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![[Post New]](/s/i/i.gif) 2009/01/26 09:08:25
Subject: PSYCHIC Help required!
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Fresh-Faced New User
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Psychic Scream is a Tyranid psychic power that is always on passively - 1 LD to all enemies within a certain range.
Unguents gives you a 4+ save against every power.
Now if a model with unguents gets into range of the psychic scream he makes a 4+ save, is psychic scream then ignored for the rest of the game? Or if the psychic scream generator, moves away, and then moves back into range again - does this trigger another save opportunity?
Can you also use psychic hoods against psychic powers that automatically cast and are passive? - e.g. Tyranid psychic powers and warlock powers?
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This message was edited 1 time. Last update was at 2009/01/26 09:19:04
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![[Post New]](/s/i/i.gif) 2009/01/26 14:43:51
Subject: PSYCHIC Help required!
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Heroic Senior Officer
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Not sure about the unguents, but psychic hoods have no effect against always on powers like synapse, psychic scream, some eldar warlock powers, etc.
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2009/01/29 15:15:08
Subject: PSYCHIC Help required!
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Dispassionate Imperial Judge
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Psychic hoods can't be used because the actual wording (in the Librarian listing of the SM Codex) says that you use it when the opponents passes his psychic test. If the opponent doesn't have to take a psychic test to use the power, you can't use a psychic hood against it...
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![[Post New]](/s/i/i.gif) 2009/01/29 15:26:35
Subject: PSYCHIC Help required!
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Wicked Warp Spider
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Yiawchuah wrote:Psychic Scream is a Tyranid psychic power that is always on passively - 1 LD to all enemies within a certain range.
Unguents gives you a 4+ save against every power.
Now if a model with unguents gets into range of the psychic scream he makes a 4+ save, is psychic scream then ignored for the rest of the game? Or if the psychic scream generator, moves away, and then moves back into range again - does this trigger another save opportunity?
Idk what dex ungents is in (actually first time i have heard of them)....that said it seems like ungents would provide a save against an offensive power cast against the unit/character with them (mind war, psychic shooting attacks...)
However if they act like a psychic hood then you could use them against nullzone, fortune, guide..etc.
Since Psychic Scream effects a stat i would say there is not way to avoid it (several characters have wargear that lower opponents stats and their is no way to get around those). It is permenent if the unit remains within the range of the power (even just 1 guy), however once they are out of range they return to normal ld.
That is my best guess how they work.
To clarify since there is no save being taken then ungents has no effect on psychic scream.
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"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes
DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. |
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![[Post New]](/s/i/i.gif) 2009/01/29 15:48:08
Subject: PSYCHIC Help required!
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Plastictrees
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The 5th edition FAQ explains how null rods work against persistent powers. It says that the power remains in effect, but just does not affect the unit with the null rod.
If the phrasing on ungents is similar, then it should work the same. Can anybody quote the exact rule?
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2009/01/29 16:42:48
Subject: PSYCHIC Help required!
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Furious Fire Dragon
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The pertinent parts of each rule:
"Null Rod: ... no psychic powers whatsoever may affect..."
"Unguents of Warding: ... save against any and every psychic power used upon them ..."
Sounds to me like for Unguents the power hat to be used on them, not just near them. So Null Rods prevent things like Veil of Darkness near them, does it also prevent Shrouding? Unguents would affect Mind War but not Conceal.
Homer
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The only "hobby" GW is interested in is lining their pockets with your money.
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![[Post New]](/s/i/i.gif) 2009/02/01 10:23:17
Subject: Re:PSYCHIC Help required!
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Fresh-Faced New User
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Nid codex pg 31
"Only those powers which require a psychic test to use may be cancelled by enemy psykers and wargear".
Psychic scream does not require a psychic test to use.
You cannot nullify psychic scream with either an enemy psyker or wargear.
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![[Post New]](/s/i/i.gif) 0006/09/01 13:33:25
Subject: PSYCHIC Help required!
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Fixture of Dakka
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You can't nullify psychic scream but wargear such as the null rod would render it useless against the unit possessing it.
G
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![[Post New]](/s/i/i.gif) 2009/02/01 14:57:09
Subject: PSYCHIC Help required!
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Martial Arts Fiday
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[quote=Casper
Idk what dex ungents is in (actually first time i have heard of them)....that said it seems like ungents would provide a save against an offensive power cast against the unit/character with them (mind war, psychic shooting attacks...)
However if they act like a psychic hood then you could use them against nullzone, fortune, guide..etc.
Since Psychic Scream effects a stat i would say there is not way to avoid it (several characters have wargear that lower opponents stats and their is no way to get around those). It is permenent if the unit remains within the range of the power (even just 1 guy), however once they are out of range they return to normal ld.
That is my best guess how they work.
To clarify since there is no save being taken then ungents has no effect on psychic scream.
Damn, I love posts like this!
"I have no idea what I'm talking about, but heres some definitive statements about things I have no idea abouit."
GBF has the right of this, Ungents (which is in the Daemonhunters codex BTW for those who need catching up) would keep the unit from suffernig the effects, but couldn't cancel the power outright.
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Don't mess with the Blade and Bolter! |
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![[Post New]](/s/i/i.gif) 2009/02/01 17:26:05
Subject: PSYCHIC Help required!
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Stealthy Space Wolves Scout
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I disagree. As the Unguents would cancel the power against that unit they don't work. Tyranid Hive Mind powers that require no psychic test simply can't be canceled by wargear.
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In one game turn an Imperial guardsman can move 6", kill a few guys with his flamer, assault 6", kill two more guys with his bayonet, flee 12", regroup when assaulted, react 6", kill one more guy with his bayonet and then flee another 12".
So in one game turn an Imperial guardsman can move 42" and kill more than 5 people. At the same time a Chimera at top speed on a road can move 18"... |
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![[Post New]](/s/i/i.gif) 2009/02/01 20:21:40
Subject: PSYCHIC Help required!
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Fixture of Dakka
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The rules for the null rod specifically states it cancels psychic powers used against the bearer.
G
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![[Post New]](/s/i/i.gif) 2009/02/01 22:55:03
Subject: PSYCHIC Help required!
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Fresh-Faced New User
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Green Blow Fly wrote:The rules for the null rod specifically states it cancels psychic powers used against the bearer.
G
Which is canceling the power.
The only way to cancel a power is use a special rule... the tyranid rule has no other purpose but to cancel "special rules" as there is no normal rule that would require it. It is quite litterally a anti-anti-psyker rule.
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![[Post New]](/s/i/i.gif) 2009/02/01 23:53:39
Subject: PSYCHIC Help required!
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Plastictrees
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"Only those powers which require a psychic test to use may be cancelled by enemy psykers and wargear"
The null rod doesn't cancel an always-on power. As per the DH FAQ, the power remains in effect, but just doesn't have any effect on the unit with the null rod.
"Unguents of Warding: ... save against any and every psychic power used upon them ..."
The phrasing for unguents is different from the phrasing for null rod. It sounds like the power has to be used on the unit with the unguents--which it isn't--it's used on the nid psyker itself. So unguents don't cancel psychic scream.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2009/02/02 00:16:41
Subject: PSYCHIC Help required!
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Fixture of Dakka
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Flavius FTW!!!
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![[Post New]](/s/i/i.gif) 2009/02/02 04:24:09
Subject: PSYCHIC Help required!
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Fresh-Faced New User
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Page 19 of the Daemonhunters Codex, Games Workshop Ltd. 2003:
... the unit he is with benefit from a 4+ save against the effects of any and every enemy psychic power used upon them. If this save is passed then the power has no effect.
Page 31 of the Tyranids Codex, Games Workshop Ltd. 2004:
... Only those powers which require a Psychic test to use may be cancelled by enemy psykers and wargear ...
Unguents do not cancel the power, they protect the single character and/or unit he is joined to. The power is still in effect, but does not penalize that single unit, so long as they pass the save.
No, the power is not ignored for the rest of the game, Unguents makes no such claim in the first place (nor does Psychic Hood or Null Rod, it's circumstantial, unlike the very rare Purgatus-- and that power specifically states that it effects certain things for the rest of the game).
Do not confuse the protection of one unit/character with canceling a power outright.
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This message was edited 1 time. Last update was at 2009/02/02 04:24:30
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