So I've heard a lot about how psykers are really powerful and all that. I was curious what the community thought was the "strongest" power.
Most generally useful psychic power?
So I've heard a lot about how psykers are really powerful and all that. I was curious what the community thought was the "strongest" power.
Ascension. Nuff said.
So you titled this thread "Generally useful" and then asked for the "Most powerful" psychic technique, which is a bit of a contradiction.
I'm partial towards "Distort Function" because there's no save for it, and your power armour wearing, Eldar-pistol wielding
jerks
PCs suddenly find themselves helplessly trapped inside of their own mangled armour as their guns are turned on their allies.
I was working under the attitude that a powerful technique will be useful at all times.
Can you give some more background on what you're looking for? Do you want a technique that will allow you to react to any situation, or to be able to attack people in range? Are we limiting ourselves to one power, or are multiple powers allowed? Do they have to be drawn from particular disciplines, or can we also branch out into Eldar/Ork/Rak'Gol/Chaos techniques?
I would vote Mind Scan for missions, because it can completely negate people's ability to sneak up on you, or make contact with another individual kilometers away, despite lacking the traditional line of sight.
Honestly, I'm trying to figure out what I should be watching out for in players. To that end, I suppose all disciplines are fair game.
The key thing to remember is to never listen to your Astropath's complaints that the class is underpowered. It's not. Fortunately, they're only allowed to take a few powers a level, and they won't get very many of the high level powers until very late in their career. Let your Astropath play the character they want, and even if they take crazy high-powered offensive techniques there is no build an Astropath can come up with that a Navigator cannot completely destroy, a Slaugth cannot completely ignore, or an Inquisitor cannot burn to ashes.
Also keep in mind that no matter how "safe" an Astropath's powers are, everyone will react very poorly to psychic powers being used among them. Most humans, even ones that flee to the Koronus Expanse, will have been taught at a very young age that witches are to be burned, and people who know that Astropaths are "different" will be on guard because there's a telepath in their presence. Even if your Astropath never does anything, the mere revelation of their presence can make people react badly.
So to summarize, let your Astropath develop their character the way they want, have an open discussion with them about how you see their powers fitting in your campaign, and prepare kill switch scenarios for when they break your plot one too many times.