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![[Post New]](/s/i/i.gif) 2016/04/17 13:36:44
Subject: Suggested new Summoning power rules
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Raging Rat Ogre
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Psykers taking the Malefic deck do so at the potential cost of their own souls...
All Summoning Powers
* Warp Charge reduced by 1 (otherwise people probably wouldn't risk using them at all).
* Any Perils of the Warp tests are taken normally, after the unit (or Greater Daemon if using Possession) has been placed on the battlefield.
* Each individual Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers may attempt to use one Summoning power per turn. (Attracting the attention of a flock of daemons, then binding them, then unleashing them, is fraught with unimaginable peril, it's not a five-second job.)
* You must announce which unit (or Greater Daemon) you are summoning before you attempt to use the power.
* If you fail the psychic test for this power, your opponent may place the unit (or Greater Daemon). The unit (or Greater Daemon) is under your opponent's control for the rest of the game. Chaos is fickle!
Sacrifice
* In addition to the above, the Wound must be taken by the casting Psyker or one of your models with a psychic Mastery Level within 6". It cannot be allocated to a model which does not have a psychic Mastery Level.
* If the Wound is allocated to a vehicle with the Psychic Pilot USR which has Hull Points instead of Wounds, it loses a Hull Point.
* No saving throws of any kind are allowed.
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This message was edited 3 times. Last update was at 2016/04/17 16:53:54
Upcoming work for 2022:
* Calgar's Barmy Pandemic Special
* Battle Sisters story (untitled)
* T'au story: Full Metal Fury
* 20K: On Eagles' Wings
* 20K: Gods and Daemons
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![[Post New]](/s/i/i.gif) 2016/04/18 16:39:21
Subject: Suggested new Summoning power rules
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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Honestly, and unfortunetly there isn't anything here I like at all. I really don't think malefic needs a change at the moment.
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/04/18 17:58:09
Subject: Suggested new Summoning power rules
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Water-Caste Negotiator
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Daemon summoning is fine at the moment, especially compared to what is regularly done by many of the top factions. If there's any need to change a power then it would be Sacrifice, and the best change would be to ensure that the wound is taken by the model casting the power, or one model who is part of the brotherhood of psykers who cast the power. Sacrifice is an unfairly cheap power for the impact it can provide. Forcing the caster to lose wounds limits the proliferation of new heralds and risk of a warp-charge cascade. Making it so summoning gives your opponent models is a terrible idea. Does the player who gets control of the unit have to have the models available? Does the player summoning the models have to give the models to their opponent? Some players really dislike others touching their models, especially if they're fragile, or their opponent is eating a packet of cheeto's mid game! (IIRC, the whole implied "move your opponents models" was one of the greatest complaints about Lash, rather than the effectiveness of the power itself.)
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This message was edited 1 time. Last update was at 2016/04/18 17:58:41
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![[Post New]](/s/i/i.gif) 2016/04/18 19:44:48
Subject: Suggested new Summoning power rules
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Hooded Inquisitorial Interrogator
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NoPoet wrote:If you fail the psychic test for this power, your opponent may place the unit (or Greater Daemon). The unit (or Greater Daemon) is under your opponent's control for the rest of the game. Chaos is fickle!
When you say fail do you mean rolled Perils of the Warp? I'd say that the unit should only be summoned out of your control if you had enough warp charge to succeed but rolled perils, basically it's the penalty in place of rolling on the table.
Also, perhaps instead of giving your opponent full control, let them choose where the unit appears within some range of the caster, and then have it proceed to attack the nearest unit indiscriminately; this will still hurt you, but if you can lure it it might still go for your opponent, or just generally really havoc on both sides if it emerged near a contested part of the battlefield. I just don't think it makes sense for your opponent to get direct control, what if they're playing Grey Knights?
Plus, like Sura says, it prevents you having to give models to your opponent to control, since it would still act in your turn, only not in your best interests
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![[Post New]](/s/i/i.gif) 2016/04/18 20:34:50
Subject: Re:Suggested new Summoning power rules
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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So basically, make Summoning so hilariously bad, that no one in their right will ever use it again? And no bonus either for actual Daemons, 'cause "screw Chaos" I guess?
The only "fixes" we really need on Malefic are;
1. as mentioned above, make Sacrifice WC2 to cast, (WC3 is too punitive, since the Herald is still summoned on his own, with no unit to hide in), AND, more importantly, make the required 'wound cost' come only from the Psyker casting the power or else any model from a Brotherhood of Psykers/Sorcerers unit.
2. make the two shooting powers more attractive.
3. Pink Horrors may only select powers from the Lore of Tzeentch!! (seriously, this right here is literally 99% of the problems we face from Clown Car lists...)
There. Malefic is no longer OP, and Chaos gets to actually keep one of their ridiculously few toys for once.
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