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Made in us
Judgemental Grey Knight Justicar





New Orleans

Anyone? How is working now?

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Nasty Nob on Warbike with Klaw





Liverpool

Without an FAQ, no idea.
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

Wow they do hate Nids I guess right now all it does is give a minus leadership on Psykers which means almost nothing.

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Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Causes problems with Perils.
And your shooty Flyrant got plenty of buffs, so it's not all bad
   
Made in us
Regular Dakkanaut





 Mythra wrote:
Anyone? How is working now?


Same as before, it just doesn't affect anything in the Psychic phase. Now it's just really good at making Psykers fail Ld checks, which, with the propensity of Psykers we'll see in some armies, is still very good. Just not as good as it was.
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

Even fluff wise tho Shadows is supposed to affect Psykers casting. I really don't like that it does nothing in the psychic phase I hope they fix that.

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Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

It does make it more likely that they fail the leadership test involved with stopping some of the bad effects of perils.

And it does just make them -3 Ld for all purposes, so it can still come up in the game at other points.

You want useless? Try having a psychic power that affects your movement phase like wings of sanguinius. :(

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Made in gb
Tough Tyrant Guard





SHE-FI-ELD

 Mythra wrote:
Even fluff wise tho Shadows is supposed to affect Psykers casting. I really don't like that it does nothing in the psychic phase I hope they fix that.


I think it will stay as it is, which is disappointing. Shadows fluff wise is the blocking of bringing powers, and -LD is now more on the side of your perils have a equal chance to be good or bad game wise... Considering majority have good leadership.

Would have been better as a heightened DtW or harder to manifest powers. Easy to do without being OP. Now hoods are more useful in that regard than mass communication from the hive mind. Yeaaaah.

Also Nid's shouldn't be susceptible to perils.



This message was edited 3 times. Last update was at 2014/05/27 11:27:05


It's my codex and I'll cry If I want to.

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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I believe it will be errated to give the Nid player extra dispel dice. Maybe like +D6 to dispel per SitW model in range?


Automatically Appended Next Post:
Nem wrote: Also Nid's shouldn't be susceptible to perils.


Perils for Nids has, and surely, always will, represented extreme neural backlash from having so much power coursing through it. The synapses fry.

This message was edited 1 time. Last update was at 2014/05/27 11:29:46


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Agile Revenant Titan






I don't actually think it is all that bad as it is......I think it will have an affect of peoples casting. I'll explain why.

The more dice you throw at a power now, the more chance you have of it succeding. BUT, simultaneously, the more risk you have of perils on a double 6.

The perils table is quite nasty now, and people are going to want to try and avoid it. It's not so bad if you have semi decent Ld value, but shadow drops that. Then the table becomes something you definitely want to avoid......

So people are likely to throw less dice at a power against a nid player, as you dont want to risk rolling on a perils table with worse leadership values. Its an indirect affect I grant you, but an affect none the less.

Though I do think there will be an errata. What are people hoping for? More dispel dice? Perils on any double roll??

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Made in us
Judgemental Grey Knight Justicar





New Orleans

It is okish as is but before it was devastating. I goes from WOW your Psyker w/ 9 or 10 Leadership how has a 6 or 7 to it may or may not affect you?

That is huge from a 40% to 50% failure on all psychic powers to it may affect you if you peril.

It should be an additional dispel die if your in range of SitW.

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Made in us
Fixture of Dakka





 Mythra wrote:

That is huge from a 40% to 50% failure on all psychic powers to it may affect you if you peril.

Coincidentally, all psychic powers practically have that failure rate no matter where the nearest Tyranid might be.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Regular Dakkanaut






Since there will be more psykers with low leadership now, it will be very easy for them to get the nasty perils of the warp effects.
   
Made in gb
Fully-charged Electropriest



UK

It makes Psykers bad at Ld tests and increase the chance they get a bad Perils.

This is clearly what GW intend after the FAQ and it probably wont change so you might as well get used to it.

 
   
Made in us
Beast of Nurgle




Sitw is still really good for spamming horror on things, a -5 ld on a pinning check is still brutal.
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

New FAQs are out no change for SitW.

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Captain of the Forlorn Hope





Chicago, IL

 Mythra wrote:
New FAQs are out no change for SitW.

Which is a good thing.

It was super powerful before when the Nids affected all of the enemy psykers blessings if they were in range of SitW, while none of the other armies (Save for Space Wolves, and maybe an item or two I missed) could have any affect on blessings that the Nids were casting.

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Made in us
Lurking Gaunt




US

Yeah, because heaven forbid Nids ever get something competitive or useful out of a rules change. The whole point, fluff wise, was that the Tyranids created a vast psychic shroud which kept even simple things like communicating or navigating through the warp from being possible. Yet you're claiming that something ought to have no greater difficulty in using Psyker abilities under the effects of SitW? As for the argument that it's intended to make perils more dangerous, you don't even MAKE a leadership test for half of the perils roll results. This ability was nerfed, hard. Because feth Tyranids, amirite?

'Nids uber alles. And GK I guess . . . them too.

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Tunneling Trygon






 DeathReaper wrote:
 Mythra wrote:
New FAQs are out no change for SitW.

Which is a good thing.

It was super powerful before when the Nids affected all of the enemy psykers blessings if they were in range of SitW, while none of the other armies (Save for Space Wolves, and maybe an item or two I missed) could have any affect on blessings that the Nids were casting.


It was something Tyranids have had for a long time. It was 12" range, and avoidable. That's what Tyranids get instead of all the benefits normal armies get. We're good vs Psykers. It's fluffy, and now has almost 0 effect. So yes, if a Psyker rolls double 6s when he rolls 3 dice on that WC1 power, he then rolls on a table. And maybe, just maybe, he'll roll low enough on the chart that the low leadership can be dangerous for him. More likely than not, he'll just take a wound, same as before. Whoop-de-do. It was was not "super powered". There's a long list of things more super powered than Shadows was. The problem is that everything "fluffy" about Tyranids is slowly being swept away into an army that is just spam.


 
   
Made in us
The Hive Mind





 DeathReaper wrote:
 Mythra wrote:
New FAQs are out no change for SitW.

Which is a good thing.

It was super powerful before when the Nids affected all of the enemy psykers blessings if they were in range of SitW, while none of the other armies (Save for Space Wolves, and maybe an item or two I missed) could have any affect on blessings that the Nids were casting.

So... all throughout 5th and 6th? Yeah, that's totally a reasonable position to take.

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Made in us
Captain of the Forlorn Hope





Chicago, IL

rigeld2 wrote:
 DeathReaper wrote:
 Mythra wrote:
New FAQs are out no change for SitW.

Which is a good thing.

It was super powerful before when the Nids affected all of the enemy psykers blessings if they were in range of SitW, while none of the other armies (Save for Space Wolves, and maybe an item or two I missed) could have any affect on blessings that the Nids were casting.

So... all throughout 5th and 6th? Yeah, that's totally a reasonable position to take.


Yea all throughout 5th and 6th they had something that was game breaking.

The ability to make your opponents blessings only activate 1/2 or less of the time, while being able to cast blessings unhindered, was brutal. (And a bit Overpowered).

"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Calm Celestian






Ireland

We decided that any enemy caster attempting to manifest a power while inside the Shadow of the Warp must roll a 5+ on each dice in order to manifest.




Automatically Appended Next Post:
Since Shadow was supposed to make it harder to cast rather than affecting your Perils chance (Your Perils chance never changed) this patch at least keeps it in with the spirit of the power.

This message was edited 1 time. Last update was at 2014/05/28 02:58:14


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Lurking Gaunt




US

I like that houserule, I feel it preserves the fluff flavor without being OP. It seems more comparable to the the old leadership reduction directly impacting the chance of a power going off, and the even older version of SitW where the enemy was forced to roll 3d6, discarding the lowest (which actually prevented the possibility of perils entirely according to that rule) which also reduced overall success rate of casting. Thanks for the idea!

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Auspicious Daemonic Herald





 Celtic Strike wrote:

Since Shadow was supposed to make it harder to cast rather than affecting your Perils chance (Your Perils chance never changed) this patch at least keeps it in with the spirit of the power.

Clearly the spirit of the rule has changed
   
Made in us
Calm Celestian






Ireland

To the best of my knowledge the rule doesn't work at all.

Since Shadows says anyone making a LD test to cast a psychic power does so at a -3LD.

You don't take LD tests anymore for psychic powers. You roll warp charge dice. You MAY take a LD test on the Perils of the warp chart but Shadows doesn't say Perils chart, it says making a psychic test. So, RAW, Perils does nothing.

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

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The Hive Mind





 Celtic Strike wrote:
Since Shadows says anyone making a LD test to cast a psychic power does so at a -3LD.

No, it doesn't. You should read Shadows instead of making assumptions.

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Made in us
Calm Celestian






Ireland

Okay, I was reading the old rules not the ones in the new dex.

My bad, still the original rule was intended to make it harder to manifest not perils. Kind of a dumb new rule now that it only affects perils.

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

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Made in us
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 Celtic Strike wrote:
Okay, I was reading the old rules not the ones in the new dex.

My bad, still the original rule was intended to make it harder to manifest not perils. Kind of a dumb new rule now that it only affects perils.


No, the psyker has -3ld in general not just for perils.
   
Made in us
Longtime Dakkanaut




 DeathReaper wrote:
 Mythra wrote:
New FAQs are out no change for SitW.

Which is a good thing.

It was super powerful before when the Nids affected all of the enemy psykers blessings if they were in range of SitW, while none of the other armies (Save for Space Wolves, and maybe an item or two I missed) could have any affect on blessings that the Nids were casting.


And we started getting Perils for the first time in 5e codex. Going to say it about balanced. Really the only time I saw SitW really effect a blessing type power was GK hammerhand and force weapons.
   
Made in us
Fixture of Dakka





 Celtic Strike wrote:
Okay, I was reading the old rules not the ones in the new dex.

My bad, still the original rule was intended to make it harder to manifest not perils. Kind of a dumb new rule now that it only affects perils.

You're still reading the wrong thing. Shadows in the Warp has never had anything directly to do with psychic tests or perils in their latest codex.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
 
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