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Made in us
Calm Celestian






Ireland

Just as the title suggest, feeding off of Pyromancy, I built a set of powers based around a rock and metal theme. I like some more than others, I really like 'Seismic shift' and 'Lava burst.' I'd really like some feedback, let me know what you think.


Primaris Power:
Ground Assault
Warp Charge: 1

Ground assault is a Witchfire power with the following profile:
Range: 12'' S:5 AP:3 Type: Assault 3, Shred

1) Seismic shift
Warp Charge: 1

Seismic shift is a Malediction that targets a single enemy unit within 12''. The target unit is immediately moved 2D6 inches in a chosen direction (If this move takes them through another unit or impassable terrain the move is stopped 1'' away.) The target unit must pass an Initiative check or it fires at BS/WS 1 until the beginning of your next psychic phase.

2) Shield of Earth
Warp Charge: 2

Rock shield is a Blessing that targets the Psyker and their unit. The unit automatically gains a 6+ Invulnerable save and 'Stealth' until the beginning of your next psychic phase. Additionally, any unit wishing to assault the Psyker and their unit must move as if in Difficult and Dangerous terrain.

3) Rust of ages
Warp Charge: 1

Rust of ages is a Focused Witchfire power with the following profile:
Range: 9'' S: 1 AP: - Type: Assault 1, Disintegration

Disintegration: Any enemy model that takes a hit from a weapon with this special rule must roll a dice, on a 3+ nothing happens. On a 1-2 one randomly selected weapon or peice of wargear equipped by that model may not be used for the remainder of the game. (This does not include bikes, chariots or other mounts)

4) Metalstorm
Warp Charge: 1

Metalstorm is a Witchfire power with the following profile:
Range: 18'' S: 4 AP: 5 Type: Assault 1, Large blast, Ignores cover

5) Gollum
Warp Charge: 2

Gollum is a Blessing that targets the Psyker. The Psyker immediately gains +1 Toughness, +1 attack, 'It will not die' and 'Feel no pain' (If the Psyker already had the 'Feel no pain' special rule then they gains a +1 to that roll) until the beginning of their next psychic phase. Additionally, until the beginning of your next psychic phase, any 'to wound' roll of a 6 made in close combat has the 'Instant death' special rule.

6) Lava burst
Warp Charge: 3

Lava burst is a Witchfire power with the following profile:
Range: 12'' S:7 AP: 3 Type: Assault 2, Small blast, Shred, Meltdown

Meltdown: If a unit takes an unsaved wound from a weapon with this special rule place a marker next to it. Until the beginning of your next psyhic phase, any weapon fired from that squad that has the 'Gets hot' special rule inflicts that status on a 1 or a 2, instead of just a 1.

This message was edited 1 time. Last update was at 2014/11/18 07:12:26


"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

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in ru
!!Goffik Rocker!!






Seismic shift should be WC2 - and have clarification that the unit must remain in exact same coherency as it was at the start of movement. Or you'll get another lash spammable thing that stacks a unit up to murderise it with blasts. And loose the Blind (bs/ws reduction to 1 on an ini test is basically Blind) rule on it. Movement powers are allready very powerful. You can take away the bauble wrap, you can move a unit into charge range, you can move something that fires Heavy behind Blos, so that they waste the turn, etc.
I don't know how to word it so that it's not auto-useless in real situations when you can't phisically move a unit without getting over this "within 1 inch" while not making it as overpowered as "move wherever you like as if it's lash".
Maybe plain ignore the movement stuff and play around with different terrain-type changes like a large blast and everyone inside must pass dangerous terrain. Or terraforming terrain like making an area of regular terrain difficult, area of difficult terrain dangerous and area of dangerous impassable if noone's there.

Rust of ages - maybe just rephrase it to "Looses" instead of "Not used" to avoid rule interaction problems. Besides, i'd just stick to only weapons and not all the wargear. Cause there are generally 1-3 weapons on an infantry model or around 2-5 on a tank. While wargear includes armor, grenades, different stuff like jumppacks, etc. Firstly, it can be plain broken if you melt a pack on one guy in a squad of jump troops. Another problem is to actually count wargear and roll random. You might need d11, for example. I know how annoying it is cause i roll mob rule a lot and resolving 2 random wounds vs a bunch of 30 guyz with like 6-8 different types of models in there is just...a huge waste of time.

Lava burst is quite underwhelming for 3 WC. Why not play with melta-something? Make it 2 small blast 24' melta shots with meltdown. Just compare something like a Vortex of Doom for the same 3 WC. You can add something like Gets hot for your own psycher too.

This message was edited 4 times. Last update was at 2014/11/19 05:39:30


 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Rust of ages has the double-whammy of only working one out of every like four or five attacks and also opening a whole huuuuuge can of worms if it DOES go off. Why not have it give an enemy unit Gets Hot instead?
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

I think you mean golem, not gollum.
   
Made in us
Calm Celestian






Ireland

 koooaei wrote:

Maybe plain ignore the movement stuff and play around with different terrain-type changes like a large blast and everyone inside must pass dangerous terrain. Or terraforming terrain like making an area of regular terrain difficult, area of difficult terrain dangerous and area of dangerous impassable if noone's there.

Lava burst is quite underwhelming for 3 WC. Why not play with melta-something? Make it 2 small blast 24' melta shots with meltdown. Just compare something like a Vortex of Doom for the same 3 WC. You can add something like Gets hot for your own psycher too.


This a a good point, I was actually thinking about the maintaining formation thing. I actually like the idea of the dangerous terrain test rather than the blind rule.
I was worried about making lava burst too strong. Make it AP1? And melta and add gets hot to the power?

Yeah, Rust of ages is too vauge. I should limit it to just weapons.


Automatically Appended Next Post:
Primaris Power:
Ground Assault
Warp Charge: 1
Ground assault is a Witchfire power with the following profile:
Range: 12'' S:5 AP:3 Type: Assault 3, Shred

1) Seismic shift
Warp Charge: 1
Seismic shift is a Malediction that targets a single enemy unit within 12''. The target unit is immediately moved 2D6 inches in a chosen direction. The unit must maintain it's original formation. They may be moved through other units and through impassable terrain but may not end their move there. If they are forced to end their move there reduce the move by the minimum amount required to keep them 1'' away. After this move has been completed all members of that unit must take a Dangerous terrain test.

2) Shield of Earth
Warp Charge: 2
Rock shield is a Blessing that targets the Psyker and their unit. The unit automatically gains a 6+ Invulnerable save and 'Stealth' until the beginning of your next psychic phase. Additionally, any unit wishing to assault the Psyker and their unit must move as if in Difficult and Dangerous terrain.

3) Rust of ages
Warp Charge: 1
Rust of ages is a Focused Witchfire power with the following profile:
Range: 9'' S: 1 AP: - Type: Assault 1, Disintegration

Disintegration: Any enemy model that takes a hit from a weapon with this special rule must roll a dice, on a 4+ nothing happens. On a 1-3 one randomly selected weapon equipped by that model (Not grenades) is lost for the rest of the game.

4) Metalstorm
Warp Charge: 1
Metalstorm is a Witchfire power with the following profile:
Range: 18'' S: 4 AP: 5 Type: Assault 1, Large blast, Ignores cover

5) Golem
Warp Charge: 2
Golem is a Blessing that targets the Psyker. The Psyker immediately gains +1 Toughness and Attack, 'It will not die' and 'Feel no pain' (If the Psyker already had the 'Feel no pain' special rule then they gains a +1 to that roll) and a +1 to their armour save (Max 2+) until the beginning of their next psychic phase. Additionally, until the beginning of your next psychic phase, any 'to wound' roll of a 5+ made in Close combat has the 'Instant death' special rule.

6) Lava burst
Warp Charge: 3
Lava burst is a Witchfire power with the following profile:
Range: 18'' S:7 AP: 1 Type: Assault 2, Small blast, Shred, Melta, Gets hot, Meltdown

Meltdown: If a unit takes an unsaved wound from a weapon with this special rule place a marker next to it. Until the beginning of your next psyhic phase, any weapon fired from that squad that has the 'Gets hot' special rule inflicts that status on a 1 or a 2, instead of just a 1.

How about this as revision?

This message was edited 3 times. Last update was at 2014/11/19 05:40:41


"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

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in ru
!!Goffik Rocker!!






 Celtic Strike wrote:


1) Seismic shift
Warp Charge: 1
Seismic shift is a Malediction that targets a single enemy unit within 12''. The target unit is immediately moved 2D6 inches in a chosen direction. The unit must maintain it's original formation. They may be moved through other units and through impassable terrain but may not end their move there. If they are forced to end their move there reduce the move by the minimum amount required to keep them 1'' away. After this move has been completed all members of that unit must take a Dangerous terrain test.

5) Golem
Warp Charge: 2
Golem is a Blessing that targets the Psyker. The Psyker immediately gains +1 Toughness and Attack, 'It will not die' and 'Feel no pain' (If the Psyker already had the 'Feel no pain' special rule then they gains a +1 to that roll) and a +1 to their armour save (Max 2+) until the beginning of their next psychic phase. Additionally, until the beginning of your next psychic phase, any 'to wound' roll of a 5+ made in Close combat has the 'Instant death' special rule.

6) Lava burst
Warp Charge: 3
Lava burst is a Witchfire power with the following profile:
Range: 18'' S:7 AP: 1 Type: Assault 2, Small blast, Shred, Melta, Gets hot, Meltdown

Meltdown: If a unit takes an unsaved wound from a weapon with this special rule place a marker next to it. Until the beginning of your next psyhic phase, any weapon fired from that squad that has the 'Gets hot' special rule inflicts that status on a 1 or a 2, instead of just a 1.

How about this as revision?


I still think Seismic shift should cost 2 WC.

Golem's instant death on a 5+ - what for? Ususally, if you're a psycher, you allready have force weapon. Maybe add something like shred or rending instead of instant death. Might also increase armor by 1. If the mechanics of this power is make you like a stone-form, for 2 WC it's reasonable to get something like +1 toughness, FNP(without +1 for existing fnp cause this mechanics is broken and annoying), +1 armor and Shred + Rending for mellee attacks - must specify it cause otherwise it's possible to get shredding-rending bolt shots which doesn't make sence.

Why not range 24 and s8 for Lava burst? I don't know, it's just a mediocre power for 3 wc. Or maybe lower it to 2 wc with what it's now. Oh, and i'd loose shred on melta just cause it's vocally odd to hear about a shredding melta. It's supposed to melt - not shred.
   
 
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