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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 02-07-2007   #1 (permalink)
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Lightbulb Psychic mMinefields/Grenades

Psychic Minefields/Grenades

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Psychic Mines/Grenades

Psykers may take the ability to “craft” Psychic mines or grenades for +30 points. In scenarios which allow minefields a psyker may craft and place 1 psychic minefield OR grenade, prior to the game, per power allowed for his/her standing,(I.e. an Eldar Farseer may craft and lay 4 psychic mines/Grenades or any combination thereof, whereas an Eldar warlock may craft and lay only 1). Each mine embodies one, single use charge, and holds ONE power, which the psyker must already possess.
(I.e. a Farseer with mind war can craft and lay 4 “mind war” minefields). Should a psyker desire to craft and lay a psychic minefield or grenade during game play it requires total concentration and takes 1 turn to craft a grenade or 2 turns to craft a mine. The mine may be laid in the shooting phase of any subsequent turn. The psyker may not move, shoot, or engage in close combat while crafting a mine or grenade. Should the psyker be disturbed while crafting or laying a psychic mine or grenade roll 1d6 (1-2 attempt unsuccessful/no psychic backlash, 3-4 attempt unsuccessful w/psychic backlash {roll perils of the warp}, 5-6 Psychic weapon discharges in psyker’s hands.) A psychic minefield area of effect is that of an ordinance blast marker or listed power effect(whichever is greater). A psychic grenade affects an area equal to 1 heavy blast marker or listed power effect(whichever is greater). Psykers may craft psychic grenades in a similar fashion. The psyker may distribute psychic grenades to any other model of their choosing, and may be used by any model. Should a model possessing a psychic grenade fall in combat roll 1d6( on a roll of 6) the grenade discharges. If the grenade survives, another model(even an enemy model) may pick up the grenade and use it as they see fit. opposing psykers when W/I 6" roll 1d6 to see if they "sense" the psychic energy and can avoid the minefield on a roll of 4-6.

Last edited by Cirquemeter; 02-07-2007 at 06:02 PM. Reason: sentance structure and punctuation
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Old 02-07-2007   #2 (permalink)
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Questions
1. Why not have it so that the psychers creat mines/grenades in turn 0? If the psycher wants to make grenades for himself or his squad he needs to pass a psychic test then roll a 4+. If he wants to make a minefeild he needs to pass a psychic test at -1 to -3 leadership then roll a 4+.
2. Why have it so that you can imbue all psychic powers in the mines/grenades? I could understand the Distructor power, but not mind war in a grenade or a minefeild.
3. Do the mine feilds remain in play after they are activated?
4. Can you lay support feilds? This would give a bonus like conceal or guide to your troops, but could also benefit enemy troops if they managed to get on it.

The ability should cost 30 points in addition to the power you want to imbue the mine/grenade with.
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Old 02-07-2007   #3 (permalink)
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Not to be rude.. But why? I don't see as to where or how this is that great. At current points, it dosen't really cost enough, and to justify the cost pts. wise, it will be a pts. amount I would MUCH rather spend elsewhere. Cool idea, just not very versatile or worthwhile.
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Old 02-08-2007   #4 (permalink)
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I can only see it as an Eldar or Chaos Weapon.
Alot of troops would not go within a million miles of such a thing and the Imperial forces wouldnt allow it-normal humans with access to such stuff is not somthing they would tolerate. They actively oppress psykers! Normal humans fear and loathe such things as witchcraft-so do many Marines.


Anyone who does take one would mark themselves out as a target of hate and fear!
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