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![[Post New]](/s/i/i.gif) 2012/04/06 20:25:11
Subject: Ghosthelm and Invuln Saves
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Feldwebel
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Alright, so I have no clue if this has ever crossed anyone else's mind before, but reading through the BRB to clarify some things before a big game tommorrow, I came across what seemed to be a tidbit of information I had seemingly overlooked for a long time.
So, ever since I started playing my heavy psyker Ulthwe footdar force I've been running two farseers in almost every standard list I make. I always take Runes of Witnessing to help decrease the chance of a perils, and on the rare occasion that it does happen, it is from rolling double ones. The psychic power goes off and I check my ghosthelm to see if I nullify the effects of perils:
Ghosthelm: A Farseer's ghosthelm incorporates intricate crystalline psychic circuitry that masks their spirit in the Warp. If a Farseer suffers a Perils of the Warp attack his ghosthelm will prevent it on a D6 roll of a 3+.
This said, in the BRB says this about Perils:
Perils of the Warp: If the result of a Psychictest is either a double 1 or double 6 this indicates that something horrible has happened to the psyker. [...] 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. [...]
What I'm getting at is if I suffer a Perils of the Warp, FAIL to save it with my ghosthelm, do I get to attempt to use my Farseer's Rune Armour Invuln save to prevent him from taking a wound? I'd say yes, because it nowhere in the Ghosthelm's profile does it say it counts AS an Invuln save, only "will prevent it on a D6 roll of a 3+"
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/04/06 20:32:44
Subject: Ghosthelm and Invuln Saves
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Killer Khymerae
Appleton, Wisconsin
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I have always played it as only taking only the initial 3+, but if you are fortuned I believe you can re-roll it.
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![[Post New]](/s/i/i.gif) 2012/04/06 20:43:07
Subject: Ghosthelm and Invuln Saves
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Plaguelord Titan Princeps of Nurgle
Alabama
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TheMostSlyFox wrote:
Thoughts?
Yes, you get your Ghosthelm, then you get your Rune Armour. If you pass your Rune Armour, then you must re-roll it.
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![[Post New]](/s/i/i.gif) 2012/04/06 20:46:48
Subject: Ghosthelm and Invuln Saves
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Feldwebel
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Wow, seems like that would've helped a lot in the past, thanks!
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![[Post New]](/s/i/i.gif) 2012/04/06 21:06:28
Subject: Re:Ghosthelm and Invuln Saves
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Fixture of Dakka
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Here's a handy breakdown. 1) Roll psychic test. If Perils, go to 2. Else, stop. 2) Roll for ghosthelm. If 1 or 2, go to 3. Else, stop. 3) Is Fortune active? If yes, go to 4. Else, go to 5. 4) Roll a die. Ignore result, go to 6. 5) Roll for rune armor. If 1, 2, or 3, lose a Wound. Else, go to 6. 6) Roll for rune armor. If 1, 2, or 3, lose a Wound. Stop. Also, Runes of Witnessing make you suffer MORE perils. Without Runes, 2/36 tests will result in perils. 5.6% With Runes, 17/216 tests will result in perils. 7.9% The benefit is, of course, that you pass your test MUCH more often. But, you will suffer about 50% more Perils than if you didn't have it.
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This message was edited 2 times. Last update was at 2012/04/06 21:28:02
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![[Post New]](/s/i/i.gif) 2012/04/06 21:25:53
Subject: Re:Ghosthelm and Invuln Saves
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Warplord Titan Princeps of Tzeentch
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Grakmar wrote:2) Roll for ghosthelm. If 1 or 2, stop. Else, go to 3.
I think this one is wrong. Ghosthelm stops perils on a 3+.
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This message was edited 1 time. Last update was at 2012/04/06 21:26:47
text removed by Moderation team. |
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![[Post New]](/s/i/i.gif) 2012/04/06 21:27:26
Subject: Re:Ghosthelm and Invuln Saves
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Fixture of Dakka
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biccat wrote:Grakmar wrote:2) Roll for ghosthelm. If 1 or 2, stop. Else, go to 3.
I think this one is wrong. Ghosthelm stops perils on a 3+.
Good catch. Corrected.
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![[Post New]](/s/i/i.gif) 2012/04/06 21:37:16
Subject: Ghosthelm and Invuln Saves
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Feldwebel
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So if that's correct: Fortune lets you re-roll your Ghosthelm save?
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![[Post New]](/s/i/i.gif) 2012/04/06 21:47:56
Subject: Ghosthelm and Invuln Saves
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Fixture of Dakka
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TheMostSlyFox wrote:So if that's correct: Fortune lets you re-roll your Ghosthelm save?
No, it does not. Fortune lets you re-roll a save. Ghosthelm is not a save, it just ignores the Perils (just like FNP isn't a save, it just ignores the wound).
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![[Post New]](/s/i/i.gif) 2012/04/06 21:49:00
Subject: Ghosthelm and Invuln Saves
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Regular Dakkanaut
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TheMostSlyFox wrote:So if that's correct: Fortune lets you re-roll your Ghosthelm save?
No. Strickly speaking Ghosthelm is not a "saving roll". It simply allows you to ignore Perils of the warp all together.
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![[Post New]](/s/i/i.gif) 2012/04/06 21:51:43
Subject: Ghosthelm and Invuln Saves
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Feldwebel
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Ohhh alright. Would Fortune allow you to re-roll a failed invuln save if you FAILED the Ghosthelm? Would make sense because the two saves you are making aren't re-rolls, but two separate rolls that MUST be taken
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![[Post New]](/s/i/i.gif) 2012/04/06 22:07:10
Subject: Ghosthelm and Invuln Saves
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Decrepit Dakkanaut
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Yes - if you have fortune you:
reroll the invulnerable save if you pass, due to perils
reroll the invulnerable save if you fail, due to fortune
Ghosthelm isnt a save, there is no way to get a reroll of Ghosthelm
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