View Full Version : Psychic powers
22nd Mar 04, 1:07 AM
Is there any risk in using them?
22nd Mar 04, 1:37 AM
IN game or in the Fluff?
Game: no idea, probably
Fluff: Hell yes, channeling the stuff of chaos through your head? bad move Jimmy, really, bad move!
22nd Mar 04, 1:40 AM
I know the fluff, but I wondered how it would be handled in DoW. I have had many a battle spoiled by a dead psyker from Perils of the Warp.
22nd Mar 04, 1:41 AM
I thought the Perils of the Warp in 3rd ed was way too weak for what it's meant to represent. But then again, most psychic powers are alot weaker too.
22nd Mar 04, 2:42 AM
anyway most combat psykers are trained so that a perils of the warp attack would be more controlled than what it would be for a untrained psyker :steam:
22nd Mar 04, 12:59 PM
you psyker could die in 3rd ed, just you would have to be abit unlucky, i dont really know, as i only Thousand son psykers so it dont tend to effect me ;)
22nd Mar 04, 10:15 PM
Ah the Thousand Sons. One of my armies. Thank Tzeentch for all that non-Perilous destruction. Ah.
23rd Mar 04, 5:57 PM
Yeah, perils of the warp is really weak.
26th Mar 04, 12:55 AM
Not really. It can cause deaths if you get bad rolls. It can happen.
26th Mar 04, 1:01 AM
The coolest is the "It's for your own good mate!" Rule for Commissars attached to psykers in the Guard army... If your psyker starts to suffer a peril's attack, the Commissar immediately pulls out his weapon and executes the poor sod before any daemon has a chance to burst out. In game terms, you just remove the psyker if you fail the test, but I just love the image of the Com. putting one right between the eyes without mercy and without hesitation. I LOVE Commissars!!
26th Mar 04, 1:06 AM
I love them for the same reason- you can count on them dying without putting effort in. ;)
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