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![[Post New]](/s/i/i.gif) 2016/11/12 03:17:04
Subject: The Psychic Phase
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Humming Great Unclean One of Nurgle
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All models now have Psychic Potency stat (P).
The average human has a 3 in this stat-only denies a power 1/36th of the time.
A Librarian will have a 7 in this stat-will, on average, cast a power.
A Master Librarian, such as Ahriman or Eldrad, will have a 10 in this stat-over a 90% chance of casting a power in the middle of a battle.
To cast a power, you must roll under or equal to your Psychic Potency stat, with modifiers based on the power.
To Deny a power, you must be in range to Deny (either by being the target, or by being within P inches range if it's a blessing) and roll under their roll or your own P (if it's a blessing, you have to roll under both). Any given power can only be subject to one Deny The Witch attempt.
If you roll any doubles, you get Psychic Feedback.. If you roll double 1s or doubles and over your P, you Perils.
If you fail to cast a power but do not Perils, you may choose to cast it anyway and accept a Perils result (which may result in the power failing anyway). If you fail to cast a power AND Perils but don't REALLY Perils, you may change the Perils to a REALLY Perils and cast the power. If you REALLY Perils and fail to cast it... You're just screwed.
If you succeed on a power and Perils, you may choose BEFORE rolling on the Perils table to disregard the power, causing it to fail and applying a -2 penalty to the Perils table. This can be done both on Perils and REALLY Perils.
As an example-an ML 2 Space Marine Librarian (P7 base, P8 thanks to ML2-mastery levels don't really exist anymore) wants to cast Smite on a squad of Tactical Marines (P4). He rolls 2 dice, getting a 5 and a 3, for a total of 8-equal to his P of 8. He casts it successfully, but the Tactical Marines can deny by rolling 5 or less on 2 dice. Even if the Librarian had rolled a 2, though, they still wouldn't have to roll a 1-they could roll a 3, one less than their P of 4.
Example two-this same Librarian casts Iron Arm. The Tactical Marines can only Deny if they are within 4 inches (P4, remember?) and have to roll under his result AND their own P, since it's a blessing-meaning they need 3 or less even if the Librarian barely passes his roll.
Perils have the following effect:
1-The power fails
2-The power fails
3-The Psyker has his P reduced by 1 until the start of his next psychic phase
4-The Psyker has his WS, BS, I, and Ld reduced by 1 until the start of his next psychic phase
5-The Psyker takes a wound, no saves allowed
6-Roll twice on this table
If you REALLY Perils, roll on this table instead:
1-The Psyker takes a wound, no saves allowed
2-The Psyker has his P reduced by 1 for the rest of the battle
3-The Psyker has his WS, BS, I, and Ld reduced by 1 for the rest of the battle
4-Results 2 and 3
5-Results 1, 2, and 3
6-Roll again on this table and once on the regular Perils table
People have the following P stats:
Guardsmen, Necrons, Tau, etc.-3
Marines-4
Eldar, Dark Eldar, Harlequins-5
Black Templars-6
ML 1 Librarians, Grey Knights-7
ML 2 Librarians-8
ML 3 Librarians-9
ML 4 Librarians-10
Powers have the following changes:
Most Warp Charge 2 powers apply a +1 Penalty to your Psychic roll. Warp Charge 3 powers apply a +2 penalty.
Focused Witchfires are now Focused if passed under your P (so 7 on P8, etc. etc.).
Biomancy
Iron Arm has a +1 penalty.
Hemorrhage has no penalty.
Divination
No changes.
Sanctic Daemonology
Banishment has a -1 bonus.
Malefic Daemonology
Dark Flame is now a Heavy Flamer.
Sacrifice has a +1 Penalty.
Pyromancy
Inferno is S5 AP4.
Telekinesis
Shockwave is AP4.
Telepathy
Psychic Shriek has a +1 Penalty.
Invisibility is -4 penalty to WS/BS of people targeting them, minimum 1.
______________________________________________________________________________________________________________________________________-
So, thoughts? Any better names for REALLY Periling?
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This message was edited 3 times. Last update was at 2016/11/12 04:06:07
Clocks for the clockmaker! Cogs for the cog throne! |
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![[Post New]](/s/i/i.gif) 2016/11/12 03:55:32
Subject: The Psychic Phase
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Regular Dakkanaut
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In an already complicated rules set, this just turns everything into mush. It might be that I've been awake since 4 AM, but I lost track of what I was reading and how it fit together several times in there. It could use some clearer direction to make it all cohesive.
I'm sure that this took a ton of thought and study, so I commend you for trying, and it looks interesting and fluffy. I totally agree that there shouldn't be a reason guardsmen can deny a power just as easily as, say, your run of the mill mildly psychic eldar guardian.
Also, tyranids should get some nasty buffs and detrimental effects to perils from shadow in the warp from this.
Regular perils could be "Psychic Feedback", and really perils could just be "Perils of the Warp".
I'm not sure about the detrimental effects though. I kind of like the mildly irritating effects of the 1st table, but the 2nd just doesn't seem right. Also, any doubles causing a power to auto-fail 33% of the time will happen incredibly often if you are still throwing multiple dice. (Or is this back to a 2 dice leadership thing now? I might have skimmed past that part)
I would make double 1's (if this is the maximum best roll to cast) be an auto-succeed in cast, and cannot be denied, double 2-5 the "psychic feedback" table (where it only fails on a 1, 2 could be replaced with a nothing happens effect), and double 6 is the actual perils table.
Or to even complicate matters FURTHER, you could make it so that any doubles past the psyker's P value causes Perils instead of feedback. (So a P8 psyker feedbacks on 2-4 doubles, but perils on 5's and 6's, and a P10 psyker only perils on double 6''s)
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This message was edited 2 times. Last update was at 2016/11/12 03:58:18
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![[Post New]](/s/i/i.gif) 2016/11/12 04:05:44
Subject: The Psychic Phase
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Humming Great Unclean One of Nurgle
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Mr ghoti wrote:In an already complicated rules set, this just turns everything into mush. It might be that I've been awake since 4 AM, but I lost track of what I was reading and how it fit together several times in there. It could use some clearer direction to make it all cohesive.
I'm sure that this took a ton of thought and study, so I commend you for trying, and it looks interesting and fluffy. I totally agree that there shouldn't be a reason guardsmen can deny a power just as easily as, say, your run of the mill mildly psychic eldar guardian.
Also, tyranids should get some nasty buffs and detrimental effects to perils from shadow in the warp from this.
Regular perils could be "Psychic Feedback", and really perils could just be "Perils of the Warp".
I'm not sure about the detrimental effects though. I kind of like the mildly irritating effects of the 1st table, but the 2nd just doesn't seem right. Also, any doubles causing a power to auto-fail 33% of the time will happen incredibly often if you are still throwing multiple dice. (Or is this back to a 2 dice leadership thing now? I might have skimmed past that part)
I would make double 1's (if this is the maximum best roll to cast) be an auto-succeed in cast, and cannot be denied, double 2-5 the "psychic feedback" table (where it only fails on a 1, 2 could be replaced with a nothing happens effect), and double 6 is the actual perils table.
Or to even complicate matters FURTHER, you could make it so that any doubles past the psyker's P value causes Perils instead of feedback. (So a P8 psyker feedbacks on 2-4 doubles, but perils on 5's and 6's, and a P10 psyker only perils on double 6''s)
It didn't actually take overmuch work. But thanks!
No idea what to do with Nids.
I like the names.
2 dice thing, like Leadership.
And I like the extra complicated bit,
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Clocks for the clockmaker! Cogs for the cog throne! |
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