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![[Post New]](/s/i/i.gif) 2014/07/05 21:54:58
Subject: New psychic diciplines opinion?
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Horrific Howling Banshee
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Hello all,
Just thought that we should have a little more flavor with the charts. Wondering what you guys think. Tell me if they are too over powered or under. Tell me if the warp charge costs are good too
Necromancy
Primaries
Raise the dead- Conjuration-, range 18”
Level 1: warp charge 1: 2D6+3 zombies are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.
Level 2: warp charge 2: 3D6+3 zombies are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.
Level 1: warp charge 3: 4D6+3 zombies are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.
-Zombie: WS2 BS- S3 T3 W1 I2 A1 Ld10 Sv-
Zombies never give up VP when destroyed or for first blood. Fearless, Feel no Pain 6+, fear
1. Call of the dead- Witch fire- Warp charge 1:
range 24”. If the target is hit roll 2d6. Take a pinning test for every point of the difference between the targets LD and the roll. The target will be at -1 Ld for the test.
2. Grasp of the dead- Witch fire- Warp charge 1:
range 24”. Place a 5’ template anywhere within the powers range and leave it there for the rest of the game. This area now counts as difficult and dangerous terrain.
3. Spiritual barrage- Witch fire- Warp charge 2:
range 24” STR 5 ap- barrage, small blast, pinning
4. Running dead- Conjuration, warp charge 1:
range 18”- 2D6+3 zombie beasts are raised as an independent unit.
Zombie beasts: WS3 BS- S3 T3 W1 I2 A2 Ld10 Sv-
Zombies beasts never give up VP when destroyed or for first blood. Beasts, Fearless, Feel no Pain 6+
5. Boomers: Conjuration- warp charge 1:
range 18" D6+3, Boomers are raised as an independent unit or can be added to a retinue for the necromancer if the retinue consists of only a single type of zombie.
-Boomer: WS2 BS2 S3 T4 W2 I2 A1 Ld10 Sv-
Bile attack: range template, STR 4, ap5, poison (4+),soul blaze
Boomer can never give up VP when destroyed or for first blood. Fearless, Feel no Pain 6+, fear
6. Aberration- Conjuration-Warp charge 2:
range 18” 1 aberration is raised as an independent unit
- Aberration: WS4 BS- S5 T5 W4 I3 A3 Ld10 Sv-
Aberrations can never give up VP when destroyed or for first blood. Fearless, Monstrous creature, Feel no Pain 4+, fear,fleet, move through cover
Cryomancy
Primaries
Sub Zero blast- Witch fire- Warp charge 1:
range template Str 5 ap 5, concussive, blind
1. Blizzard- Witch fire- Warp charge 1:
range 18” Str 4 ap 5 large blast, concussive, blind
2. Frost nova- Nova- Warp charge 1:
range 12” Str 4 ap 5, concussive, blind
All enemies hit by the nova count as being in difficult and dangerous terrain their next turn
3. Ray frost- Beam- Warp charge 1:
range 18” Str 4 ap 5 concussive, blind
4. Ice armor- Blessing- Warp charge 1:
the psycher and the squad he is part of gain +1 armor Sv and defensive grenades
5. Ice comet- Witch fire- Warp charge 2:
range 36” Str 4 ap 5 small blast (3), barrage, concussive, blind
6. Mist- Blessing- Warp charge 2:
All units within 6” of the psycher gain shrouded. Not cumulative with terrain
Geomancy
Primaries
Earthen wall- Witch fire: Warp charge 1:
range 18”, The user creates within range 1 piece of terrain 6” long and 1” thick and 4” tall. This is now immovable LOS blocking terrain.
1. Earthquake-Malediction- Warp charge 1:
range 18”. Any terrain classified as ruins woods or jungle automatically trigger a dangerous terrain test every player turn for the rest of the game including when manifested whether or not a unit moves within or not. This effects both friend and foe, strike down
2. Meteor shower: Witch fire- Warp charge 2:
range 24” Str 6 ap- small blast (3), barrage, pinning, strike down
3. Upheavel: Witch fire- Warp charge 1:
range 24” Str 6 ap- large blast, pinning, strike down
4. Mud plains- Witch fire- Warp charge 1:
range 24”. Place a 5’ template anywhere within the powers range and leave it there for the rest of the game. This area now counts as difficult terrain.
5. Master of terrain: Witch fire- Warp charge 2
range 24”,The user must target a piece of terrain. The user now choses to increase or decrease the cover Sv of that terrain by 1
6. Clay armor- Blessing- Warp charge 1:
The psycher increases his armor to 2+. However, if the psycher fails a save it loses the increased Sv
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W-D-L
31-2-1
26-0-0
4-1-6 |
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![[Post New]](/s/i/i.gif) 2014/07/06 02:06:09
Subject: Re:New psychic diciplines opinion?
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Ork-Hunting Inquisitorial Xenokiller
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I feel like geomancy should be called terraformation. Geo reminds me of geometry.
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![[Post New]](/s/i/i.gif) 2014/07/06 02:10:43
Subject: New psychic diciplines opinion?
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Horrific Howling Banshee
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Geomancy (Greek: γεωμαντεία, "earth divination") In Renaissance magic, geomancy was classified as one of the seven "forbidden arts", along with necromancy, hydromancy, aeromancy, pyromancy, chiromancy (palmistry), and spatulamancy (scapulimancy).
it fits in with the grim dark. how about the rules? any opinions?
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W-D-L
31-2-1
26-0-0
4-1-6 |
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![[Post New]](/s/i/i.gif) 2014/07/06 02:15:50
Subject: New psychic diciplines opinion?
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Powerful Phoenix Lord
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Spatulamancy? What is that, some kind of kitchen magic? Wave a spatula around and make a nice dinner...
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2014/07/06 05:59:27
Subject: Re:New psychic diciplines opinion?
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Ship's Officer
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Cryomancy is what my enemies cast when they LOSE.
Mostly I like the use of multiple warp charges to cast progressively more powerful versions of the same spell and I think that should be incorporated in the other disciplines more often. Would you need to specify the level of spell you're trying to cast (before rolling for Warp Charges) and have the potential to fail by not rolling enough (e.g. 2 warp charges generated when you needed 3) or would it just default down to the lowest level you could successfully cast?
DoW
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"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts |
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![[Post New]](/s/i/i.gif) 2014/07/06 06:43:40
Subject: New psychic diciplines opinion?
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Decrepit Dakkanaut
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I want a set of rules for the Adeptus Mechanicus called either:
Techmaturgy, Technomancy, or Cybermancy.
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![[Post New]](/s/i/i.gif) 2014/07/06 20:41:11
Subject: New psychic diciplines opinion?
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Horrific Howling Banshee
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well I was thinking that the zombie conjuration would work exactly like demon summoning.
spatulamancy is actually I believe divining using shoulder bones
for the tech stuff, well isn't that the point of the psy stuff something different from the physical?
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W-D-L
31-2-1
26-0-0
4-1-6 |
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![[Post New]](/s/i/i.gif) 2014/07/07 05:56:04
Subject: New psychic diciplines opinion?
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Killer Klaivex
Oceanside, CA
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Cryomancy should have Strike Down, since that actually slows units concussive is so bad, that you could leave that too.
Necromancy looks too good for something that doesn't have the downfall of perils on any double.
Geomancy I'd redo.
0: Terraform: Warp 1, Blessing, 12". Target unit gains move though cover, fleet, and relentless.
1: Entomb, Warp 1 - witchfire, template, graviton. (The minerals within the target are force back into the earth)
2: Upheaval, Warp 2, Beam 18", S6, pinning. (The ground beneath the enemy is flung into the air, and rocks and enemies rain back down)
3: Oxidation, warp 1, witchfire 24", S2, assault 3 haywire. (all minerals return to the earth)
4: Earthen Wall, Warp 1, Conjuration, 18", a small section of wall deep strikes onto the table, within 18" of the psyker, roughly the size of 2 aegis wall segments. The wall is treated as an defensive line for all rules.
5: Diamond Skin - Warp 1, blessing that targets the psyker and his unit, giving them +1 Toughness and Slow and Purposeful, and Bulky.
6. Fissure: Warp3 - Witchfire, 6", Strength D, vortex, blast. A massive fissure opens sucking models inside and crushes them to death, once the fissure has started, it's path is unpredictable.
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