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Made in ua
Frightening Flamer of Tzeentch





So I'm working on a total re-work on one of my projects and came with the idea of a D3 psi-discipline focused soslely on mobility and want some feedback on whter they're viable and is there some holes in them to fix to prevent exploits.

They're using new "invocation" type which is like a blessing that affects the psyker himself, but instead of buffing him it creates some markers with effects tethered to them near him - if the psyker is removed from the table (dies or goes into reserves) the effects stops and potentially bad things happen. Just like the regular blessings they time out at the start of his next psy phase. Markers cannot be placed over units or impassible terrain and become impassible terrain themselves

Primaris: TBD
1 - Wormhole (WC1): Creates a marker represented by a blast template within 6" of a psyker and another one within 18" of the first one. Any model that can fully fit it's base under the blast (so not tanks, oval-base MCs and big walkers, but something like a dread can fit in) that comes into direct contact with any of the markers can instantly teleport into direct contact with another one and continue moving with however much movement it had left (i.e.: normal infantry model moves 4" to touch the marker, teleports, moves 2"). This works with any movement, except charging and piling-in and units and squadrons have to be in cohesion at the end of their movement. Units units cannot charge at the same turn they teleported with a wormhole. If the effect ceases before the start of the psyker's next psychic phase replace both markers with S4 AP1 Poisoned4+ Large Blasts that scatter 2d6 inches.

2 - Spectral Call (WC1): Pick a friendly unit in Reserves or on the table that is not inside a transport, building, or locked in close combat and place it into incoming Reserves. Then place three "dot-sized" markers clearly numbered 1 to 3 (Using dices turned on specific sides, for example) anywhere within 12" of a psyker. Secretly write one of those markers as "true" and two others as "decoys". At the start of your next turn the unit you placed into incomong Reserves arrives from the true marker like it's a board's edge (even if it can outflank or deep strike). Your opponent can target markers with shooting attacks and charges (they count as a largest model in the affected unit centered over the marked for LoS purposes and template/beam hits - you may place one at the marker for your opponent's convenience ) and all markers are removed. If a marker is successfully charged, targgeted or accidentally hit by some attack, reveal your notw about that marker to your opponent - in case it was a decoy resolve shooting and charge against it as usual and then remove it (while normal shooting attacks cannot do anything, templates and beams can still cover another models, assaulters do get their charge move and regroup after decoy is removed if there is nothing else in CC with them), in case it's a true marker, remove it and deep strike target unit on top of where it had been without scattering, remove all remining decoys and then resolve attacks or charges as normal, except target unit cannot Overwatch and claim cover saves from terrain or intervening units till the start of their next turn. If the effect ceases before all the markers are removed, targeted unit arrives via Depp Strike at the start of next turn and aunomatically suffers "Misplaced" mishap result.

3 - Warp Time (WC1): Place a "pin-sized" marker within 6" of a psyker. All models that start or finish their movement within 12" of that marker gain extra 3" of movement with the same rules (i.e. Jet/Jump packs, jet-bikes and skimmers can move over impassible terrain but count difficult terrain as dangerous, flyers/FMCs cannot turn mid-movement). This affects all types of movement except pile-in. (Do note that it affects both friendlies and enemies.) If the effect ceases before the start of the psyker's next psychic phase all units within 18" of a marker have all their movement halved till the start of your next psychic phase.

This message was edited 2 times. Last update was at 2017/01/20 09:14:03


"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
Made in us
Confessor Of Sins




WA, USA

Yikes man. You've stepped into a serious case of 'massively over-complicated rules' land.

Every one of these is just crazy with sub-steps, special rules in parentheses, and secondary effects. It may not be much of a balance issue, but they are not playable from being elegant and simple rules.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Rough Rider with Boomstick






I think you should focus on simplifying your rules. First by streamlining the function, then the wording.

I definitely think you can still maintain the functionality though.

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

As others have mentioned, these should probably be simplified. Perhaps:

1 - Wormhole (Benediction, WC 1): The psyker creates a portal with one endpoint withing a starting point up to 6" away and with an endpoint up to 18" from the start point. Until the psyker's next activation, any non-vehicle, non-monstrous unit can move between the points as if there were no distance between them.

2 - Spectral Call (Benediction, WC 1): You may place any one friendly unit into Ongoing Reserves. That unit can arrive via Deep Strike in following turns, with no chance of scattering. OR can scatter but can move or charge upon arrival.

3 - Warp Time (Benediction/Malediction, WC 1): Place a marker within 6" of the psyker. All friendly models starting or passing within 12" of the marker gain +3" movement OR all enemy models starting within 18" of the marker halve their movement. The marker remains until the Psyker's next psykic phase.

It never ends well 
   
Made in us
Rough Rider with Boomstick






 Stormonu wrote:
As others have mentioned, these should probably be simplified. Perhaps:

1 - Wormhole (Benediction, WC 1): The psyker creates a portal with one endpoint withing a starting point up to 6" away and with an endpoint up to 18" from the start point. Until the psyker's next activation, any non-vehicle, non-monstrous unit can move between the points as if there were no distance between them.

2 - Spectral Call (Benediction, WC 1): You may place any one friendly unit into Ongoing Reserves. That unit can arrive via Deep Strike in following turns, with no chance of scattering. OR can scatter but can move or charge upon arrival.

3 - Warp Time (Benediction/Malediction, WC 1): Place a marker within 6" of the psyker. All friendly models starting or passing within 12" of the marker gain +3" movement OR all enemy models starting within 18" of the marker halve their movement. The marker remains until the Psyker's next psykic phase.


This pretty much.

You say Fiery Crash! I say Dynamic Entry!

*Increases Game Point Limit by 100*: Tau get two Crisis Suits and a Firewarrior. Imperial Guard get two infantry companies, artillery support, and APCs. 
   
 
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