Switch Theme:

Interpreting Psykey Phase  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran





So I caved and bought the book and started reading through the Psyker Phase and I think I get it but without anyone here in my playgroup to confirm it, I'm not sure. (we're all new)

So at the beginning of the Psyker Phase, we generate 3 warp charges, is this a constant throughout all games or just something they referred to as a simple example?

After that we add up the mastery level of all the Psykers in our armies and add that total to the total we started with for a grand total. This part I think I get fairly well

From what I read, we get this amount of charges every turn but I'm not sure, need some clarification here if possible.

When choosing a spell, if we have the new cards we randomly pick one, that I get.

When choosing which spell to use during the phase we compare it to how many warp charges we have in total for that turn, taking care to adjust for modifiers. So say a spell costs 3 warp charges and I have 7 (7-3=4 leftover).

I then take 3 dice to represent how many charge I am using and I am looking for rolls of 4+ but trying to avoid rolling multiple 6's or I pretty much auto die

My opponent then takes the same number of dice and rolls, trying to hit 6's in an attempt to stop my power from going off. Here is my other question. Does he need to counter every dice I roll, every dice I succeeded in rolling or does he simply need to hit a 6?

The rest of the phase makes total sense, just need someone wiser than me for clarification please.

Thanks

Nothing more fun than tabling an opponent 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Generate D6 WC at each Psychicphase. The player whose turn it is rolls the die, and both players get that many WC. So you roll a 6, both players get 6WC plus all the PMLs of their on-the-tabletop Psykers.
Each player's Psychic phase will roll a D6, so the number will change.

You may roll as many or few dice as you like to cast a power. If you have a WC1 power that you REALLY want to cast, you can throw 12 dice at it. (Don't ever do that.)
You need to get a number of dice that roll a 4 or higher (4+). The number you need depends on how many WC the spell costs. So a Level 2 spell will need two or more 4+ dice to successfully cast.
Your opponent may try to dispel with as many or few dice as he likes. He, however, needs 6+ for EACH 4+ you rolled in order to dispel the spell.
So if you throw 12 dice at the Level 1 spell and get: 1, 1, 2, 3, 3, 3, 4, 4, 5, 6, 6, 6; he needs to roll six 6's!
Since you rolled double sixes, you also suffer a Perils of the Warp.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Horrific Howling Banshee




Gig Harbor, Washington

It breaks down like this:

The player whose turn it is rolls a d6. Both players get that many Warp Charges points. Not sure if you using 3 was an example but I just wanted to clarify.

When casting a power, you can use any number of warp charge points you want as long as you have that many left in your pool. The Warp Charge cost is the target of the test not the limit of how many WC points you can use.

Opponents have to roll a number of 6s equal to however many Warp Charges you successfully manifested on your test.


1000 
   
Made in us
Longtime Dakkanaut





Oceanic

 S.K.Ren wrote:
It breaks down like this:

The player whose turn it is rolls a d6. Both players get that many Warp Charges points. Not sure if you using 3 was an example but I just wanted to clarify.

When casting a power, you can use any number of warp charge points you want as long as you have that many left in your pool. The Warp Charge cost is the target of the test not the limit of how many WC points you can use.

Opponents have to roll a number of 6s equal to however many Warp Charges you successfully manifested on your test.



Correct me if I'm wrong

Example.

Turn one, player one rolls 4 on his D6, plus is level two Libby equals 6? During player 1s turn, player 2 also gets 6 WCP's? But don't count as his one for his following turn?

Player two then rolls d6, he has several psykers, so ends up with 13 WCPs, player 1, then gets 13 WCPs to use I'm assuming for deny the witch?

So deny the witch rolls don't come from your pool of offensive WCPs?

https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Johnnytorrance wrote:

So deny the witch rolls don't come from your pool of offensive WCPs?


There is no "offensive" pool. You may only manifest powers on your turn. When it is your opponent's turn, you may only dispel powers.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Dakka Veteran





Wait so both players get to roll every turn for WC? That's kinda cool

Nothing more fun than tabling an opponent 
   
Made in us
Quick-fingered Warlord Moderatus





The players who's turn it is, makes 1 roll for both players durring the psychic phase, then each player adds their mastery levels

Say I'm playing my GK army with 10 mastery levels, you're playing Tau with 0 mastery levels.

Its my turn, I roll a d6 and get 4. I get 4 charges +10 for my mastery levels, you get 4

3000
4000 
   
Made in us
Longtime Dakkanaut





Oceanic

 WrentheFaceless wrote:
The players who's turn it is, makes 1 roll for both players durring the psychic phase, then each player adds their mastery levels

Say I'm playing my GK army with 10 mastery levels, you're playing Tau with 0 mastery levels.

Its my turn, I roll a d6 and get 4. I get 4 charges +10 for my mastery levels, you get 4


If he had 3 mastery levels would he roll D6 on his turn?

Someone needs to give a full two player turn for me to get this. I'm not smart enought to understand this crap


Automatically Appended Next Post:
Also, how does force weapon work?

The rules state that you roll for your WCP's pick the spells you wanna use during your psychic phase, expend them and they get used right then and there

This message was edited 1 time. Last update was at 2014/05/26 22:46:50


https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Quick-fingered Warlord Moderatus





Johnnytorrance wrote:
 WrentheFaceless wrote:
The players who's turn it is, makes 1 roll for both players durring the psychic phase, then each player adds their mastery levels

Say I'm playing my GK army with 10 mastery levels, you're playing Tau with 0 mastery levels.

Its my turn, I roll a d6 and get 4. I get 4 charges +10 for my mastery levels, you get 4


If he had 3 mastery levels would he roll D6 on his turn?

Someone needs to give a full two player turn for me to get this. I'm not smart enought to understand this crap


Automatically Appended Next Post:
Also, how does force weapon work?

The rules state that you roll for your WCP's pick the spells you wanna use during your psychic phase, expend them and they get used right then and there


On the second turn, your opponent rolls a D6, both players get that + mastery levels. So every psychic phase there is only one D6 roll, made by the player who's turn it is, but mastery is always added by either side.

You always get the D6 + your masteries. So if you had one guy mastery level 3, youd get d6 + 3 dice.

As for force, if anyone in your army has a Force weapon they know "Force" which is a 1 charge power, you cast in the psychic phase, if successful, your unit has Instant Death with those weapons until your next psychic phase

3000
4000 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

OK, so basic breakdown of psychic phase.

There are two armies fighting each other. The superior Eldar army has 2 Farseers (ML3), and 6 Warlocks (ML1). The silly CSM have a single Sorcerer (ML2).
Eldar (being naturally better), go first.
In the Psychic Phase, The Eldar player rolls a D6. Both players receive a number of Warp Charges equal to the D6 result (lets say 5). In addition, each player gains additional Warp Charges based on the total Mastery Level in their army (in this case. 2 for CSM, 12 for Eldar). In this example, the Eldar player has 17 Warp Charges, while the CSM player has 7. The Eldar cast their powers using their pool of 17 dice. The CSM attempt to deny the powers using their pool of 7.
CSM turn. By this point, the those Warlocks who were not strong-willed have perished due to Perils (lets say 2). Also, one of them stubbed their toe and had to be taken away (Dangerous Terrain). Now the Eldar player has +9. The CSM player rolls a D6 at the start of his Psychic phase, getting 1. His Sorcerer, has 3 WC (1+2) with which to cast powers, while the Eldar have 10 with which to deny.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Happyjew wrote:
The superior Eldar army...
Eldar (being naturally better)...
those Warlocks who were not strong-willed have perished due to Perils.
Also, one of them stubbed their toe and had to be taken away


Sooooo...it sounds to me like your anecdotal evidence disproves your claims of racial superiourity

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Longtime Dakkanaut





Oceanic

 Happyjew wrote:
OK, so basic breakdown of psychic phase.

There are two armies fighting each other. The superior Eldar army has 2 Farseers (ML3), and 6 Warlocks (ML1). The silly CSM have a single Sorcerer (ML2).
Eldar (being naturally better), go first.
In the Psychic Phase, The Eldar player rolls a D6. Both players receive a number of Warp Charges equal to the D6 result (lets say 5). In addition, each player gains additional Warp Charges based on the total Mastery Level in their army (in this case. 2 for CSM, 12 for Eldar). In this example, the Eldar player has 17 Warp Charges, while the CSM player has 7. The Eldar cast their powers using their pool of 17 dice. The CSM attempt to deny the powers using their pool of 7.
CSM turn. By this point, the those Warlocks who were not strong-willed have perished due to Perils (lets say 2). Also, one of them stubbed their toe and had to be taken away (Dangerous Terrain). Now the Eldar player has +9. The CSM player rolls a D6 at the start of his Psychic phase, getting 1. His Sorcerer, has 3 WC (1+2) with which to cast powers, while the Eldar have 10 with which to deny.


I'm interpreting it this way

Player 1 has 3 psykers
Player 2 has 4 psykers

P1 rolls a 5 plus his mastery levels = 12
Both players now have 12 WCP's during P1's first turn.
P1 has 12 to use for his turn, P2 has 12 to use for deny the witch.

P2's turn, he rolls a 3, plus his mastery levels, let's say it comes out to 10
P2 has 10 WCPs to use for spells and his opponent, P1 has 10 to use for deny the witch.

Am I right here?

https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Regular Dakkanaut




Johnnytorrance wrote:
 Happyjew wrote:
OK, so basic breakdown of psychic phase.

There are two armies fighting each other. The superior Eldar army has 2 Farseers (ML3), and 6 Warlocks (ML1). The silly CSM have a single Sorcerer (ML2).
Eldar (being naturally better), go first.
In the Psychic Phase, The Eldar player rolls a D6. Both players receive a number of Warp Charges equal to the D6 result (lets say 5). In addition, each player gains additional Warp Charges based on the total Mastery Level in their army (in this case. 2 for CSM, 12 for Eldar). In this example, the Eldar player has 17 Warp Charges, while the CSM player has 7. The Eldar cast their powers using their pool of 17 dice. The CSM attempt to deny the powers using their pool of 7.
CSM turn. By this point, the those Warlocks who were not strong-willed have perished due to Perils (lets say 2). Also, one of them stubbed their toe and had to be taken away (Dangerous Terrain). Now the Eldar player has +9. The CSM player rolls a D6 at the start of his Psychic phase, getting 1. His Sorcerer, has 3 WC (1+2) with which to cast powers, while the Eldar have 10 with which to deny.


I'm interpreting it this way

Player 1 has 3 psykers
Player 2 has 4 psykers

P1 rolls a 5 plus his mastery levels = 12
Both players now have 12 WCP's during P1's first turn.
P1 has 12 to use for his turn, P2 has 12 to use for deny the witch.

P2's turn, he rolls a 3, plus his mastery levels, let's say it comes out to 10
P2 has 10 WCPs to use for spells and his opponent, P1 has 10 to use for deny the witch.

Am I right here?


Yes but only because both players have the same number of Mastery Levels, but if player 1 had additional 2 Master levels then it would come out to

P1 rolls a 5 + ML(9) = 14
player 1 has 14 WCP's during his turn and P2 has the D6 roll (5) + P2 total Mastery Level (7) = 12
Player 2 has 12 dice for deny the witch.

P2 rolls a 3 + ML(7) = 10 for casting
P1 gets the 3 + P1 ML (9) = 12 denying the witch.
   
 
Forum Index » 40K You Make Da Call
Go to: