Inner Force (alternate psychic rules Part 1)

From: Peter Ramos <primarch_at_...>
Date: Mon, 31 May 2004 16:20:40 -0400

Hi!

The are more in depth psychic rules proposed under the "inner force"
article CJ issue number 3.

The system uses the old "dark millenium" 40k psychic exapnsion boxed set
cards. These were the deck with force cards, nullify and other special
ones.

The rules add another "phase" to the turn sequence called the "psychic
phase".

This phase was made "official" with the titan legions boxed set, but
present many balance problems and was dropped under netepic.

Psychic phase summary

First you randomly determined how much raw warp energy is available that
given turn rolling 2d6. This is not a fixed number it can go as high as
4d6 for very large games and 1d6 for very small ones.

The number rolled is the TOTAL amount of cards available for BOTH sides.
They are dealt starting with the winner of initiative. Therefore on an
odd number of cards, the initiative winner that turn gets on extra card.

Once cards are dealt, powers can be cast. There are two types of powers:

Constant powers- these are cast and remain in play until they are
nullified At the start of the casting phase for psychic powers each
player may attempt to nullify constant powers on the battlefield. Once
this is done they can cast new powers that turn, in accordance to
initiative in alternating fashion.

Casting powers- like shooting, you nominate a target and you make an
"activation" roll to see if the power is successful. This roll is
modified by the number of force cards you choose to commit to the
casting of the spell. The bonus is +1 for every force card added.
Additionally the opposing player may use force cards to "thwart" that
casting and each of those cards subtracts 1 from the die roll. In
essence the true bonus is the difference between the allotment of force
cards by the caster and opponent.

Like in netepic, shielded models have a 4+ save versus non-physical
psychic powers.

Once all modifiers have been calculated the die is rolled and the number
must be equal or greater to the target number for that spell. For
example if mind blast is a 4+, then on a roll of 4 or more the spell
succeeds.

Like shooting you can roll to hits greater than 6+ by the standard method.

Once the phase ends all cards (with some exceptions) are returned to the
deck)

Nullify cards

These cards are to dissipate exsisting effects of canceling spells just
cast. You can only attempt to nullify a single power once per turn. On a
roll of 4+ the power is nullified.

Force Weapons

Psykers like grey knights and warlocks are armed with force weapons. In
each end phase the player may decide to store one or more force cards
into the force weapons. Each force card give a +1 bonus to close combat
rolls. Thus a warlock with 2 force cards stored gets a +2 bonus to his
close combat roll.

Special cards

Psychic duel

Instead of casting a power the psyker may play this card instead. He
nominates a opposing psyker and rolls a d6 modified by the amount of
force cards like casting any power. The opponent does the same. The
loser receives a "psyked out" marker for the REST OF THE GAME. This
means every turn he must roll a d6 and on a roll of 4+ he acts normally.
If 3 or less he may not cast ANY powers that turn. Also, any constant
powers on board cast by the losing psyker are instantly nullified.

Destroy Power

This card may be used when an opponent psyker casts a power within 15cm
of your psyker or units within 15cm of your psyker. The card
automatically nullifies the hostile power and each player must secretly
allot a number of force cards to a d6 roll. Once done roll with the
attendant bonuses. If the caster of destroy power is successful the
opposing power cast is lost for the REST OF THE GAME. Note this special
card may be retained from turn to turn until used.

Reflection

When a hostile power is used within 15 cm of your psyker or against
friendly units 15cm from your psyker you canuse this card to reflect the
spell back to the opposing caster. The spell is reflected 2d6 x 5cm
straight back to the caster.

Ultimate force

This card counts as 3 force cards and CANNOT be nullified. If stored in
a force weapons it gives an extra d6 in close combat. It cannot be used
in conjuction with other force cards.

Daemonic attack

You can use this card once the opponent has cast a power and alloted
force cards. When the card is used roll a d6 and apply the effect listed
on the card (need to have copy of card to know what effects are)

Energy drain

Can use this card instead of a power. Once used the psychic phase ends
immediately and all cards in any players hand are LOST.

Those are the basics.

Peter
Received on Mon May 31 2004 - 20:20:40 UTC

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