Switch Theme:

Electrodisplacement and Perils  [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
Monster-Slaying Daemonhunter






Dimmamar

My Libby attempts to manifest Electrodisplacement. He succeeds but suffers a Perils, which removes his last wound. How do you resolve the power?

We played it that I just kept the Libby on the table to swap, and once the swapping was done, then removed him.

In fact, how do you resolve any witchfire if the psyker is killed by a Perils? You can't draw LoS from a dead model and therefore can't pick a target.

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





If the power successfully manifests with the Perils, the rules say the power goes off, so you'd resolve that. At worse, it would be simulatneous - since it's your turn you'd get to choose which one to resolve first, and you'd always want to choose resolving the power on the other unit before removing your model.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

It's not simultaneous, though. The "Manifesting Psychic Powers Sequence" has 5 steps, done in order (not simultaneously). Step 3 includes "resolve Perils" which would remove the model as a casualty. Step 4 is DtW, and THEN Step 5 is resolve power. That's definitely not simultaneous, because the enemy player performs an action between those two steps.

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 ca
Longtime Dakkanaut





I would say that there's no model to be swapped by the time the power resolves. So the power does go off, but doesn't do anything useful. For example, if a Librarian on his lonesome cast Force, but then died from Perils, no weapon would gain the Force power because it's gone, even if the power was successful.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

So that also means that if I cast a nova, but die from Perils, then no enemies are hit/wounded.

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 ca
Longtime Dakkanaut





 Elric Greywolf wrote:
So that also means that if I cast a nova, but die from Perils, then no enemies are hit/wounded.


I didn't think of that, but it must be true, as there'd be no point to actually measure from. Not sure if that's the RAI on it, but yeah, guess so.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Longtime Dakkanaut





 Elric Greywolf wrote:
It's not simultaneous, though. The "Manifesting Psychic Powers Sequence" has 5 steps, done in order (not simultaneously). Step 3 includes "resolve Perils" which would remove the model as a casualty. Step 4 is DtW, and THEN Step 5 is resolve power. That's definitely not simultaneous, because the enemy player performs an action between those two steps.


Fair point, my mistake.

The power wouldn't get to be resolved with the psyker gone.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

It seems that, in fact, if the psyker dies to Perils, ONLY maledictions and blessings would go into effect. Conjurations and witchfires wouldn't, because with those you check range at Step 5 of the process, long after the psyker is removed.
And even then some blessings and maledictions might not work, as evidenced by the OP of this thread.

Edit: I've never seen it played this way, and so this, at least for me, is a pretty big step in a direction that I don't like, aka powering down the psychic phase.
It would also seem that this means that when the rulebook says the power is still resolved, even if the psyker dies, it doesn't count for much.

This message was edited 1 time. Last update was at 2017/03/16 04:53:00


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
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Given that the Perils chart explicitly says you resolve the power as normal, I think that if the psyker dies from Perils its intended to basically act as if its still around till the power is resolved.

Everybody I know just resolves Perils after resolving the power.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Clousseau





East Bay, Ca, US

The power would go off but there is no librarian to swap, so nothing would happen. Electrodisplacement requires a librarian to determine positioning. Since there is no librarian the power can't proceed.

This message was edited 1 time. Last update was at 2017/03/16 05:52:55


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

The problem I see is that resolving Elecrodisplacement as normal does not offer a scenario in which that can be done if the Psyker has been removed. You are required to resolve the power as normal, which involves mandatory actions described in the Electrodisplacement power.

That being the case I don't think there is a RAW answer, and you would have to come to some agreement with your opponent.
   
Made in us
Auspicious Daemonic Herald





 Marmatag wrote:
The power would go off but there is no librarian to swap, so nothing would happen. Electrodisplacement requires a librarian to determine positioning. Since there is no librarian the power can't proceed.

By that logic, no power can successfully be resolved. All of them have a requirement to measure range or check LoS (such as to allocate wounds) which you can't do if you treat it as there no longer be a psyker on the table. There renders the line about resolving the power in spite of perils completely moot.
   
Made in us
Longtime Dakkanaut





Perils does specifically mention that the power is resolved even if the psyker is slain. CrownAxe has a good point about not being able to resolve any powers since you can't resolve distances from something that's not there. But, we're still told that the power resolves, so it looks like you would resolve the power as if the psyker was there, then remove the psyker after the power's resolved even though technically he'd normally be removed at a step before resolving the power.
   
Made in us
Clousseau





East Bay, Ca, US

I totally understand your point.

Here's another scenario on the same vein.

Let's say you manifest Earth Blood on your Psyker. He suffers perils and receives a wound, reducing his wound count to 0.

Is he then healed d3 wounds, up from 0? Or, does he stop being a legal target the moment he reaches 0?

I suppose one way to think about it would be in terms of initiative.

The perils and manifestation both happen at initiative 1. I can accept that interpretation.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Longtime Dakkanaut





"Assuming that the Psychic test was successful and any Deny the Witch test was failed, the psychic power still manifests, regardless of whether or not the Psyker in question suffers a wound or is slain by Perils of the Warp."

If they had said "suffered a wound or was slain by Perils" I would have said that he would have stopped being a legal target by being slain, but that's not what they have. They have "is slain" in present tense, so it's not indicating that he was already slain when the power manifests. It does look like an "initiative 1" type thing in regards to them being simultaneous .

   
Made in us
Longtime Dakkanaut




The problem with simultaneous is that you have a DTW step in between that and resolution. Rolls a 3 on the perils even affects that ability by reducing Warp Charges.
   
Made in us
Damsel of the Lady




Fragile wrote:
The problem with simultaneous is that you have a DTW step in between that and resolution. Rolls a 3 on the perils even affects that ability by reducing Warp Charges.


Wait, it does? I was pretty sure a successful DtW negated perils since it happened first.
   
Made in us
Longtime Dakkanaut




Audustum wrote:
Fragile wrote:
The problem with simultaneous is that you have a DTW step in between that and resolution. Rolls a 3 on the perils even affects that ability by reducing Warp Charges.


Wait, it does? I was pretty sure a successful DtW negated perils since it happened first.


A DtW does not negate a perils.
   
Made in us
Longtime Dakkanaut





Fragile wrote:
The problem with simultaneous is that you have a DTW step in between that and resolution. Rolls a 3 on the perils even affects that ability by reducing Warp Charges.


"Assuming that the Psychic test was successful and any Deny the Witch roll failed, the psychic power still manifests, regardless of whether the Psyker in question suffers a wound [b]or is slain by the Perils of the Warp." (page 25)

You still need to satisfy this. If you take the psyker off first, you still have to act as if he was where he was for successfully manifesting the power, or you're not going by what it says in the Perils of the Warp sidebar.
   
Made in us
Longtime Dakkanaut




If at any point, a model’s Strength, Toughness or Wounds are reduced to 0, it is removed from play as a casualty.


And you have to satisfy this. So you are removed in Step 3 when your Perils goes off. The opponent can then DtW in Step 4. When the resolution occurs in Step 5, the Psyker is dead and cannot swap places so that power will resolve and do nothing.

Things like Maledictions and Blessings will resolve normally because those you check for Range in Step 2.
   
Made in us
Lone Wolf Sentinel Pilot






 doctortom wrote:
Fragile wrote:
The problem with simultaneous is that you have a DTW step in between that and resolution. Rolls a 3 on the perils even affects that ability by reducing Warp Charges.


"Assuming that the Psychic test was successful and any Deny the Witch roll failed, the psychic power still manifests, regardless of whether the Psyker in question suffers a wound [b]or is slain by the Perils of the Warp." (page 25)

You still need to satisfy this. If you take the psyker off first, you still have to act as if he was where he was for successfully manifesting the power, or you're not going by what it says in the Perils of the Warp sidebar.


I'm on this side of the aisle. Even if the Psyker is killed, the power manifests. It's not cancelled. Whether you use the Psyker as a marker and remove him after resolving the power or otherwise, the targeted unit is still going to end up where the Psyker once was. Just that the Psyker doesn't show up where the targeted unit once was, because he's dead. There's no reason for the targeted unit not to be moved if the power is manifested successfully.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in us
Clousseau





East Bay, Ca, US

Yes but the psyker is moved first and then units are placed subject to coherency. How can you do that step if the psyker isn't on the table? That's the question.

Electrodisplacement requires you do multiple things, it's not "pick up the squad and move it," it's a very specific set of instructions built around positioning your psyker on the board and then positioning units around him.

If the psyker dies from perils and is not immediately removed, you have no issue. He and his unit are moved and then he is removed as a casualty.

If the psyker dies from perils and is immediately removed, it isn't possible to complete the electrodisplacement spell. So while it would resolve in that you'd get a victory point for manifesting a spell, you can't physically execute the steps required to complete the move.

This message was edited 1 time. Last update was at 2017/03/20 16:07:10


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Longtime Dakkanaut





Fragile wrote:
If at any point, a model’s Strength, Toughness or Wounds are reduced to 0, it is removed from play as a casualty.


And you have to satisfy this. So you are removed in Step 3 when your Perils goes off. The opponent can then DtW in Step 4. When the resolution occurs in Step 5, the Psyker is dead and cannot swap places so that power will resolve and do nothing.

Things like Maledictions and Blessings will resolve normally because those you check for Range in Step 2.


Advanced vs. basic - the advanced rule for Perils of the Warp is an advanced rule compared to the basic rule you quoted. Perils specifically tells you to resolve the power even if the psyker is slain. They didn't put any qualifier on that statement. If you are not resolving the power, you are not following what Perils of the Warp tells you to do. If they didn't specify that the power manifests even if the psyker IS slain (present tense, not past, suggesting that they treat it as simultaneous), then it would be different, but they do specify it. Therefore, the power must be resolved.
   
Made in us
Clousseau





East Bay, Ca, US

That's what he's saying - it will resolve but have no effect. It would be like casting Iron Arm and dying to perils. Yes it resolves, but to what effect?

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in gb
Decrepit Dakkanaut




You cannot resolve the power though. You cannot complete the instruction to pick the psyker up.
   
Made in us
Longtime Dakkanaut





Electrodisplacement moves someone else as well as the psyker. That guy just swaps places with the psyker's corpse.
   
Made in gb
Decrepit Dakkanaut




Removing as a causally requires removing the model
I'm in the you MUST resolve, and must therefore only refer be as a casualty after the power is resolved.

It's another part of the poorly thought out psyker rules.
   
Made in us
Clousseau





East Bay, Ca, US

nosferatu1001 wrote:
Removing as a causally requires removing the model
I'm in the you MUST resolve, and must therefore only refer be as a casualty after the power is resolved.

It's another part of the poorly thought out psyker rules.


It's not poorly thought out. A power can resolve, if there's no legal target, it still earns you the credit for manifesting a power, but it doesn't do anything.

Like a chain of fast effects in Magic. If you cast Giant Growth on your Mons Goblin Raiders, and in response, I cast Lightning Bolt on them, they are removed, Giant Growth has no effect because the Mons Goblin Raiders are no longer a legal target, as casualties are removed immediately.

You still spent the mana, you still cast Giant Growth, but it doesn't do anything. You can't give +3/+3 to a dead creature. It's just not possible.

You would need to argue that there is simultaneous resolution of the power and the perils, and therefore the order would be up to the caster of the spell. While that is certainly a possible outcome, I haven't found anything to support it in the rules.

This message was edited 1 time. Last update was at 2017/03/20 17:09:54


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in ca
Longtime Dakkanaut





I believe the RAW is it does nothing, but the intent is that you resolve the psychic test, trading places with a corpse effectively, and refrain from removing the model until the spell is completely resolved.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Damsel of the Lady




 Marmatag wrote:
nosferatu1001 wrote:
Removing as a causally requires removing the model
I'm in the you MUST resolve, and must therefore only refer be as a casualty after the power is resolved.

It's another part of the poorly thought out psyker rules.


It's not poorly thought out. A power can resolve, if there's no legal target, it still earns you the credit for manifesting a power, but it doesn't do anything.

Like a chain of fast effects in Magic. If you cast Giant Growth on your Mons Goblin Raiders, and in response, I cast Lightning Bolt on them, they are removed, Giant Growth has no effect because the Mons Goblin Raiders are no longer a legal target, as casualties are removed immediately.

You still spent the mana, you still cast Giant Growth, but it doesn't do anything. You can't give +3/+3 to a dead creature. It's just not possible.

You would need to argue that there is simultaneous resolution of the power and the perils, and therefore the order would be up to the caster of the spell. While that is certainly a possible outcome, I haven't found anything to support it in the rules.


If it was simultaneous, wouldn't the rules for sequencing take over? In that case, whoever's turn it is should decide the order of events.
   
 
Forum Index » 40K You Make Da Call
Go to: