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Made in au
[MOD]
Not as Good as a Minion






Brisbane

Hey guys, here is a thought, lets change some of the GK powers which need changing

Fortitude: Change the wording from 'remove any shaken and stunned results' to 'remove a shaken or stunned result'. That would limit its effectiveness without removing it entirely.

Warpquake: Creates a 12" dangerous terrain bubble for deep strikers only. Ta dah! Deepstrike defence and yet it won't make the game unplayable. a 1 in 6 chance of losing a model is far better than a 1 in 3 chance of losing the unit.

Hammerhand: This power a) does not stack and b) does not come into effect prior to other effects, instead it works like furious charge does (in that a power fist paired with this ability is S9, not S10).

Quicksilver: Increase initiative by 2. This way wyches (who are I6 right?) and other 'fast' units will not be entirely shot in the knee by a unit of usually slowish men (pallies or something) suddenly becoming I10. Happens before other modifiers (like hammers...I'm not sure if they currently benefit from it or not, but I don't think they should).

Cleansing Flame: I was considering post-combat, which kind of makes sense that it takes them a while to summon it before they unleash it, alternatively it could be before combat, but in place of landing blows with close combat weapons? I'm not sure on this one and would welcome ideas.

And I guess you can't just fix them in a vacuum, so some of the other things that are wrong with them (these are only cursory, after my exam tuesday I'll put more effort into these);

Force weapons fur everriboddeh!: Bring back something like the tiers from last codex, except its PW for regular strke, interceptor and purgation squad members, while justicars, terminators, paladins and purifiers (and all HQs) all have FW. This will stop everyone in the strike squad being able to ID things, and makes it a bigger choice whether to put the Hammer or the Stave on the justicar (killiness of MCs and the like, or survivability from perils and what not).

Rad grenades: Do not work in every round of combat. If they are going to still exist, they are taken off techmarines (at the least), and only work when charging.

Psychic Pilot: The leadership of average grey knights is not 10, so I'm going to drop that to Ld9 for vehicle psychic tests.

This message was edited 7 times. Last update was at 2012/06/19 23:29:23


I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Smokin' Skorcha Driver




I wouldn't mind Nemesis weapons to be power weapons only with a psychic activation.
+1S OR Power Weapon OR Instant Death for most squads.

And cleansing flame would obviously be nerfed back to what the entire dev team had in mind before Ward happened:
After all blows are struck but before resolving combat, all models in base contact with purifiers are wounded on a 4+ with armor saves allowed. Wounds inflicted apply to combat resolution.

This message was edited 1 time. Last update was at 2012/06/16 23:17:22


 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

terranarc wrote:
And cleansing flame would obviously be nerfed back to what the entire dev team had in mind before Ward happened:
After all blows are struck but before resolving combat, all models in base contact with purifiers are wounded on a 4+ with armor saves allowed. Wounds inflicted apply to combat resolution.


Is that what it was intended to be? I've never seen that brought up. Where did you hear this?


Automatically Appended Next Post:
terranarc wrote:I wouldn't mind Nemesis weapons to be power weapons only with a psychic activation.
+1S OR Power Weapon OR Instant Death for most squads.


I think thats a bit too hard of a change, I think something similar to what they used to have, a kind of tiered table, with regular GK just having PW, Justicars, termies, pallies and above having FW. Its only a minor change, but this thread isn't a 'whats wrong with GK as a whole' thing, just some psychic powers. I really want to avoid bringing up psybolt, grenades, all of that. Only psychic powers. Just to stop it degrading too quickly

This message was edited 1 time. Last update was at 2012/06/16 23:24:01


I wish I had time for all the game systems I own, let alone want to own... 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

For the FWs, make it so only Justicars and Knights of the Flame gad FWs and even then, it, and single model FWs could only ID 1 model like normal. Grey Knights and Purifiers and Terminators would just have PWs. Paladins, being a bit more powerful, would get force weapons.


The Libby powers arn't actually that bad. Hammerhand gives them a single way to tackle land raiders/models. Might of Titan too. Hammerhand stacking isn't bad either as it means equiping models with Swords or Falchions doesn't negate the chance of killing Raiders.

Quicksilver means you don't need Halberds to take on Stealers or Wyches. It gives a chance against fast armies.

Sanctuary really doesn't bother any MEQ or anything with Frags. It has a 1/6 chance of hurting you and an average roll of 4 means you are likely to get into combat.

Smite and Vortex come over from C:SM and Warp Rift is only a flamer template. Eldar (both types) are mostly immune, as are MEQ. Tau and Guard are sort of in the middle. Big ork units are slow but the big characters, Warbosses, are as fast as MEQ. Basically all it is cheesy against is crons who are shooty so just play keep away.

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