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![[Post New]](/s/i/i.gif) 2013/04/14 18:57:09
Subject: Runes of Witnessing v. Shadow of the Warp
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Shrieking Guardian Jetbiker
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had a game last night where a number of people in our group of friends were telling me that because of the wording of shadows of the warp, runes of witnessing is effectively ignored and I would still have to pass my psychic tests on a 3d6. My opinion was that runes of witnessing canceled out shadows of the warp and just sees the psyker doing a leadership check on 2d6 as normal. I made this decision based on the fact that the Eldar FAQ states that Runes of Warding and Runes of Witnessing effectively cancel each other out, and shadow in the warp is basically Runes of Warding with a range limit. Who was incorrect in this instance?
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"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/04/14 19:03:27
Subject: Runes of Witnessing v. Shadow of the Warp
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The Hive Mind
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Neither.
You roll 4d6 and drop the highest. 1 die for RoWit and 1 die for Shadows, then drop the highest for RoWit.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2013/04/14 19:03:47
Subject: Runes of Witnessing v. Shadow of the Warp
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Shas'o Commanding the Hunter Kadre
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This ones odd, but the best way to handle it is to just roll 2d6 and and doubles peril.
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![[Post New]](/s/i/i.gif) 2013/04/14 19:17:43
Subject: Runes of Witnessing v. Shadow of the Warp
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Shrieking Guardian Jetbiker
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is there any citable material concerning this? I've yet to find any.
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"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/04/14 19:22:29
Subject: Runes of Witnessing v. Shadow of the Warp
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The Hive Mind
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juraigamer wrote:This ones odd, but the best way to handle it is to just roll 2d6 and and doubles peril.
... Except there's no rules basis for that. Automatically Appended Next Post:
The actual rules...
Remember that both abilities are errataed.
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This message was edited 1 time. Last update was at 2013/04/14 19:23:36
My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2013/04/14 19:41:11
Subject: Re:Runes of Witnessing v. Shadow of the Warp
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Dakka Veteran
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EDIT: Checked the FAQs, rigeld2 is correct. The FAQs change the abilities of both RoW and SitW to add a die, so you'd roll 4d6 and drop the highest, suffering perils on any double 1's or double 6's.
Good luck, and have fun in your games!
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This message was edited 1 time. Last update was at 2013/04/14 19:45:24
There is NO SUCH THING as MORE ADVANCED in 40k!!! There are ONLY 2 LEVELS of RULES: Basic and Advanced. THE END. Stop saying "More Advanced". That is not a recognized thing in modern 40k!!!!
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![[Post New]](/s/i/i.gif) 2013/04/15 15:50:47
Subject: Runes of Witnessing v. Shadow of the Warp
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Shrieking Guardian Jetbiker
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So it sounds like having runes of witnessing against a tyranid player is actually worse for you than just taking the SotW to the face by itself... awesome...
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"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/04/15 16:00:41
Subject: Runes of Witnessing v. Shadow of the Warp
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Decrepit Dakkanaut
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How so?
You roll 4D6, dropping the highest dice. You then see if you pass the psychic test.
This is MUCH better for you than a straight 3D6 roll.
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![[Post New]](/s/i/i.gif) 2013/04/15 16:10:41
Subject: Runes of Witnessing v. Shadow of the Warp
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Shrieking Guardian Jetbiker
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Because, at least the way I'm interpreting it, as it requires you to roll a 4th dice and then drop the highest dice, that dice must receive a value (show a number) prior to being dropped from the addition, which to me would mean it would count towards the double 1's or 6's by virtue of having an assignable value before being removed.
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"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/04/15 16:12:47
Subject: Runes of Witnessing v. Shadow of the Warp
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Decrepit Dakkanaut
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Except that isnt correct, as you have to remove it - you cannot both consider it AND remove it.
You drop the dice, THEN determine if you pass the test / cause perils
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![[Post New]](/s/i/i.gif) 2013/04/15 16:16:09
Subject: Runes of Witnessing v. Shadow of the Warp
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Shrieking Guardian Jetbiker
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ok so I had the steps backwards then. Thanks.
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"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/04/15 20:05:26
Subject: Runes of Witnessing v. Shadow of the Warp
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Dakka Veteran
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nosferatu1001 wrote:How so?
You roll 4D6, dropping the highest dice. You then see if you pass the psychic test.
This is MUCH better for you than a straight 3D6 roll.
Yeah, this is certainly a big speed bump against Eldar psychic powers, but when you factor in the fact that you'll also be ignoring perils with a 3+ save thereafter, it's really not that terrible. Of course, while under the effects of SitW, you're going to have about a 50% or less success rate on psychic abilities, depending on whether you're targeting allies or enemies.
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There is NO SUCH THING as MORE ADVANCED in 40k!!! There are ONLY 2 LEVELS of RULES: Basic and Advanced. THE END. Stop saying "More Advanced". That is not a recognized thing in modern 40k!!!!
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3300 |
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