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.