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psychic power changes

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Post  dusktiger Wed May 21, 2014 11:51 pm

well, since a few of the powers are changing, but some of us might want to be cheap and not buy another deck of cards...grab a sharpie pen and make the following changes to your 6ed cards!

gonna go through the 5 preexisting sets and name off the changes in each card.

Biomancy:
Primaris - Smite
increased from 12" to 18" range
1 - Iron Arm
went from +D3 Strength & Toughness, and eternal warrior, to just +3 Strength and Toughness, and gain Smash.
2 - Enfeeble
no change
3 - Endurance
changed from being result #3 to Result #5, became a charge 2 power, and went from being a FNP(5+) relentless IWND, to FNP(4+), relentless, eternal warrior.
4 - Life Leech
went from result #4 to result #3, went from 12" to 18" range, and instead of regaining a lost wound for the psyker if it causes an unsaved wound, it can choose to either regain a wound on the psyker casting, or on a friendly model within 6"
5 - Warp Speed
went from result#5 to result #4, instead of being +D3 Initiative and attacks, and Fleet, its now +3 init, attacks, and fleet.
6 - Hemorrhage
increased from 12" to 18" range, instead of causing a single toughness test that causes a no armour/cover save wound, you make 2 toughness tests on the initial target.  if he fails either, or both, he takes the resulting wound on each failure.  and then the usual single toughness test for each random model within 2" of the first until someone passes a test, or everything within 2" of the last model to fall dies.
dusktiger
dusktiger
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psychic power changes Empty Re: psychic power changes

Post  dusktiger Thu May 22, 2014 12:10 am

telepathy
primaris - psychic shriek
increased from 12" to 18"
1 - Dominate
same as before, with the addition the Ld test is also required if the unit tries to cast a psyker power.
2 - mental fortitude
no change
3 - puppet master
gone. this has been replaced with Terrify, the #4 result.  instead of removing fearless, it forces a -1Ld value, but behaves the same otherwise.
4 - Terrify
this card is now Shrouding, WC 1. targets teh caster, and gives him and friendlies within 6" Shrouded.
5 - Invisibility
instead of giving stealth and shrouded to the target, enemies that wish to shoot it can now only snap shot, and in melee, they can only hit on a 6.
6 - Hallucination
1-2 result - instead of auto-pinning, they just take a pinning test.
3-4 - 'its so beautiful!' - instead of being unable to shoot, run, charge, or attack in melee, now the target is -1 WS, BS, Init, and Attacks to a minimum of 1.
5-6 result - instead of every model doing a single hit with their best str attack on eachother, now you pick a character, and he takes X Str 3 hits, where X = the number of models in the unit.  no covers saves, and no LoS rolls allowed.  if there isnt a character in the unit, or the character is all alone, then treat as a 3-4 result instead.
dusktiger
dusktiger
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Posts : 2306
Join date : 2010-11-12
Age : 38
Location : Saskatoon

http://dusktigers-den.blogspot.com/

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Post  Aegwymourn Thu May 22, 2014 8:06 am

thanks for doing this Mike. wow did telepathy get hit with the nerf bat or what.
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Post  dusktiger Thu May 22, 2014 8:21 am

no doubt; i kinda like the new invisibility though, it makes it so its a "make this unit like its a zooming flyer!" power.  but with no way to boost your shots to negate the hitting on 6's.  i'll be doing the remaining 3 soon enough, i just need some coffee and for the back pain to subside first before i go sifting.
dusktiger
dusktiger
Lord of Titan

Posts : 2306
Join date : 2010-11-12
Age : 38
Location : Saskatoon

http://dusktigers-den.blogspot.com/

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