rigeld2 wrote:GordyK wrote:rigeld2 wrote:Page 50 in the 5th edition rulebook describes every step to use a Psychic Power.
So correct me then if I am wrong (or confirm please if I am right) but the way a spell is casted is based upon a Target's
WS to determine a HIT or in this case a (successful cast)?
A characters INTEL plays now part in casting spells? Also from what I read that if you succeed in a hit, there is no defending it. So a Targets Toughness is ignored?
Sorry, if I'm not getting this, but this what I feel is kinda lacking in the rulebook description.
...
I have no idea what you're asking. I think you need to read the rulebook some more.
What don't you understand? The question is VERY simply put. "HOW DOES A TARGET CAST A SPELL"
You then told me to read page 50 of the rulebook. This is what it says;
Psykers are warriors gifted with awesome
mental powers, which enable them to
channel the baleful energy of the Warp.
These powers vary from race to race and sometimes
from one individual psyker to another. The psychic
powers available to our models are not discussed
further here, but are described in detail in the Codexes,
where you will find complete rules for individual
powers. The following general rules explain how
psychic powers are employed. Exceptions to these rules
are covered in the Codexes.
Psykers can use one psychic power per player turn.
To use a psychic power successfully the psyker must
pass a Psychic test, which is a normal Leadership test.
Note that this test must always be made on the
psyker’s own Leadership value. Even where Leadership
tests would normally be taken on the value of another
model, tests for using psychic powers are always taken
using the psyker’s own Leadership.
PERILS OF THE WARP
If the result of a Psychic test is either a double 1 or
double 6 this indicates that something horrible has
happened to the psyker. The forces of the Daemonhaunted
Warp claw at the psyker’s mind and threaten
to engulf and destroy him. The psyker suffers 1 wound
with no armour or cover saves allowed. Invulnerable
saves are allowed, but the power of the Warp is so
great that successful saves must be re-rolled. Note that
a psyker who rolls double 1 will still use his power,
even if he is wounded or killed as a result.
PSYCHIC SHOOTING ATTACKS
Psychic powers that take the form of shooting attacks
are very common. Using a psychic shooting attack
counts as firing a ranged weapon (an assault weapon,
unless specified otherwise). So, for example, the psyker
must be able to see his target unit, cannot be locked in
combat, or must not have run in the Shooting phase if
he wishes to use a psychic shooting attack. In the same
way, if a psyker targets a unit with a psychic shooting
attack, then he can only assault that unit in the ensuing
Assault phase. Even if a psyker has a special rule
allowing him to use more than one psychic power per
turn, he can use only one psychic shooting attack (as
models can fire only one ranged weapon per turn).
However, if he is allowed to fire more than one ranged
weapon per turn, he can replace the firing of any of
the weapons he is allowed to fire with a psychic
shooting attack (but still cannot use the same power
twice in a turn).
This explains NO clear way of how to cast a spell in Warhammer
40k