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		<title><![CDATA[Latest posts for the thread "Custom Psykic Abillities"]]></title>
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				<title>Custom Psykic Abillities</title>
				<description><![CDATA[ <font color='orange'>My friend and I have started making custom Characters, i am a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> player myself, and i know different chapters have different psykic abillities, for example the Dark Angels have that guy with the mind worm spell, SOOOOOO much cooler then just the standard spells of the regular codex, anyway my custom character is well custom so i think he should have some custom spells, seeing he is the leader of my very own... <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">...  custom chapter.... i need a thesaurus. Anyway my character came from the Praetors of Orpheus, very techno. based but he is a powerful psyker, Yeah, Yeah, heresy and all that but radicalism is <span class="glossaryitem" onmouseover='gp(264);'>FTW</span>.<br /> <br /> I was thinking of Machine Possesion, like instead of taking his model move shoot and assualting, he may move shoot and assualt as one of the enemies vehicles, effectively Possesing it on a passed psykic test. <br /> <br /> I am looking for some ideas for a custom techno based marine list of abillities, but i would love to hear all the wierd wacky and wonderful ideas anyone has had for their own WeirdBoy, Farseer or any other Psyker they've come up with. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0">  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">   <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">  </font>]]></description>
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				<pubDate><![CDATA[Fri, 4 Sep 2009 08:38:31]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ How about on a 4+ he posesses it and on a 1-3 it is stunned or shaken, if he passes the <span class="glossaryitem" onmouseover='gp(82);'>ld</span> test, it stops it from being overpowered kinda.<br /> <br /> Also, a wierdboy power i thought of when i saw the pic of psycic vomit in the codex, Bleeegh! use the flame template and place the small end anywhere within 6" of the wierdboy to represent the projectile vomitting of pure WAAAGH!! energy. Any model under the template is hit with a S6 AP3 hit.<br /> And another wierboy power 'Eadbangers Ball, if you roll double 1s for the psychic test, and get a result of 1 on the power chart, place the small blast over the wierdboy, and place a small blast over each model hit, any model under any of these templates is hit with with a S6 AP3 hit, if a model is under more than one template, it only counts as being hit once. I see it like getting eadbanger is a fail, and getting perils and eadbanger should be an epic fail. ]]></description>
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				<pubDate><![CDATA[Fri, 4 Sep 2009 17:58:26]]> GMT</pubDate>
				<author><![CDATA[ iamthecougar]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ <font color='orange'>That's pretty sick, <span class="glossaryitem" onmouseover='gp(84);'>lol</span> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  pun intended, my mate plays Orks and thats a really cool idea, he'd love it. i'll pass that on to him. As for possessing on a 4+ thats makes it sound a little less over powered and stunning on less means it will always do SOMETHING and not just be a waste of a spell. Thanks for that great advice <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0">  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> </font>]]></description>
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				<pubDate><![CDATA[Fri, 4 Sep 2009 22:15:37]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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				<title>Custom Psykic Abillities</title>
				<description><![CDATA[ For a Thousand Sons character, I created this: <br /> Fire of Fate:  <i>In his searching, Amun’khet stumbled upon a scroll containing a spell designed to augment servants of Tzeentch and hinder their enemies.  Upon recitation,   the psyker and his minions become covered in magical flames.  The flames allow them to stride quickly through anything in the way, burn their enemies with fire, and blind enemies with bright pink and blue flames.  </i>Fire of Fate is a psychic power used before the psyker, and any unit he is joined to (including other independent characters), move.  Fire of Fate has three effects.  Firstly, the psyker, and any unit he is joined to (including other independent characters), ignore impairments on his movement such as difficult/dangerous terrain.  Secondly, the psyker, and any unit he is joined to (including other independent characters),counts as having two close combat weapons if he does not already.  Thirdly, the psyker, and any unit he is attached to (including other independent characters), counts as having both Assault and Defensive grenades until the psyker’s next movement phase.]]></description>
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				<pubDate><![CDATA[Fri, 4 Sep 2009 22:26:31]]> GMT</pubDate>
				<author><![CDATA[ RustyKnight]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ Hmmm... <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  that's a sweet spell and a awesome back story. I love it! <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"> i'll remember that one, with a different back story and a different name that spell could work for many people. <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s would find it just as useful as <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>'s and I could see Eldar Banshee's charge through dangerous terrain. nice work <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 4 Sep 2009 23:05:25]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ What about? <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ...<br /> <br /> Weapon Lock<br /> This spell is cast at the beginning of the librarian's movement phase. Upon passing a Psychic test any enemy unit firing upon the Librarian or any unit he is attached to on the next enemy turn must roll one <span class="glossaryitem" onmouseover='gp(24);'>d6</span>. On a roll of 3+ their weapon jams and that unit can not fire any ranged weapon on the turn after.<br /> <br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> Perhaps a wee bit over powered but i'd rather make it overpowered and get feed back then make it under powered and have people just agree. <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0">  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Sep 2009 23:31:02]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ How about roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> for each model firing and on a 3+/4+ (not really sure) that model's weapon jams and does not fire. Its kind of just a cover save but against rapid firing sternguard it would help. You'd have to figure out if it worked against vehicles or not, if it did i'd use the 4+ if not i'd use the 3+.]]></description>
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				<pubDate><![CDATA[Mon, 7 Sep 2009 06:40:50]]> GMT</pubDate>
				<author><![CDATA[ iamthecougar]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ I like that, cover save is better, How about 5+ <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> against <span class="glossaryitem" onmouseover='gp(59);'>HW</span> and 3+ against everything else?]]></description>
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				<pubDate><![CDATA[Mon, 7 Sep 2009 08:28:58]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ A bunch of these powers sound cool but they are a bit <span class="glossaryitem" onmouseover='gp(276);'>OTT</span> and a tad complex. try to limit the effects of abilities to one thing and model them after other psychic abilities. One for your techno army might be like a ranged machine curse. A good place to look for simple psychic abilities is the current nid codex, they are all very basic abilities but they all have something too them and decent back story even though only four of the 6 are really viable.]]></description>
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				<pubDate><![CDATA[Mon, 7 Sep 2009 09:32:49]]> GMT</pubDate>
				<author><![CDATA[ slop27]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ <blockquote><div><cite>slop27 wrote:</cite>A bunch of these powers sound cool but they are a bit <span class="glossaryitem" onmouseover='gp(276);'>OTT</span> and a tad complex. try to limit the effects of abilities to one thing and model them after other psychic abilities. One for your techno army might be like a ranged machine curse. A good place to look for simple psychic abilities is the current nid codex, they are all very basic abilities but they all have something too them and decent back story even though only four of the 6 are really viable.</div></blockquote><br /> <br /> I don't have the Nid dex, i understand what your saying but could you give us an example? <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Actually i just came up with one. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br /> <br /> Accelerate Machinery<br /> One Friendly Vehicle within 24"of the psyker can move an extra 6" one a successful <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test]]></description>
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				<pubDate><![CDATA[Mon, 7 Sep 2009 09:48:36]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ Psychic scream is one, every enemy model within 18" of the psycher is at -1 to their leadership. (no test)<br /> <br /> or Catalyst target a friendly squad during the shooting phase before any assault takes place all models in the squad may take thier attacks even if they were killed before initiative order (IE you get to make your attacks back if you were killed in close combat)<br /> <br /> Warp feild gives the psyker 2+ armor and 6+ invulnerable (no test)<br /> <br /> all basic and all have some kind of effect]]></description>
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				<pubDate><![CDATA[Mon, 7 Sep 2009 23:08:59]]> GMT</pubDate>
				<author><![CDATA[ slop27]]></author>
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				<title>Re:Custom Psykic Abillities</title>
				<description><![CDATA[ Yeah but having no leadership test makes spells overpowered, and marine spells always need a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test. They are cool spells and it's good advice, making spells simple make them better in the end. Thanks for the advice]]></description>
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				<pubDate><![CDATA[Tue, 8 Sep 2009 02:36:59]]> GMT</pubDate>
				<author><![CDATA[ Keefer]]></author>
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