Shadow of the Warp in 7th edition
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Post by NidNoms on Jun 10, 2014 14:45:06 GMT
Ok, played a game with some friends with 7th edition rules and i have some difficulty on working the new psychic phase. it made more sense as i played more but i have some concern on how this will effect the shadow of the warp
anyone who has used the shadow ability on someone and knows how to work it please let me know in the comments
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Post by asmodas on Jun 10, 2014 14:54:54 GMT
All it does nowadays is make it more likely that your enemy will get the "Bad" result on the new Perils chart. I believe three of the Perils results on the D6 require the Psyker to take a Ld test or have something really bad happen. Thus, it does not retain the anti-Psyker functionality it had under 6th ed. rules.
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Post by nubitron9000 on Jun 10, 2014 15:58:03 GMT
^ what he said, it basically only comes into play after a perils has occurred. I believe it also reduces the leadership of a psyker within it's range throughout any phase as well (but just the psyker)
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Post by bolk on Jun 10, 2014 17:26:56 GMT
It`s somewhat helpful with Morale checks in enemy units where the Psyker has the highest Leadership, but other than that it does very little now. Yeah, forge that narrative GW -.-
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Post by asmodas on Jun 10, 2014 19:36:15 GMT
They should have made it just a flat +2 to Tyranid Deny the Witch rolls when in range. That would have given Tyranids a really effective Psychic defense that might actually make them able to compete with all this Psyker spam stuff we have been hearing so much about. "Oh, demon farm? I'm just going to fly this guy over your heralds..."
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Post by callios on Jun 10, 2014 20:52:55 GMT
Or maybe they should have made it harder to cast spells when in range of the shadow of the warp. Like needing +1 (+2?) warp points to cast the power or something...
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Post by asmodas on Jun 10, 2014 21:15:23 GMT
Or maybe they should have made it harder to cast spells when in range of the shadow of the warp. Like needing +1 (+2?) warp points to cast the power or something... That would work for me. All that stuff in the Codex about Atropaths bleeding out their ears trying to send messages out from planets under attack (and failing and going mad) doesn't seem very relevant when all SitW does is give you a really situational effect that doesn't actually stop the power from going off in the first place.
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Post by gelmarus on Jun 10, 2014 21:58:46 GMT
The way I've always imagined it is it makes it harder to cast powers and reduces the chance of perils as the connection to the warp is weakened. Like wearing psychic earmuffs I wish the rules reflected that.
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Post by NidNoms on Jun 11, 2014 13:54:44 GMT
ok i guess that makes sense.
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Deleted Member
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Post by Deleted on Jun 12, 2014 18:23:15 GMT
Yeah it's a flat LD reduction.
In a game of bugs on bugs I had a full wound flyrant EXACTLY within 12" of an enemy brood of warriors. Tried to psychic test, perils, rolled a 1. Had to take a LD test on -3 LD and rolled a 10, flyrant flung himself into the warp.
It has the strongest impact on a roll of a 1 on perils. Has a decent effect on 2-3, and a very minor effect on 4-6.
It's become highly situation based with little chance of having any real payoff.
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Post by NidNoms on Jun 13, 2014 11:00:07 GMT
All it does nowadays is make it more likely that your enemy will get the "Bad" result on the new Perils chart. I believe three of the Perils results on the D6 require the Psyker to take a Ld test or have something really bad happen. Thus, it does not retain the anti-Psyker functionality it had under 6th ed. rules. thanks, that sort of sucks for the tyranids though but it can be effective
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Post by valdrog on Feb 2, 2015 22:37:05 GMT
Started playing Nids not long ago and I thought SOTW gave the -3 Ld to Any enemy unit in the 12 inch bubble, was using it to cause units to break from failed morale tests and stuff. The wording on the Mobi file of the codex is kinda weird.
All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within 12” of one or more models with the Shadow in the Warp special rule.
Games Workshop Ltd. Codex: Tyranids (Kindle Locations 1245-1246).
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Post by Freeman on Feb 2, 2015 23:14:31 GMT
It's main use is killing your opponents flyrants with psychic scream.
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Post by rroach on Feb 3, 2015 0:25:57 GMT
It's pretty gnarly against Grey Knights. Basic troops are at LD 5?
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Post by yoritomo on Feb 3, 2015 2:53:54 GMT
Just a little bit of a necro here don't you think?
That okay, I've got the perfect tool for that...
*locked*
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