CanHammer - A Warhammer 40k and Age of Sigmar Podcast
CanHammer Bonus -40k, Powerfists & Psykers 5

CanHammer - A Warhammer 40k and Age of Sigmar Podcast

Play Episode Listen Later Nov 10, 2016 39:57


  In this episode of CanHammer, we break the script and do a live and RAW show on the road at Powerfists & Psykers 5. Listen and as usual: Enjoy, Email: canhammer.podcast@gmail.com Twitter: @CanHammerChris  Itunes: CanHammer

Allies Of Convenience 40k Podcast
Episode 47: Battle For Salvation GT with Matt DeFranza

Allies Of Convenience 40k Podcast

Play Episode Listen Later Oct 14, 2016 54:08


This past weekend the competitive 40k community congregated in West Harrison, NY for the annual Battle For Salvation GT (BFS for short). We spoke to this year's winner Matt DeFranza who took a rather unique list comprising entirely of Raven Guard Space Marines and zero Psykers! What heresy is this?!?!?! Listen and find out! It's a great list and Matt was very eloquent in explaining both how the list functions and how he dealt with the numerous top tier lists he faced this weekend. A valuable insight into the mind of one of the finest 40k players in North America. You can contact us directly with any questions via Facebook at: http://facebook.com/AOCPodcast Please leave positive reviews via iTunes if you like what we do!

Grim Dark Podcast
Episode 46 - Open Your Mind

Grim Dark Podcast

Play Episode Listen Later Jul 17, 2015 98:09


Episode 46 - "Open Your Mind" - It's time to take another look at the powers of the mind in our latest Dark Heresy episode as we unravel the Psychic system. We also review Seeds of Heresy, discuss the Mystic Role and examine the position of Psykers in the Inquisitor's retinue.

Conspirinormal Podcast
Episode 31-Tennessee Wraith Chasers and the Psykers (Ghostland Tennessee and Paranormal Battle!)

Conspirinormal Podcast

Play Episode Listen Later Jun 24, 2013 96:22


Recorded June 23rd, 2013. This is a double header show. First we spoke once more to the Tennessee Wraith Chasers. Steve McDougal, Chris Smith, and Chasey Ray McKnight came on to talk about their new show Ghostland Tennessee. We spoke about the case featured in the show and the Chaser's theories on what Ghosts could be. The Wraith Chasers site is: http://www.tnwraithchasers.com/ Part two is an interview with Joe Dimare (aka Prime) who appeared on Episode 3. Joe has a new project involving his daughter, Mirage Dimare and her friend Shay Parker, called Paranormal Battle.As the Psykers Mirage and Shay contact the spirits of famous dead people and make them compete for points. Their shows can be found at: http://www.youtube.com/channel/UCC7FGWXph7bGGy_3F7yGLJg also: www.myghostpaper.com And as always: http://www.facebook.com/pages/Conspirinormal/445112635502740 (Like us Please!) And send any questions,comments, and cries of outrage to: Conspirinormal@gmail.com New Itunes Link: https://itunes.apple.com/us/podcast/conspirinormal-podcast/id608065959 send to friends | leave a comment | download | permalink