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		<title><![CDATA[Latest posts for the thread "A few different options for altering the invisibility power."]]></title>
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				<title>A few different options for altering the invisibility power.</title>
				<description><![CDATA[ Firstly I haven't played with invisibility enough yet to know if it is to powerful or not, time will tell but I like to think ahead.<br /> <br /> I'm fine with the psychic phase in general, I think psykers have gotten worse in comparison to last edition and none of my playgroup is likely to play with an absurd amount of psyker levels so I don't forsee issues with complete power point spam which I don't think is particularly effective strategy anyway. <br /> <br /> I know alot of people like to just play with the rules as written and I fully respect that choice, in my gaming group we often change things up a little just to avoid things that generally aren't fun, we don't play often enough to have games ruined by things that are easily changed.<br /> <br /> Invisibility is a power that is fine when cast on 10 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines or a vindicator but it quickly becomes a problem when cast on a deathstar as it makes most of them unkillable which is counter to both players having a good time. If myself or my opponent rolls up invis I wouldn't want either of us feeling like a dick for casting it on our best unit so perhaps it is best to alter the power a little to avoid the issue coming up.  <br /> <br /> The following are a few options I've come up with for changing the Invisibility power, I'd like peoples opinions on the pro's and con's of them.<br /> <br /> A: Leave it as it is. - Its fine, leave it be!<br /> <br /> B: Change it to warp charge 3. - Harder to cast and thus will be used less often.<br /> <br /> C: Change to the following. All successful to-hit rolls made against the unit must be re-rolled, Blast weapons targeted against the unit do not reduce their scatter by the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of the firer and successful to-wound rolls made against the unit by Template weapons must be re-rolled. - Basically making it a reverse of prescience. <br /> <br /> D: Change it so that all models attempting it attack the unit must do so at -2 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> or <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. - A lesser version of snapfire that doesn't make it immune to blasts/templates.<br /> <br /> E: Change it so that units must pass an Initiative & Leadership test to be able to target the unit or strike it in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. - A more traditional invisibility that you must spot and disbelieve.<br /> <br /> F: Remove it entirely and just re-roll the power if you would get it. - It's a simple if inelegant solution.<br /> <br /> G: Change it so that it can only target the Psyker and their unit.<br /> <br /> Let me know what other options you can think of.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 16:43:58]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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				<title>A few different options for altering the invisibility power.</title>
				<description><![CDATA[ If you think its balanced when cast on a tactical squad or vindicator then maybe a balance change that only weakens it on super units would make mores sense.<br /> <br /> Maybe something like:<br /> <br /> H : The invisibility power has a transport capacity type limit of, say, 10. Units that take more transport space, or cannot be transported would behave as they do with transports.<br /> <br /> Of those you listed I like B the best.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 3 Jun 2014 19:47:25]]> GMT</pubDate>
				<author><![CDATA[ Dast]]></author>
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				<title>Re:A few different options for altering the invisibility power.</title>
				<description><![CDATA[ Interesting idea, a kind of size limit.<br /> <br /> How about:<br /> <br /> H: Change it so that it can only target units comprising of no more than 10 models or 5 models  if any of them are Bulky/Very Bulky. Can only target vehicles that have no more than 3 hull points..]]></description>
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				<pubDate><![CDATA[Wed, 4 Jun 2014 12:00:54]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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