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		<title><![CDATA[Latest posts for the thread "DAemonkin of Tzeentch formation bonuses"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "DAemonkin of Tzeentch formation bonuses"]]></description>
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				<title>DAemonkin of Tzeentch formation bonuses</title>
				<description><![CDATA[ Here's what I was thinking,<br /> <br /> For the Grand Formation (the equivalent of the bloodhost) the bonus would be all Psykers get +1 to their Mastery Level.<br /> For the regular formation (Equivalent to the slaughtercult) the bonus would be all all Psykers harness warp charges on 3+.<br /> <br /> That;s all I have so far. What would you guys do for tzeentch daemonkin?]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/656631/7987975.page</link>
				<pubDate><![CDATA[Thu, 16 Jul 2015 22:16:50]]> GMT</pubDate>
				<author><![CDATA[ demontalons]]></author>
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				<title>DAemonkin of Tzeentch formation bonuses</title>
				<description><![CDATA[ Would the +1 Mastery Level allow them to gain new psychic powers as well?  If so,  wouldn't that interfere with ML3 guys taken as part of the formation as they'd be forced to lose Psy Mastery?  <br /> <br /> I've kicked around some ideas regarding this.  I'm sort of torn between loving daemonkin stuff, hating random effects, and acknowledging that Tzeentch is "fickle." A few that come to mind:<br /> <br /> 1. A formation that lets you give gifts of mutation to daemons.<br /> 2. A Blood Tithe equivalent that lets you spend your "Tzeentch Points" to boost the range or strange of witchfires, reroll psychic tests, cause enemy psykers to perils on any doubles rather than just 6s, summon horrors, and summon lords of change.<br /> 3. A formation including cultists that lets you give up the cultists' movement, shooting, and ability to charge in order to convert warp charges into Tzeentch points.<br /> 4.  Better rules for Thousand Sons. Maybe a detachment or formation that lets aspiring sorcerers take their powers from any discipline in the main book rather than having to take one off of the Tzeentch table and a slight points reduction. <br /> 5. Cultists of Tzeentch whose cultist character is a <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 1 psyker. Possibly have him perils on all psychic tests where he rolls doubles rather than just on 6s. <br /> 6. A new psychic table that gets rid of the annoying bits tied to Tzeentch powers.<br /> <br /> A buddy and I were also kicking around a mechanic where you make various predictions from a list like guessing the number of enemy units you remove as casualties this turn, guessing the number of psychic powers (minimum 3) you will succesfully cast this turn, etc.  Each successful prediction grants you a Tzeentch point. Each incorrect prediction loses you a Tzeentch point.  A bit silly, but possibly fun. ]]></description>
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				<pubDate><![CDATA[Thu, 16 Jul 2015 22:56:41]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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