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		<title><![CDATA[Latest posts for the thread "Discipline of Tzeentch."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Discipline of Tzeentch."]]></description>
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				<title>Discipline of Tzeentch.</title>
				<description><![CDATA[ Cross-posted with Bolter and Chainsword;<br /> <br /> Well, I don't know about the other Chaos Gods, but one of the big complaints I hear about the Tzeentch options in the new book is that the Psionic Discipline sucks. So, I made a fun new table that's a full Discipline instead of a silly half-discipline;<br /> <br /> <b>Primaris Power:</b> Tzeentch's Warding. <i>The Sorcerer calls upon his God to favour him in future castings</i>. Blessing. The caster may use his Invulnerable save against the Perils of the Warp, and may reroll one die when determining the effects of any other Power manifested. <b>Augment:</b> Affect friendly Psykers within 12" by spending an additional Warp Charge.<br /> <b>1:</b>Tzeentch's Firestorm, as Codex. <b>Augment:</b> Boost to AP3 by spending an additional Warp Charge.<br /> <b>2:</b> Inferno, as Codex.<br /> <b>3:</b> Boon of Mutation, as Codex. <b>Augment:</b> The caster may roll an additional Reward by spending a second Warp Charge.<br /> <b>4:</b> Doombolt, as Codex. <b>Augment:</b> Gain Armourbane by spending an additional Warp Charge.<br /> <b>5:</b> The Key. <i>The Sorcerer reaches out with claws of ether and tears reality asunder, stepping from this world to walk great distances in a single instant</i>. Blessing. Remove the Sorcerer and his unit from the board. Select another place within 3d6x2 inches on the board and place the models in unit coherency there, without scattering. This counts as moving, and the unit may not move again in this phase. <b>Augment:</b> Unit may make a normal move after casting by spending an additional Warp Charge.<br /> <b>6:</b> Pink Coruscation. <i>Eldritch lightning leaps from the Sorcerer's hand, playing across his foes and destroying them from within</i>. Malediction. Place the small blast marker over an enemy model within 18" and scatter as if for a shooting attack. Any model at least partially under the template must make a Toughness test or lose d3 Toughness. A model reduced to 0 Toughness or below is removed from play. <b>Augment:</b> Increase to a Large Blast Marker by spending an additional Warp Charge.]]></description>
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				<pubDate><![CDATA[Fri, 2 Nov 2012 11:07:53]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Discipline of Tzeentch.</title>
				<description><![CDATA[ I like it. The ability to boost effectiveness by spending extra warp charges is a good idea.]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 05:58:52]]> GMT</pubDate>
				<author><![CDATA[ Painbiro]]></author>
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				<title>Discipline of Tzeentch.</title>
				<description><![CDATA[ Yay ^^]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 12:46:32]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Discipline of Tzeentch.</title>
				<description><![CDATA[ That's... actually pretty good. No offence, but I was expecting something brokenly powerful. I like the Augment mechanic.<br /> <br /> Personally, I don't have a problem with the Tzeentch powers, but I would be happy to use this too.]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 13:00:28]]> GMT</pubDate>
				<author><![CDATA[ htj]]></author>
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				<title>Re:Discipline of Tzeentch.</title>
				<description><![CDATA[ The only power I don't like is 6.  It requires too much effort to denote which models in a unit have lost how much toughness, and overall requires a lot of rolling (roll to cast power, roll to scatter, roll to test toughness, roll to reduce toughness).  It also seems extremely weak.  I would rather make it "Any model hit by this power must make a toughness test.  If they fail, they suffer an automatic wound with no saves of any kind allowed" or "Any model hit by this power suffers a wound on a 4+.  The model may make any armour or invulnerable saves it would normally be allowed to make"<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 02:16:47]]> GMT</pubDate>
				<author><![CDATA[ RegalPhantom]]></author>
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				<title>Re:Discipline of Tzeentch.</title>
				<description><![CDATA[ I hate you...only because I had the exact same idea for an Augment mechanic for Psychic powers.<br /> <br /> Honestly though I really like it. Pretty sad when it most likely took you only a couple of days (if that!) to come up with this, and the actual Chaos codex was in development for far longer.]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 03:39:39]]> GMT</pubDate>
				<author><![CDATA[ Quintinus]]></author>
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				<title>Discipline of Tzeentch.</title>
				<description><![CDATA[ Regal;<br /> Your suggestions for Pink Coruscation actually nerf it quite a lot, especially the latter - Yes, a single wound for every model under the template with no saves seems powerful, but it also lacks anything that makes it feel especially Tzeentchian. It's basically just a boom gun. Likewise, the latter suggestion is basically useless. Woudns on a 4+ then allows saves as normal? I'd rather use my bolt pistol, thanks. At least that way I ignore 5+ saves.<br /> <br /> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> It took me about two hours to write the first draft, then I've been working on it since, mostly with the help of Raven Angel and Rev. Tiberius Jackhammer over at B&C. This is what the most recent iteration looks like;<br /> <br /> <b>Primaris Power:</b> Tzeentch's Warding. <i>The Sorcerer calls upon his God to favour him in future castings</i>. Blessing. The caster may use his Invulnerable save against the Perils of the Warp, and may reroll one die when determining the effects of any other Power manifested. <b>Augment:</b> Affect friendly Psykers within 12" by spending an additional Warp Charge.<br /> <b>1:</b>Tzeentch's Firestorm, as Codex. <b>Augment:</b> Boost to AP3 by spending an additional Warp Charge.<br /> <b>2:</b> Inferno, as Codex.<br /> <b>3:</b> Boon of Mutation, as Codex. <b>Augment:</b> The caster may roll an additional Reward by spending a second Warp Charge.<br /> <b>4:</b> Doombolt, as Codex. <b>Augment:</b> Gain Armourbane by spending an additional Warp Charge.<br /> <b>5:</b> The Key.<i> The Sorcerer reaches out with claws of ether and tears reality asunder, stepping from this world to walk great distances in a single instant. </i><b>Blessing.</b> Remove the Sorcerer and his unit from the board. Select another place within <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> inches on the board and place the models in unit coherency there, without scattering. This counts as moving, and the unit may not move again in this phase. Alternately, this power can be used in the Assault phase, however doing so incurs a Dangerous Terrain check for every model moved. <b>Augment:</b> By spending an additional Warp Charge, the unit may elect to either) increase its move to 3d6x2 in the Movement phase or) Ignore the Dangerous Terrain check in the assault phase.<br /> <b>6:</b> Pink Coruscation. <i>Eldritch lightning leaps from the Sorcerer's hand, playing across his foes and destroying them from within</i>. Malediction. Place the small blast marker over an enemy model within 18" and scatter as if for a shooting attack. Any model at least partially under the template must make a Toughness test or lose d3 Toughness for the rest of the game. A model reduced to 0 Toughness or below is removed from play. <b>Augment:</b> Increase to a Large Blast Marker by spending an additional Warp Charge.]]></description>
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				<pubDate><![CDATA[Fri, 9 Nov 2012 05:32:27]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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