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Made in us
Regular Dakkanaut





Let me begin by saying that I am in the process of writing what I hope will be a complete set of house rules that will meld Necromunda in =][=munda. My purpose is to not change the flow and gameplay of Necromunda while incoporating elements of the 40k universe's fluff. Here is what I have so far for psychic rules. I also have a bastardization of the rules for formign your game and for campaigns, both of which steal elements from Mordheim as well as thoughts of my own.

That being said, the psychic rules in Necro are... abysmal. So I have chucked them out with the old bathwater and last weeks furry leftovers in the degrading styrofoam doggy-box. I have completely rewritten them, using elements from both fantasy and War of the Rings. Any italics you see aren't part of the actual rules, but me adding notes to explain my train of thought, justify my decisions. Comments and constructive criticisms are GREATLY appreciated, as I'm sure that things that make sense in my chaotic head don't. Often. So, without further ado:

=][=munda Psychic rules

The following are the rules for using Psychic powers in =][=munda. Add appropriate background and nerdisms.

Declaration: The first step to using a psychic power is the Declaration. At the beginning of the appropriate game phase (as detailed in the specific power's description), any psychic powers a player intends to use, and their targets, if applicable, must be declared. To be declared as a target for a psychic power, a model must be in Line of Sight of the psyker using the power. As players are free to resolve their actions in any order they choose, models that are declared as a target for a psychic power may be removed from LoS (they may go Down, or may get pushed off a ledge by a shotgun blast, etc). If this occurs, the psychic power cannot be used and no psychic test is made.
This represents a character needing to tap into his willpower and psychic reserves, concentrating on his target, and all sorts of preparation needed to channel psychic powers.

Psychic Test: When the time comes for a character to actually use his power, he or she must first pass a psychic test. The psychic test represents whether or not the character can successfully marshal his powers and concentrate in the chaos of battle. To make a psychic test, roll 2d6 and add the model's Psychic Mastery attribute. If the total meets or exceeds the specific power's Difficulty Level, the psychic power is used successfully. Follow the rules in the specific power's description to resolve any effects. If the total for the psychic test is under the power's Difficulty Level, the power is unsuccessful. A roll of a natural 12 on the psychic test means the power is automatically successful.
Not only does this add a dimension beyond simple Ld tests to using psychic powers, it became evident when I wrote the rules for specific powers that for balance purposes, some powers had to be harder to use than others.

Perils of the Warp: Add interesting fluffy nerdness. When any double is rolled on the 2D6 for a psychic test, the model suffers a Perils of the Warp attack as daemons try to devour his soul, or play hackey sack with his or her brain - warp entities are fickle, after all. A Perils of the Warp attack has no effect whatsoever on the resolution of a successful psychic power, resolve the power and all of it's effects before resolving the Perils of the Warp attack on the psyker. Roll 2D6, adding the appropraite modifier, and consult the table below.
I obviously haven't finished the table yet. I want to do some Ld modifiers for the duration of the game, both + and -, want to take some wounds away aroung 9ish or 10ish, resolve the power on soemone random, etc

-4 Divine Inspiration: The patrons of the psyker (the Emperor, a Chaos god, etc) smile on the psyker. He may use the power a second time, immediately. Declare a target - this may be a new target model or the same as the original attack - and resolve the power. No psychic test is needed, the power automatically succeeds.
-3
-2 Regeneration: The psyker immediately regains 1 lost wound. If the psyker is at full wounds all flesh wound effects on the fighter are removed.
-1
0 Emperor's Grace: Bonus to post-game search results. Flesh out later.
1
2 Power Infusion: All ranges/blast radius/etc for the psychic power are doubled. Additionally, replace every D6 in the ability with 2D3.
3
4
5 Dark Foreboding: penalty to post game searching
6 Veil of Darkness: All line of sight passing within 9" of the psyker is negated.
7 Blood Rain: Radius equal to 1/2 the difficulty of the attempted psychic power's difficulty. Causes all open terrain within the affected radius to be difficult, and all difficult terrain to be dangerous.
8
9 Ethereal Storm: Resolve the power Eldritch Storm, centered on the psyker, with a blast radius equal to 1/2 the attempted power's difficulty.
10
11
12 Warp Stasis: The psyker can not move, shoot, attack or use psychic powers for D3 player turns. During this time he may not be targeted, attacked, or affected in any other manner.
13 Horrifying Visions: Spirits from the warp manifest visually throughout the area of battle. The warp entities cannot physically affect the inhabitants of the surrounding settlement, but the whispers and horrifying visions scare the inhabitants into their basements, closets, and liquor bottles. Both warbands roll two less dice in Exploration in the Campaign Phase.
14 Psychic Mirror: Resolve the psychic power, but on the psyker instead.
15 Psychic Unconsciousness: The fighter slumps unconscious, and goes Out of Action.
16 Psychneuieun Attack: The fighter goes Out of Action. Psychneuieuns lay eggs in his head. In the recovery phase after each game, roll a dice. On the roll of a 6, the eggs hatch and the psyker is dead, dead, dead. If the warband includes another psyker, he may attempt to remove the eggs of the warp predator. Treat this as a psychic power with a difficulty of 10. If the test is successful the eggs are removed and the affected psyker is cured. For every failed attempt to remove the eggs, add +1 to all subsequent hatch rolls.
17 Ka-BOOM!: The psyker's head explodes in a shower of brain, bone fragments and gore. The psyker is dead.
18 Model gets turned into a chaos spawn. Immediately roll up a chaos spawn as found in the Chaos Coven characters list. It activates in the psyker's controlling player's turn. the mutated psyker is dead, for all intents and purposes, and all his gear is lost.
Modifiers: Double 1s: +3; double 2s: +2; double 3s:+1; double 4s: -1; double 5s: -2; double 6s: -3
Perils of the Warp can be so so so much more than "ouch a wound" like we have in 40k. This'll be great to have some fun with.

OK, those were the rules to actually use psychic powers. A couple of notes:

* Psychic Mastery is an attribute that psykers hold, similar to magic Levels in fantasy. Common psykers will have a masteryof 1, while Lord Inquisitor, Thousand Sons Sorcerers, Eldar Farseers, etc may have a mastery of 2, 3 or even 4.
*Actual psychic powers comming in a reply post, so that this post isn't too too too rediculously long.
* Anything that needs clarification?


Automatically Appended Next Post:
Psychic Powers for Chaos Cultists warbands
I haven't given any of my psychic powers their Difficulty Levels yet. I am going to wait until they are all finished and give them Difficulty Levels then, in an effort to maintain SOME balance.

Puppet Dance
Difficulty Level: __
Phase:
Shooting
This power is used in the shooting phase, in lieu of shooting. If the psychic test is passed, target enemy model is moved 2D3" in a direction chosen by the psyker using the power. This movement is not affected by difficult terrain, and may not pass through damgerous terrain, off a ledge, or directly harm the target model in any way.

Gift of Chaos
Difficulty Level: __
Phase:
Shooting
This power is used in the shooting phase, in lieu of shooting. If the psychic test is passed, the psyker must roll over target enemy models Leadership Characteristic. If he does so, the enemy model is turned into a chaos spawn (see the Characters section of the Chaos Cultist Warband list), under control of the chaos player. Immediately generate the spawns random abilities and add add the spawn to the Chaos Cultists warband roster. If the Chaos player does not have an appropriate model for the new chaos spawn, the affected enemy model is simply killed. In either case, remove the affected model and ALL of his gear from the warband roster.

Nurgle's Rot
Difficulty Level: __
Phase:
Shooting
This power is used in the shooting phase, in lieu of shooting. If the psychic test is passed, target enemy model must pass a Toughness test. If the Toughness test is failed the model is infected with Nurgle's Rot. For the duration of the game, roll a dice at the start of each of the infected model's turns: on the roll of a 1 the model suffers a wound with no saves allowed. At the end of the game, roll a D6. On the roll of a 1 the infected model is killed (though the warband may keep his gear in their stash), and the Chaos player adds a Plaguebearer to his warband roster. On the roll of a 2, the infected model continues to be affected by Nurgle's Rot in the next game (if the Rot continues, a roll of a 1 at the end of subsequent games simply kills the model - a free Plaguebearer is not generated for the chaos player). On a roll of 3-4 the infected model is cured of Nurgle's Rot, but sustains an Old Battle Wound. On a 5-6, the model is cured of Nurgle's Rot with no permanent affect.

Brain Flayer
Difficulty Level: __
Phase:
Shooting
This power is used in the shooting phase, in lieu of shooting. If the psychic test is passed, target enemy model must pass an unmodified Leadership Test or take 1 wound automatically. Armour saves are not allowed, but field/aura saves may be used.

Soul Shrive
Difficulty Level: __
Phase:
Shooting
This power is a shooting attack. If the psychic test is passed, the psyker has a shooting attack with the following profile:
Short: 0-12 | Long: 13-24 | To-hit short: none | To-hit long: none | Str: 8 | Damage: 1 | Ammo Role: n/a | Sustained Fire: 1 dice
Soul Shrive uses the victim's Leadership value instead of it's Toughness for any rolls to wound, and bypasses all armour saves (but not field or aura saves).

Bolt of Chaos
Difficulty Level: __
Phase:
Shooting
This power is a shooting attack. If the psychic test is passed, the psyker has a shooting attack with the following profile:
Short: 0-10 | Long: 11-30| To-hit short: none | To-hit long: none | Str: 9 | Damage: 1D6 | Ammo Role: n/a
Chaos Bolt is a High Impact attack.

Blood Sacrifice
Difficulty Level: __
Phase:
Beginning of the Turn
Blood Sacrifice is used at the beginning of the turn. Remove a friendly model within 3" from the game. If the psychic test for Blood Sacrifice is passed, the psyker may add 1+D3 to any single psychic test this turn. This power does not count towards the limit of how many psychic powers a model may use per turn.
Chaos cultists have access to some pretty rediculous powers with outrageous difficulty levels. One of the big aspects of the warband will be synergy between members to work together to get those big powers off. This is one of those methods. I only wonder if 1+d3 is enough...

Summon Daemon
Difficulty Level: __
Phase:
Beginning of the Turn
Summon Daemon is used at the start of the player's turn. If the test is successful, one daemon from the warband's roster enters play. Place the daemon model within 6" of the psyker using this ability. The daemon may immediately declare a charge against any legal targets. It operates normally from then on.
This is the only way to get daemons - except Nurglings - into play for the chaos warbands. Summon Daemon will be used to get Bloodletters, Plaguebearers, Horrors, Flamers, Daemonettes, etc into play.

Summon Major Daemon
Difficulty Level: __
Phase:
Beginning of the Turn
Summon Major Daemon is used at the start of the player's turn. If the test is successful, one major daemon from the warband's roster enters play. Place the daemon model within 6" of the psyker using this ability. The daemon may immediately declare a charge against any legal targets. It operates normally from then on.
Like Summon Daemon, Summon Major Daemon will be used to get Fiends of Slaanesh, Bloodcrushers, etc, and herald level daemons into play. I am debating if greater daemons are too rediculous for =][=munda... but =][= forces will have anti-daemon abilities and the difficulty level of a potential Summon greater Daemon would be... astronomical.

I am totally up to any recommendations for additional chaos psychic powers... I'll probably tone down some of the powers in C:CSM, to make them appropriate for Necro level games. Enjoy!


Automatically Appended Next Post:
Psychic Powers for Eldar warbands
I haven't given any of my psychic powers their Difficulty Levels yet. I am going to wait until they are all finished and give them Difficulty Levels then, in an effort to maintain SOME balance.

Note: Eldar psychic powers may be used by Ordo Xenos affiliated psykers if and only if there is an Eldar psyker on the Ordo Xenos warband's roster when the Xenos psyker is recruited. Any Eldar Psychic Powers ised by a non-Eldar character has +1 Difficulty Level.

Mind War
Difficulty Level: __
Phase:
Shooting
This power is used in the shooting phase, in lieu of shooting. If the psychic test is passed, the psyker enters into a mental battle with target enemy model. Both models roll a D6 and add it to their Leadership characteristic. If the psyker using Mind War wins the roll off, the target model takes 1 wound automatically. Armour saves are not allowed, but field and aura saves are.

Eldritch Storm
Difficulty Level: __
Phase:
Shooting
This power is a shooting attack. If the psychic test is passed, the psyker has a shooting attack with the following profile:
Short: 0-16| Long: 17-30| To-hit short: none | To-hit long: none | Str: 4 | Damage: 1 | Ammo Role: n/a
The Area of Effect of the Eldritch Storm is 2+X", where X is the amount that the psychic test is passed by. Additionally, any model hit by Eldrithc Storm must roll a toughness test. Those that pass the Toughness test are spun around in the tempest, and have their facing determined randomly using a scatter dice. Those who fail their Toughness test suffer a knockback of 2D3".

Guide
Difficulty Level: __
Phase:
Beginning of the Turn
Target firendly model may reroll all rolls to hit with any shooting attacks, including rerolling scatter dice.

Embolden
Difficulty Level: __
Phase:
Beginning of the Turn
If the psychic test is successful, target friendly model adds +1 to their Leadership characteristic for the duration of the game turn.

Conceal
Difficulty Level: __
Phase:
Beginning of the Turn
If the psychic test is successful, target friendly model has their effective cover increased by one category. So, for example, models in the open count as having partial cover; models with partial cover count as being in cover; models in cover count as being out of line of sight.

Fortune
Difficulty Level: __
Phase:
Beginning of the Turn
If the psychic test is successful, target friendly model enjoys protection from all attacks. All successful rolls to hit and all successful psychic tests that target the protected model must be rerolled. Note that the first psychic test, NOT the reroll, is used to determine if a Perils of the Warp attack occurs.

Doom
Difficulty Level: __
Phase:
Beginning of the Turn
If the psychic test is successful, target enemy model finds that all attacks against him are uncannily accurate. All failed rolls to wound against the target model must be rerolled.
I went with wounds rerolled to tone the power down a bit... this isn't shooting against TH/SS termies, after all...

Destructor
Difficulty Level: __
Phase:
Shooting
This power is a shooting attack. If the psychic test is passed, the psyker has a shooting attack with the following profile:
Short/Long: special rules | To-hit short: none | To-hit long: none | Str: 5 | Damage: 1 | Ammo Role: n/a
Destructor uses the teardrop flamer template.

I am totally up to any recommendations for additional Eldarpsychic powers... but they would need source in fluff. Enjoy!

Edit: Additional chaos powers added.

This message was edited 10 times. Last update was at 2010/06/27 08:01:51


There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





Psychic Powers for =][= warbands
I haven't given any of my psychic powers their Difficulty Levels yet. I am going to wait until they are all finished and give them Difficulty Levels then, in an effort to maintain SOME balance.

Note: I am including the psychic powers used for all the Ordos in one post, so I have added an extra part to the descriptions - which faction(s) each power is available to. Some are universal, some are very specific.

Banishment
Difficulty Level: __
Factions:
Malleus, Hereticus
Phase: Shooting
This power is used in the shooting phase, in lieu of shooting. If the psychic test is passed, target enemy model with the "Summoned Daemon" special rule must pass a Leadership test or be removed from play.

Destroy Demon
Difficulty Level: __
Factions:
Malleus, Hereticus
Phase: Beginning of the turn.
This power is used at the beginning of the player's turn. If the psychic test is passed, target enemy model with the "Summoned Daemon" is affected. For the duration of the turn, all failed rolls to hit against the affected model must be rerolled.

Scourging
Difficulty Level: __
Factions:
Malleus, Hereticus, Xenos
Phase: Shooting Phase
This power is a shooting attack. If the psychic test is passed, the psyker has a shooting attack with the following profile:
Short: 0-10 | Long: 11-20| To-hit short: none | To-hit long: none | Str: 4 | Damage: 1 | Ammo Role: n/a | Sustained Fire: 2 Dice
Scourging ignores aura saves.

Hammerhand
Difficulty Level: __
Factions:
Malleus, Hereticus, Xenos
Phase: Hand to Hand Phase
This power is used at the beginning of the hand to hand phase. If the psychic test is passed, the psyker doubles his Strength for the duration of the hand to hand phase. This power cancels power fields on weapons, so may not be used in conjunction with power swords, axes, mauls or fists, or any other form of power weapon.

Holocaust
Difficulty Level: __
Factions:
Malleus
Phase: Hand to hand Phase
This power is used at the beginning of the hand to hand phase. When the psykers turn in the initiative order comes, if the psychic test was successful, he may use this power in lieu of any of his normal close combat attacks. All enemy models within 3+X" (where X is the amount that the psychic test was passed by) take an automatic Strength 6 hit. Demons recieve 2 wounds for each successful wound caused. Holocause ignores aura saves.

Sanctuary
Difficulty Level: __
Factions:
Malleus
Phase: Beginning of the turn.
This power is used at the beginning of the player's turn. If the psychic test is passed, enemy models with the "Summoned Daemon" special rule must make a Leadership test if their movement begins within 6", or would take them within 6" of the psyker. If the Leadership test(s) is passed affected enemy model(s) are treated as moving through difficult terrain. If the leadership test is failed the model may not move or charge that turn.

Word of the Emperor
Difficulty Level: __
Factions:
Malleus, Hereticus, Xenos
Phase: Beginning of the turn.
This power is used at the beginning of the player's turn. If the psychic test is passed, enemy models wishing to charge the psyker using Word of the Emperor must first pass a Leadership test at a -1 modifier. If the leadership test is failed, the charging model(s) may only move at their normal movement rate.

Divine Pronouncement
Difficulty Level: __
Factions:
Malleus, Hereticus, Xenos
Phase: Beginning of the turn.
This power is used at the beginning of the player's turn. If the psychic test is passed, target enemy model must pass a leadership test at a -2 modifier or is broken. When running to cover, the broken fighter must only get out of Line of Sight of the psyker using Divine Pronouncement.

Witches' Bane
Difficulty Level: __
Factions:
Hereticus
Phase: Shooting Phase
This power is used at the beginning of the shooting phase. If the psychic test is passed, all enemy psykers within 12" must roll 2D6. Any enemy psyker who rolls a double on the 2D6 suffers an immediate, but unmodified, Perils of the Warp attack.

His Will Be Done
Difficulty Level: __
Factions:
Malleus, Hereticus, Xenos
Phase: Hand to Hand Combat Phase.
This power is used at the beginning of the Hand to Hand phase. If the psychic test is passed, the psyker and his allies will not Lose Their Nerve for the duration of that specific combat.

Purgatus
Difficulty Level: __
Factions:
Malleus, Hereticus
Phase: Beginning of the turn.
This power is used at the beginning of the player's turn. If the psychic test is passed, target enemy model has it's Leadership characteristic reduced by 2 for the duration of the game. If a models Leadership characteristic is reduced to 0, that model immediately loses his nerve and may not recover his nerve for the duration of the game.

I am totally up to any recommendations for additional =][= psychic powers... but they would need source in fluff. Enjoy!

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Horrific Howling Banshee






?????

Excellent work!! I am already thinking of how I could use them in games!!! One thing I did want to touch on is Eldritch Storm. Instead of facing a random direction, maybe a successful hit would toss models D3 inches in a random direction, then models would have to pass an initiative test to see if the will be pinned the following turn. Just a thought though, the reasoning for it is the fact that the storm can spin vehicles, so foot soldiers would be tossed a bit further (plus the thought of a model receiving such a shock that it propels them into the air just seems awesome), and it causes pinning in 40k.

"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Regular Dakkanaut





Behind th Mask wrote:Excellent work!! I am already thinking of how I could use them in games!!! One thing I did want to touch on is Eldritch Storm. Instead of facing a random direction, maybe a successful hit would toss models D3 inches in a random direction, then models would have to pass an initiative test to see if the will be pinned the following turn. Just a thought though, the reasoning for it is the fact that the storm can spin vehicles, so foot soldiers would be tossed a bit further (plus the thought of a model receiving such a shock that it propels them into the air just seems awesome), and it causes pinning in 40k.


First, thanks for the support! I like some of your input on Eldritch Storm .

I like the idea of pinning... though it works different in Necro. Any model hit is pinned, so it kind of already happens. Tossing them sounds cool, and looks even cooler in my mind's eye... but the only reservation I have about that is the tendency to add height to necro games that doesn't exist in 40k. I know that if somoeone puts that heavy up on the 4th floor so he has excellent range of fire they're taking a risk, but still, I don't know if I like the idea of tossing people off a building as a side effect of what is essentially a frag grenade. Then again, maybe it's a good idea... i'd like to hear soem other opinions on the idea

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Horrific Howling Banshee






?????

yeah I realized that about the pinning afterwards...... I'm an idiot sometimes. The height was what I had in mind. If you were to add it, maybe a toughness test would be more fitting, that way it would represent the models physical resistance to the electric shock.


Automatically Appended Next Post:
When reading reading the description of Eldritch storm it states that it hurls opponents in all directions, .... I just can't get that image out of my head LOL.

This message was edited 1 time. Last update was at 2010/06/10 00:08:37


"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Neophyte Undergoing Surgeries



Midwest

Very good start here. I really like what you did with Declaration and the Psychic Test.

I wonder if instead of Perils of the Warp on doubles you shouldn't instead have Psychic Phenomena, as in Dark Heresy/Rogue Trader. You're guaranteed to have a "weird" event happen on a double, and Perils is only one of them (among many possibilities). It's a narrative game, so you don't need super-harsh threats for using powers like you do in 40K.

Another option is to move some of the "penalties" for using powers over to the non-combat part of the game. For example, if your Inquisitorial band rolls on the campaign tables between missions, you could introduce penalties there - social ramficiations (could be either negative or positive from the point of view of an Inquisitor and always fodder for interesting stories), economic ones, gain/loss of control over territories - or it could be something else entirely, such as the demonic taint not affecting the psyker himself but worming into the nearby society. The point is in a narrative game you have a lot more options than simply allocating wounds to the psyker.
   
Made in us
Regular Dakkanaut





Agrippa wrote:Very good start here. I really like what you did with Declaration and the Psychic Test.

I wonder if instead of Perils of the Warp on doubles you shouldn't instead have Psychic Phenomena, as in Dark Heresy/Rogue Trader. You're guaranteed to have a "weird" event happen on a double, and Perils is only one of them (among many possibilities). It's a narrative game, so you don't need super-harsh threats for using powers like you do in 40K.

Another option is to move some of the "penalties" for using powers over to the non-combat part of the game. For example, if your Inquisitorial band rolls on the campaign tables between missions, you could introduce penalties there - social ramficiations (could be either negative or positive from the point of view of an Inquisitor and always fodder for interesting stories), economic ones, gain/loss of control over territories - or it could be something else entirely, such as the demonic taint not affecting the psyker himself but worming into the nearby society. The point is in a narrative game you have a lot more options than simply allocating wounds to the psyker.


First... YAY!!! Someone commented, lol. Thanks for that!

As for the Psychic Phoenomena, that's basically what I was thinking. I was just going to call it Perils of the Warp for simplicities sake, and to stave off confusion from people with no background in DH/RT. With -/+ modifiers depending on the double rolled, I can actually go deeper than 12 possibilities. I can go from -2 to 15, so I could actually have 17 events from a double rolled. I want to avoid rolling on a table, which directs you to another table, which directs you to a third table, which tells you what effed up poo just happened to you. But I'm all for adding as much variety as possible... perhaps I could conscript you to give me some suggestions

And I TOTALLY love the idea of psychic powers bleeding over into the campaign phase. Some psychic phenomena could terrify hive citizens, preventign them from assisting you, or terrify them into helping you, and some powers could simply have no in-game effect and be all campaign. I'll think about that at work tomorrow when I should be concentrating on my job

And all you lurking viewers, SPEAK UP!!1!1 This is a situation where more cooks improve the emal, not make it crappy...

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Neophyte Undergoing Surgeries



Midwest

I have for some time been tinkering with a way to weld Rogue Trader onto the back of Necromunda, essentially replacing Necromunda's campaign rules with Rogue Trader rules instead. Not that that's terribly relevant here, just that I understand what you're doing and support it.

Anyway, I haven't spent much time on psychic power rules per se, but I have had some ideas regarding their perilousness. To me, the fluff says that the three dangers of psykers are Fear, Insanity, and Corruption. This could be matrixed against three tiers for the scope of effect: Self, LOS, and BLOS (beyond line of sight). Self obviously just affects the psyker. LOS can affect anyone in the local encounter that can see the psyker. And BLOS has wide-ranging effects, out into the community and beyond. And finally a third axis of the matrix for the strength of the power: Fettered, Unfettered, and Push. This gives a total of 27 possible result "prototypes" like Corruption-LOS-Fettered (a corruptive effect that endangers everyone in LOS but the psyker lost control only a little bit).

Food for thought, maybe.
   
Made in us
Regular Dakkanaut





The Eldar power Eldritch Storm has been updated with the suggested knockback, and the perils of the warp table has been updated (though it isn't finished yet).

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Horrific Howling Banshee






?????

YYYYYEEEEEESSSSSSSSSSS!!! LOL, I'm stoked about that.

"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Regular Dakkanaut





WTB suggestions to fill in the rest of the perils table.

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Horrific Howling Banshee






?????

Perils looks awesome so far ..... I will try to give some suggestions after going through it a bit ..... starting to mull them over now ...... brainstorm in progress......

"We shall purge the Maiden Worlds of all who dare try to invade and infect our sacred worlds of salvation" - King Yvenaurael of the Lileath-Aean Exodites.

Listen to "The Receiving End Of Sirens" they are GREAT



 
   
Made in us
Regular Dakkanaut





Perils of the Warp added to...

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Regular Dakkanaut





I am considering an addition to the whole psychic/daemons/=][=s deal with some effed-up-stuff side of things... Corruption.

Basically, the more a fighter witnesses - daemon summonings, suffering a perils of the warp test, and a load of other nastiness that will happen - the more corruption taints his soul. Once you reach more corruption than you could handle - say your leadership value plus your toughness (off the top of my head), you roll on a chart, similar to perils of the warp. Bottom of the chart you just hear noises, or maybe suffer from a neurotic condition like stupidity or frenzy. Higher up on the chart you may mutate, or turn into a chaos spawn, become a more powerful psyker at greater susceptibility to further corruption, etc. To remove corruption, you can voluntarily skip a battle. I'll write up more detail tomorrow after work, its too late to think that logically right now.

So for now, any input? Does this violate the K.I.S.S. rule to egregiously, or will this add the perfect amount of grimdark to a grimdark world?

There is an attitude that not having an insanely optimized, one shot, six stage, omnidirectional, inevitable, mousetrap of an assassin list army somehow means that you have foolishly wasted your life building 500 points of pure, 24 karat, hand rolled, fine, cuban fail. That attitude has been shown, under laboratory conditions, to cause cancer of the fun gland.

- palaeomerus


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





I don't think corruption should be based on toughness...

I think how much you can get corrupted/how easily should be based on what kind of a character you are.

For example, A civilian has no training against resisting the Warp, nor do they have a reason to really "resist" it.

Normal Henchmen probably have a bit of training against it and more of a reason to not want to be corrupted.

Space marines are a lot better

Inquisitors are Inquisitors of course so they're strong

Grey Knights should probably be completely immune to it.



I have some ideas for corruption.

Maybe when a leader, specifically a (Chaos) Space Marine or an Inquisitor get corrupted, they begin to lead the others in the group down the path to corruption also?

Also perhaps comparing certain values in a group, such as if possible having a Commissar, or an uncorrupted and zealous Inquisitor, or a Grey Knight or so on, might attempt to purge a particularly corrupted member of the group. Also that member over the course of a campaign will have to hide the fact that he is corrupted to avoid this.


Also an idea for some psychic powers.

Perhaps a seismic wave ability that knocks models directly away from the center hole. Hitting objects could cause damage, and wounds and such.

Perhaps that should also be done for Eldritch storm. Instead of a random direction the model is thrown in, they are thrown away from the center. Although I'm not sure if the storm is emanating from the center of the template or whether it's swirling or something, so perhaps not.

P.S. I really love the idea for all of this, and I seriously hope you can complete most of this.

I'll definitely be playing it when it's far enough completely

 
   
 
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