Post by LukeG on Mar 14, 2005 18:23:41 GMT 1
Psychic Levels;
For each Level you have access to a Force Dice and must purchase an appropraite Power for each level at additional cost.
Buying Powers (yet to be Senoir vetted);
Force Level 1: 10 points
Force Level 2: 20 points
Force Level 3: 30 points
The following modifiers apply to certain powers;
Exceptionally Poor Power: -5 points
Exceptionally Good Power: +10 points
The Best Power in the Discipline: +10 points
probable e.g.s;
Scan: 5 points (Poor Force 1)
Prescience: 10 points (Force 1)
Hellfire: 20 points (Force 2)
Da Krunch: 30 points (Force 3)
Smite: 40 points (Best Force 3)
Vortex: 50 points (Best and Good Force 3)
Casting Psychic Powers;
In the Psychic Phase the Powers are cast with Force Dice against Difficulty ratings detirmined by the Force rating of a card and several other factors.
Casting of Powers are alternated between forces, starting with the highest Level Psyker of the side with priority.
As many Force Dice as gathered by the army may be used to attempt a Power before you pass over to the next player until either the Power is cast, you choose to stop attempting the Power, all Force Dice are used up, or you suffer Daemonic attack. Each Psykers Power can only be attempted once, you cannot nominate it twice. If you fail to cast it then it cannot be attempted again until the next Psychic Phase.
Rolling a 1 when attempting to cast results in Daemonic attack. That Psyker may cast no more Powers this Psychic phase and suffers an as yet undetirmind penalty.
Difficulty Ratings
Force Level 1: 3+
Force Level 2: 4+
Force Level 3: 5+
The following modifiers apply to certain powers;
Exceptionally Poor Power: Additional +1 to cast
Exceptionally Good Power: Additional -1 to cast
probable e.g.s;
Scan: 2+ (Poor Force 1)
Prescience: 3+ (Force 1)
Hellfire: 4+ (Force 2)
Da Krunch: 5+ (Force 3)
Vortex: 6+ (Good Force 3)
Force Dice
They can be stored in Force weapons like Force Cards where. As a small recap and clarification;
Codicier Librarian: Level 2
2 Force Dice
2 Powers: Scan
Salamander
In the Psychic Phase, they attempt to cast Salamander;
-They roll a Force Dice, getting a score of a 3. Salamander needs a score of 4 (Force 2 power)
-They may now opt to either expend another Force dice or pass the Psychic Phase over.
-Attempting again, they roll a 1, resulting in Daemonic Attack...
Remains in Play Powers;
These can only be retracted at the very beginning of a Psychic Phase before seeing what effect it would result (in this way it can go badly out of control).
Nullifies may also be attempted before resolving the continued effect. Either using Force Dice to make the score as if you where casting the Power in question (this way high level Powers are difficult to effect but are almost unstoppable once they are cast, but utility Powers such as Psychic Sheild are quite tempermental) OR using special Nullify Dice which can ONLY be used in this special Nullify step.
Energy Drain: As soon as a second 1 is rolled for Nullifying, the Psychic Phase ends immediatly. All Powers in play are cancelled. All Force Dice (stored and generated this Psychic Phase) are removed.
Post Nullify Step, but before the Cast Step, a player may attempt to effect an Energy Drain, NOMINATING (instead of one by one like normal) as many Force and Nullify Dice they wish to add to this action, then rolling them all to see if they can make two 1's, or the second if a 1 was rolled previously this Psychic Phase.
Psychic Hoods generate 2 Nullify Dice per Psychic Phase (these cannot be stored in Force weapons, only Force Dice)
Armies with no Psykers automatically generate 2 Nullify Dice every Psychic Phase, to represent the diffusion of Warp energy in the same way a concentration of Psykers generates more power to tap.
The Order of the Revised Psychic Phase;
-Retract Step: Cancel Powers you no longer wish to use.
-Nullify Step: Any player may attempt to nullify a power in the same way it would be cast.
-Attempt Energy Drain Step: Any spare Nullify Dice/nominated Force Dice are rolled now.
-Cast step: Beginning with the highest Level Psyker of the player whose turn it is, the Phase is passed backwards and forwards until all players have either declared to end or used up their Force Dice.
-Store step: Remaining Force Dice may be stored where rules allow.
-End step: All remaining Force and Nullify Dice are removed and the next player turn begins.
Feedback/Questions?
For each Level you have access to a Force Dice and must purchase an appropraite Power for each level at additional cost.
Buying Powers (yet to be Senoir vetted);
Force Level 1: 10 points
Force Level 2: 20 points
Force Level 3: 30 points
The following modifiers apply to certain powers;
Exceptionally Poor Power: -5 points
Exceptionally Good Power: +10 points
The Best Power in the Discipline: +10 points
probable e.g.s;
Scan: 5 points (Poor Force 1)
Prescience: 10 points (Force 1)
Hellfire: 20 points (Force 2)
Da Krunch: 30 points (Force 3)
Smite: 40 points (Best Force 3)
Vortex: 50 points (Best and Good Force 3)
Casting Psychic Powers;
In the Psychic Phase the Powers are cast with Force Dice against Difficulty ratings detirmined by the Force rating of a card and several other factors.
Casting of Powers are alternated between forces, starting with the highest Level Psyker of the side with priority.
As many Force Dice as gathered by the army may be used to attempt a Power before you pass over to the next player until either the Power is cast, you choose to stop attempting the Power, all Force Dice are used up, or you suffer Daemonic attack. Each Psykers Power can only be attempted once, you cannot nominate it twice. If you fail to cast it then it cannot be attempted again until the next Psychic Phase.
Rolling a 1 when attempting to cast results in Daemonic attack. That Psyker may cast no more Powers this Psychic phase and suffers an as yet undetirmind penalty.
Difficulty Ratings
Force Level 1: 3+
Force Level 2: 4+
Force Level 3: 5+
The following modifiers apply to certain powers;
Exceptionally Poor Power: Additional +1 to cast
Exceptionally Good Power: Additional -1 to cast
probable e.g.s;
Scan: 2+ (Poor Force 1)
Prescience: 3+ (Force 1)
Hellfire: 4+ (Force 2)
Da Krunch: 5+ (Force 3)
Vortex: 6+ (Good Force 3)
Force Dice
They can be stored in Force weapons like Force Cards where. As a small recap and clarification;
Codicier Librarian: Level 2
2 Force Dice
2 Powers: Scan
Salamander
In the Psychic Phase, they attempt to cast Salamander;
-They roll a Force Dice, getting a score of a 3. Salamander needs a score of 4 (Force 2 power)
-They may now opt to either expend another Force dice or pass the Psychic Phase over.
-Attempting again, they roll a 1, resulting in Daemonic Attack...
Remains in Play Powers;
These can only be retracted at the very beginning of a Psychic Phase before seeing what effect it would result (in this way it can go badly out of control).
Nullifies may also be attempted before resolving the continued effect. Either using Force Dice to make the score as if you where casting the Power in question (this way high level Powers are difficult to effect but are almost unstoppable once they are cast, but utility Powers such as Psychic Sheild are quite tempermental) OR using special Nullify Dice which can ONLY be used in this special Nullify step.
Energy Drain: As soon as a second 1 is rolled for Nullifying, the Psychic Phase ends immediatly. All Powers in play are cancelled. All Force Dice (stored and generated this Psychic Phase) are removed.
Post Nullify Step, but before the Cast Step, a player may attempt to effect an Energy Drain, NOMINATING (instead of one by one like normal) as many Force and Nullify Dice they wish to add to this action, then rolling them all to see if they can make two 1's, or the second if a 1 was rolled previously this Psychic Phase.
Psychic Hoods generate 2 Nullify Dice per Psychic Phase (these cannot be stored in Force weapons, only Force Dice)
Armies with no Psykers automatically generate 2 Nullify Dice every Psychic Phase, to represent the diffusion of Warp energy in the same way a concentration of Psykers generates more power to tap.
The Order of the Revised Psychic Phase;
-Retract Step: Cancel Powers you no longer wish to use.
-Nullify Step: Any player may attempt to nullify a power in the same way it would be cast.
-Attempt Energy Drain Step: Any spare Nullify Dice/nominated Force Dice are rolled now.
-Cast step: Beginning with the highest Level Psyker of the player whose turn it is, the Phase is passed backwards and forwards until all players have either declared to end or used up their Force Dice.
-Store step: Remaining Force Dice may be stored where rules allow.
-End step: All remaining Force and Nullify Dice are removed and the next player turn begins.
Feedback/Questions?