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		<title><![CDATA[Latest posts for the thread "Fixing Some GK psychic powers"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Fixing Some GK psychic powers"]]></description>
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				<title>Fixing Some GK psychic powers</title>
				<description><![CDATA[ Hey guys, here is a thought, lets change some of the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> powers which need changing<br /> <br /> Fortitude: Change the wording from 'remove any shaken and stunned results' to 'remove a shaken or stunned result'. That would limit its effectiveness without removing it entirely.<br /> <br /> Warpquake: Creates a 12" dangerous terrain bubble for deep strikers only. Ta dah! Deepstrike defence and yet it won't make the game unplayable. a 1 in 6  chance of losing a model is far better than a 1 in 3 chance of losing the unit.<br /> <br /> Hammerhand: This power a) does not stack and b) does not come into effect prior to other effects, instead it works like furious charge does (in that a power fist paired with this ability is S9, not S10).<br /> <br /> Quicksilver: Increase initiative by 2. This way wyches (who are I6 right?) and other 'fast' units will not be entirely shot in the knee by a unit of usually slowish men (pallies or something) suddenly becoming I10. Happens before other modifiers (like hammers...I'm not sure if they currently benefit from it or not, but I don't think they should).<br /> <br /> Cleansing Flame: I was considering post-combat, which kind of makes sense that it takes them a while to summon it before they unleash it, alternatively it could be before combat, but in place of landing blows with close combat weapons? I'm not sure on this one and would welcome ideas.<br /> <br /> And I guess you can't just fix them in a vacuum, so some of the other things that are wrong with them (these are only cursory, after my exam tuesday I'll put more effort into these);<br /> <br /> Force weapons fur everriboddeh!: Bring back something like the tiers from last codex, except its <span class="glossaryitem" onmouseover='gp(486);'>PW</span> for regular strke, interceptor and purgation squad members, while justicars, terminators, paladins and purifiers (and all <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>) all have <span class="glossaryitem" onmouseover='gp(39);'>FW</span>. This will stop everyone in the strike squad being able to <span class="glossaryitem" onmouseover='gp(269);'>ID</span> things, and makes it a bigger choice whether to put the Hammer or the Stave on the justicar (killiness of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and the like, or survivability from perils and what not).<br /> <br /> Rad grenades: Do not work in every round of combat. If they are going to still exist, they are taken off techmarines (at the least), and only work when charging.<br /> <br /> Psychic Pilot: The leadership of average grey knights is not 10, so I'm going to drop that to Ld9 for vehicle psychic tests.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jun 2012 22:17:06]]> GMT</pubDate>
				<author><![CDATA[ motyak]]></author>
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				<title>Fixing Some GK psychic powers</title>
				<description><![CDATA[ I wouldn't mind Nemesis weapons to be power weapons only with a psychic activation. <br /> +1S OR Power Weapon OR Instant Death for most squads.<br /> <br /> And cleansing flame would obviously be nerfed back to what the entire <span class="glossaryitem" onmouseover='gp(29);'>dev</span> team had in mind before Ward happened:<br /> After all blows are struck but before resolving combat, all models in base contact with purifiers are wounded on a 4+ with armor saves allowed. Wounds inflicted apply to combat resolution.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jun 2012 23:15:53]]> GMT</pubDate>
				<author><![CDATA[ terranarc]]></author>
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				<title>Fixing Some GK psychic powers</title>
				<description><![CDATA[ <blockquote><div><cite>terranarc wrote:</cite><br /> And cleansing flame would obviously be nerfed back to what the entire <span class="glossaryitem" onmouseover='gp(29);'>dev</span> team had in mind before Ward happened:<br /> After all blows are struck but before resolving combat, all models in base contact with purifiers are wounded on a 4+ with armor saves allowed. Wounds inflicted apply to combat resolution.</div></blockquote><br /> <br /> Is that what it was intended to be? I've never seen that brought up. Where did you hear this?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>terranarc wrote:</cite>I wouldn't mind Nemesis weapons to be power weapons only with a psychic activation. <br /> +1S OR Power Weapon OR Instant Death for most squads.<br /> </div></blockquote><br /> <br /> I think thats a bit too hard of a change, I think something similar to what they used to have, a kind of tiered table, with regular <span class="glossaryitem" onmouseover='gp(305);'>GK</span> just having <span class="glossaryitem" onmouseover='gp(486);'>PW</span>, Justicars, termies, pallies and above having <span class="glossaryitem" onmouseover='gp(39);'>FW</span>. Its only a minor change, but this thread isn't a 'whats wrong with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> as a whole' thing, just some psychic powers. I really want to avoid bringing up psybolt, grenades, all of that. Only psychic powers. Just to stop it degrading too quickly]]></description>
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				<pubDate><![CDATA[Sat, 16 Jun 2012 23:21:51]]> GMT</pubDate>
				<author><![CDATA[ motyak]]></author>
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				<title>Fixing Some GK psychic powers</title>
				<description><![CDATA[ For the <span class="glossaryitem" onmouseover='gp(39);'>FWs</span>, make it so only Justicars and Knights of the Flame gad <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> and even then, it, and single model <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> could only <span class="glossaryitem" onmouseover='gp(269);'>ID</span> 1 model like normal. Grey Knights and Purifiers and Terminators would just have <span class="glossaryitem" onmouseover='gp(486);'>PWs</span>. Paladins, being a bit more powerful, would get force weapons.<br /> <br /> <br /> The Libby powers arn't actually that bad. Hammerhand gives them a single way to tackle land raiders/models. Might of Titan too. Hammerhand stacking isn't bad either as it means equiping models with Swords or Falchions doesn't negate the chance of killing Raiders.<br /> <br /> Quicksilver means you don't need Halberds to take on Stealers or Wyches. It gives a chance against fast armies.<br /> <br /> Sanctuary really doesn't bother any <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> or anything with Frags. It has a 1/6 chance of hurting you and an average roll of 4 means you are likely to get into combat.<br /> <br /> Smite and Vortex come over from C:<span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Warp Rift is only a flamer template. Eldar (both types) are mostly immune, as are <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Tau and Guard are sort of in the middle. Big ork units are slow but the big characters, Warbosses, are as fast as <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Basically all it is cheesy against is crons who are shooty so just play keep away.]]></description>
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				<pubDate><![CDATA[Sun, 17 Jun 2012 11:27:29]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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