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Move Creation Workshop
http://omniverse-rpg.com/assistsandtrans...formations

Tier 1 assists have: 1sp per post/2sp per round. 5 stats. Can use all your moves and powers. So, perfectly capable of drawing attention while you charge up your attacks.

Maybe:

T1 Assist: Ice Golem (1000)

A large 12ft tall Golem made of ice. [Insert more detail here - just make sure there's a height and rough build description, and perhaps info on how it attacks]

ATK: 2
DEF: 2
SPD: 0
TEC: 1

(maybe lower TEC/ATK to give it SPD if you'd prefer to make it better at getting in the way of people, but I think the 2 ATK/2 DEF part is fitting for a Golem)
awesome. Much abliged.
NFL-R App - Arms Factory (???, Physical Strength, Debuff, Area Attack, Area Shield, Homing, Ranged Proficiency, Remote Control Prof.): 

Warren taps a button on his wrist and within a few seconds an item begins to be built from the energies that power his NFL-R. Of course there are many items that can be built with this move for Warren to use. 
  • Shield - P (300 Om, Area Shield.):  A purple barrier that covers him from head to toe, and is almost transparent. This barrier is made to block physical attacks such as punches, kicks, bullets, and actual swords. This is useless on energy attacks that are directed his way. This cannot be used with Shield E, and physical attacks cannot be used by Warren when this shield is active. In addition, Shield P takes him about eight seconds for him to charge up before he can successfully use it. This cannot be used while moving, though during the charge up time he may move if he so desires. This is somewhat draining on his stamina, equivalent to a light work out. A single energy attack would completely shatter the shield. 
  • Shield - E (300 OM, Area Shield.): A purple barrier that covers him from head to toe, and is almost transparent.  This barrier is made for a different purpose than the Shield - P. While it may not be able to deflect physical attacks, this barrier is made to nullify energy attacks that are headed his way. As such, this is completely useless against physical attacks. It cannot be combined with Shield P. Cannot be used while moving, and requires eight seconds to charge up. Energy attacks cannot be used while this shield is active. A single physical attack would completely shatter the shield. 
  • Gatling-Laser (300 Om, Area Attack, Ranged, Homing, Remote Control.):  A blaster that looked like a high tech Gatling Gun but fires lasers. While these may be low in power, and manifesting this from the NFl-R takes him about twelve seconds, Warren primarily uses this as a way to attack multiple opponents at once. This has a range of 100 feet in any direction. It's moderately draining on his stamina and takes both of his hands to use. Can be used while moving, though decreases accuracy to do so. Cannot be used with other moves when the Gatling Laser is active, except for Shield - P. 
  • Reproduction (RP Flavor):  When Warren sees a move that is a weapon that can be replicated through any form of science, the design of the weapon is stored in his NFL-R, but locked from him until he has officially gotten the NFL-R calibrated to use it. (I have OOCLy paid for the move, in other words.) after which time he can use anything that has been reproduced in this manner. When not making combat related items Reproduction follows the normal summoning rules. 
If you're not making any item which can be used in combat, you'll need to follow the normal Summoning Rules. Otherwise, you'll need to spend 300 OM per item you can make with this.
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
Basically Crocodile this allows Warren once he's seen a move (as he has Insight) to recreate the weapon move for himself, but with his own tweaks. It's not Mimicry, because you only need Mimic to use it right then.
Then it's fluff, but remember common courtesy and ask before you rip off people's Moves. You'd still need to spend OM per Move you recreate and get them approved, as per normal.
PvP Flag: GREEN
I won't mind if you attack my character or base with little to no warning!
Lampad’s Torch (Physical, Debuff, Telepathy) (300):
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and since the torch is just a light, wooden rod, this is a very ineffective maneuver. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration. 
Aside from that, the torch’s main purpose is to mess with the sanity of those who look at the glow.

[Unless otherwise stated in a specific use of this ability, Clownpiece does this by channeling her power to induce insanity through the torch for 5 seconds, during which she must devote her entire concentration to charging. Once charged, she waves her torch and casts its light over either enemies or allies within 20 meters of her, though they must see the light in order to be affected by it. Once cast, she's able to move around again as normal. Most aspects of her torch, unless specified otherwise, have only a minor energy drain to them. Clownpiece can use them frequently, but should still be wary about overexerting herself.]


Rewriting the physical function of this move.
Brackets are what's already part of the old move. That can be ignored since nothing is changing there.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
After many silent nyehs, I finally decided to finish this hell hole of a move creation


The Emperor uses his psychic mastery to attack his enemies, the Emperor can only use up to 5 powers per 10 minutes and can only use each once per those same 10 minutes except for smite, this is taxing on his body and all of his concentration must be on the move to use it which means that he can't move at all while casting. He can not be broken out of it by anything short of a supermove but most opponents will take advantage of the giant skeleton staying still. This is common for all psychic disciplines and smite.

Smite (300) requires ranged
Lightning shoots from The emperor's skull, hitting and shocking an enemy. This can be used multiple times but it becomes more and more difficult to use each time. This takes 25 seconds to charge with each consecutive use adding another 2 seconds to the charge time. The difficulty will reset as the round ends. This power hits instantly, is as large as a lightning bolt and has a maximum range of 30 metres before it disappears. This deals medium damage. This move is aimed by small balls of lightning in the place of the emperor's

Psykana Discipline: (1800) requires ranged prof, ranged materialize prof, telepathy, area defence, buff, debuff, area attack

Terrifying visions, The emperor fills the mind of an enemy with visions of torment and what scares them most, making them more likely to keep their distance and attack less for up to 30 seconds depending on their TEC vs The Emperor's TEC with the minimum amount of time being 10 seconds and adding 5 for each TEC point the emperor has over the target. It takes 20 seconds to charge and will not be as effective against foes with suppression or enhanced senses. This can hit an enemy within 50 metres. Suppression will make the hallucinations transparent and enhanced senses will not detect them, letting the prime know that they don't exist.

Gaze of the Emperor, The emperor's eyes blaze in vengeful fury and as his rage is made manifest and he shoots twin red beams through his eyes at the nearest target. It will almost always pierce the target but will only deal the amount of damage that would've happened if it dissipated on the enemy's skin. He can not move his head while using this move and the beam only extends 20 metres. It takes 15 seconds to charge up and can be detected by fire appearing in The Emperor's empty eye socket. The lasers travel as fast as a bullet and do slightly less than average damage.

Psychic barrier, The emperor forms a psychic barrier that covers an ally's 'skin', which will give them a shield that will shatter if hit by attacks that would take the same amount of effort to use, otherwise it will crack and eventually . This takes 15 seconds to charge and will cover the ally with a clear blue substance that is intangible. If not shattered, it will disappear after a minute. This can target any ally within 30 metres.

Nightshroud, The Emperor summons a shadow out of the warp, covering an area within 10 feet of The Emperor in a 6 metre high and wide bubble. From outside, it will look like a section of the world is now in twilight but people inside will see the rest of the battlefield in sunset levels of light. This takes 15 seconds to charge and will fade after a minute, enemies with enhanced senses will be able to completely ignore the bubble.

Psychic maelstorm, The Emperor summons the full force of the warp to defeat his enemy, after a 35-second charge the emperor releases a barrage of psychic attacks against an enemy. For every enemy prime or assist (or major NPC like a storyteller written space marine which will only add 1 unless given stats) within a 20 meter by 20 meter area, the number of hits will rise by one but the damage will be more spread out among the enemies. The attack takes the form of a swirling green vortex that fires out as many small bursts of lightning as there are hits, enough to hit everyone in the radius once at the same time.


hopefully fixed smite
changed barrier
mostly rewrote maelstorm
wow dane you sure are planning on killing me with your mimic loli aren't you
6/3 powers per discipline from now on with smite being by itself
>"He can not be broken out of it by anything short of a supermove but most opponents will take advantage of the giant skeleton staying still."
And your own bucket, lol. Marisa is gonna steal it and splash you. (But you don't need to include a comment about that)
here's to hoping that my eventual anti disable/mimic move works
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
@13: Split Psykana Discipline into separate moves. There's no reason they need to be together.

@CP: I'm a tad confused. Is this replacing your normal melee attack? Or is this a new melee "move" that needs all the charge times and stuff? If it's replacing your normal melee, I think you should add a comment about the smack damage being weak because it's just a stick, and also how tiring it is.

Quote:Edit:
Somehow missed the "ineffective" part because I'm a muppet. My bad. I was just confused because he quoted the charge thing with it. Basically, just add how tiring it is.
He's replacing this:
Quote:A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood, and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and the torch is only a wooden rod, making that a fairly ineffective maneuver. Rather, the torch’s main purpose is to mess with the sanity of those who look at the glow.

With this:
(02-11-2018, 12:58 AM)Clownpiece Wrote: A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the light doesn’t burn, and since the torch is just a light, wooden rod, this is a very ineffective maneuver. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration. 
Aside from that, the torch’s main purpose is to mess with the sanity of those who look at the glow.


@Dane - Personally, I'd say he already did what you said about making it obvious that it's low damage (changing 'fairly ineffective' to 'very ineffective')... though maybe switching the word 'ineffective' for 'weak' would make it even more blatantly apparent, if you really feel that's necessary.
@CP - I'd recommend including the part I quoted from your roster when you put this in for approval, to let the staff know what exactly it is that you're changing and so avoid confusion.
Dane's right about the Fatigue bit, though. You got away without saying that the first time because it was just a stick, so it was obvious to anyone who read it that it was about as tiring to swing as a normal stick... because this includes an additional effect, you'll need to make it clearer how much energy it costs.
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
Yeah, my intention was to change the melee portion of it to be less useless. I was going to include the old version when I put it through the Move Approval thread, I was just going through here for balancing purposes, thus I didn't feel I needed to include it here. Sorry for the confusion.

Lampad’s Torch (Physical, Debuff, Telepathy) (300): 
A mysterious torch that helps Clownpiece drive people to madness. It’s made of wood and is about 2.5 feet long. Rather than a burning flame, the end of the torch glows with an ethereal purple light. If worst comes to worst, she can smack someone with it, but the flame doesn’t burn, and since the torch is just a light, wooden rod, this is a very weak hit, no stronger than a punch from her. Fortunately, hitting someone does more than just hurt them. Since the torch is imbued with the power of madness, a strike from it scrambles her enemy’s mind, preventing the formation of memories for 10 seconds, no matter where she hits. To the afflicted, it suddenly feels like they skipped ahead 10 seconds, though they were fighting all through that duration, and it otherwise doesn't influence their ability to fight and act. As this is a natural function of the torch, this effect always happens by default, meaning it doesn't require a wind-up from Clownpiece and doesn't wear her out more than swinging around a torch normally would.
Essentially, it trades physical damage for a mind-scrambling effect.
[Image: testclown.png]
Yuuka Kazami Wrote:Reimu comes back to make another pass at Meira and she just has an idiot neck child.
Credit to Yuuka for the sig
@CP: It doesn't look like a strong debuff to me, so I think you're probably cool. See what the staff over at Move Approval think.
Round 2 of Workshop input. A little late, but never mind that. Changes from last time are in bold.


Silver Stinger - 300 OM (Requires Ranged Proficiency, Debuff Proficiency)
A special weapon obtained from the data of Hornet Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a white/gold color scheme.

While equipped, the X-Buster can fire a large silvery cone, a little over two inches long and shaped rather like a spearhead. This projectile travels at the speed of an arrow accurately up to 15 meters, provided X is not moving and able to aim properly. The stinger deeply pierces whatever surface it hits to inject a paralyzing venom into the area, immobilizing it for up to 10 seconds unless immediately removed. This duration can be replenished (but not increased) with successive hits to the same area. The stinger and the venom, much like an actual arrow, are most harmful when there's minimal protection against it.

This weapon, after firing, requires 1 second to cool down before firing again. This weapon can only be used 15 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.


Rose Splash - 300 OM (Requires Physical Strength, Debuff Proficiency)
A special weapon obtained from the data of Plant Man.EXE. It takes a second to switch to and from this weapon, with X's body shifting into a green/pink color scheme.

While equipped, the X-Buster can generate a 10-foot plant-like whip when swung, similar to a vine or rose stem. This whip can lash out in less than a second, but only persists for just a couple of seconds; long enough to snare something with its prickly thorns and rip it away with a firm pull. This can be used to tear away shields, armor plating, or some other protective equipment from an enemy, exposing part of their body to more damaging attacks. Though X can use this weapon while moving, he must be standing still to use it most effectively, and he must take care with it. An enemy with enough strength can yank the vine in retaliation and resist being pulled upon.

This weapon, after firing, requires 2 seconds to cool down before firing again. The weapon can be shot while moving, but X needs to be standing to still to pull at his best effect. This weapon can only be used 10 times before needing to be recharged; this can only be done outside of battle. Depleting the weapon also fatigues X notably, similar to overuse of the X-Buster.
@Mega Man X: Looks good to me. You can send this off to Move Approval.
NFL-R App - Arms Factory (900, Physical Strength, Debuff, Area Attack, Area Shield, Homing, Ranged Proficiency, Remote Control Prof.): 

Warren taps a button on his wrist and within a few seconds an item begins to be built from the energies that power his NFL-R. Of course there are many items that can be built with this move for Warren to use. 

  • Shield - P (300 Om, Area Shield.):  A purple barrier that covers him from head to toe, and is almost transparent. This barrier is made to block physical attacks such as punches, kicks, bullets, and actual swords. This is useless on energy attacks that are directed his way. This cannot be used with Shield E, and physical attacks cannot be used by Warren when this shield is active. In addition, Shield P takes him about eight seconds for him to charge up before he can successfully use it. This cannot be used while moving, though during the charge up time he may move if he so desires. This is somewhat draining on his stamina, equivalent to a light work out. A single energy attack would completely shatter the shield. However, this cannot block super attacks, or reduce the damage of such. Any would instantly penetrate the shield, and destroy it. In addition, this shield has a 3 second cool down between uses, giving them a 3 second window during which time they can clobber him with physical attacks. Another caveat is that if someone has a more powerful TEC and ATK stat than Warren, the shield would only be able to take 1 hit from them, before it shatters. The shield remains active for ten seconds upon activation for the first time. 

  • Shield - E (300 OM, Area Shield.): A purple barrier that covers him from head to toe, and is almost transparent.  This barrier is made for a different purpose than the Shield - P. While it may not be able to deflect physical attacks, this barrier is made to nullify energy attacks that are headed his way. As such, this is completely useless against physical attacks. It cannot be combined with Shield P. Cannot be used while moving, and requires eight seconds to charge up. Energy attacks cannot be used while this shield is active. A single physical attack would completely shatter the shield. Energy Attacks qualify as Fireballs, Energy Blasts, Lightning,  Basically if it is not a solid shell weapon that is thrown his way, the Shield E can deflect it. However, this cannot block super attacks, or reduce the damage of such. Any would instantly penetrate the shield, and destroy it. In addition, this shield has a 3 second cool down between uses, giving them a 3 second window during which time they can clobber him with energy attacks. Another caveat is that if someone has a more powerful TEC and ATK stat than Warren, the shield would only be able to take 1 hit from them, before it shatters. The shield remains active for ten seconds upon activation for the first time. 
  • Gatling-Laser (300 Om, Area Attack, Ranged, Homing, Remote Control.):  A blaster that looked like a high tech Gatling Gun but fires lasers. While these may be low in power, and manifesting this from the NFl-R takes him about twelve seconds, Warren primarily uses this as a way to attack multiple opponents at once. This has a range of 100 feet in any direction. It's moderately draining on his stamina and takes both of his hands to use. Can be used while moving, though decreases accuracy to do so. Cannot be used with other moves when the Gatling Laser is active, except for Shield - P.  However, this cannot block super attacks, or reduce the damage of such. Any would instantly penetrate the shield, and destroy it. In addition, this shield has a 3 second cool down between uses, giving them a 3 second window during which time they can clobber him with energy attacks. 
  • Reproduction (RP Flavor):  When Warren sees a move that is a weapon that can be replicated through any form of science, the design of the weapon is stored in his NFL-R, but locked from him until he has officially gotten the NFL-R calibrated to use it. Calibration takes the rest of the thread, and then some time as well, so he cannot use items he makes for battle during the same thread. They must also be finalized (purchased OOCLY) and adapted (fit him instead of the original user.) Furthermore, this follows DOUBLE the time of normal summoning rules for those items. For any items not intended to be used in combat a new rule applies, though. This would take 5x the regular time it would take to summon an item for Warren to create items using this. 
@Warren:
Firstly, I'd recommend you split this into multiple separate moves - but you don't have to.

Define "energy" attacks. Do bullets count? Do rocket launchers count? Do flamethrowers count? Is it any ranged attack?

Remember, the OV doesn't do resistances to specific damage types, but I guess the physical/energy thing might be a grey area depending on how you do it.

Shield - P: How much physical damage can break it? You can't summon a shield like this and become immune to it.
Shield - E: How much elemental damage can break it? You can't summon a shield like this and become immune to it.

Reproduction:
"When not making combat-related items Reproduction follows the normal summoning rules."
You should remove the not. Or make a comment that you can't reproduce something new during a fight, and calibrating takes the time summoning would.

Edit: Just get one shield move and bundle it all into one. It's easier.
Basically the Shield E:  Lightsabers, Blaster Pistols, Fireballs, Blasters, Lightning, Ice attacks, ETC as long as they are energy based. 
Basically the Shield P:  Swords, Axes, Hammers,  Conventional Bullets, Arrows, and similar firepower.
You don't need two different shields for different types of attacks. Moves can't be more or less effective against character/ move types. Due to omnyphysics, one shield will work for all kinds of attacks.
@dane
[Image: unknown.png?width=187&height=300]
sorry for the terrible resolution, I'll try to get a better picture when I can
The soul of the Machine God surrounds thee. The power of the Machine God invests thee. The hate of the Machine God drives thee. The machine god endows thee with life. Live!

01001111 01110101 01110010 00100000 01110100 01110010 01110101 01110100 01101000 00100000 01101000 01100001 01110011 00100000 01100011 01101111 01101101 01100101 00100000 01101111 01101110 01101100 01101001 01101110 01100101
This is (more or less) what 13 was trying to show you, Dane:

[spoiler]
Quote:Psychic Powers[edit]

The Psykana psychic discipline is the main one all Astra Telepathica psykers know in addition to the Smite power. Since Wyrdvanes exist, the list below lists four percentages: Primaris/Astropath, 1-2 Wyrdvanes, 3-5 Wyrdvanes, 6-9 Wyrdvanes. Smite is also listed, for easy comparison.
  • Smite: WC 5 (83.33%/33.33%/50.00%/66.67%). The closest visible enemy unit within 18" takes 1d3 mortal wounds, 1d6 instead if cast on an 11+.
    • Total expected wounds: 1.79/0.67/1.0/1.33. Remember, Astropaths use the second value for this power.
  1. Terrifying Visions: WC 7 (58.33%/00.00%/16.67%/33.33%). One enemy unit within 18" suffers a -2 penalty to their leadership, really good for knocking off extra models in the morale phase. Even space marines have to worry when their leadership drops to six and they've taken two or three casualties in a turn.
    • Significantly worse against most targets than just using Smite to kill the same 2 targets, but does have a couple benefits, in that it's targetable, and anyone it does "kill" counts as fled, not slain, which avoids most FNP saves and resurrection mechanics. If you want to really make it shine, use it on a unit of multi-wound cowards, where it will effectively "kill" more than 2 wounds.
    • Overall expected leadership penalties: 1.17/0.00/0.33/0.67.
  2. Gaze of the Emperor: WC 6 (72.22%/16.67%/33.33%/50.00%). If manifested, draw a straight line 2d6" from the caster and roll 1d6 for each enemy model that the line passes over; on a 4+, that model's unit takes a mortal wound. Like every other Smite that lets you target, this does fewer wounds than it does, but its terrible range means the targeting is challenging to abuse - in order to be close enough to rely on it hitting what you want, Smite will usually hit the same unit.
    • This power needs you to be very close to be remotely worth it - as in, you only want to cast it while engaged in melee yourself, or, barring that, on a unit engaged in melee, to ensure it is packed as densely as possible.
    • This power is better against units with smaller bases, such as GEQs, which usually have 25mm bases, and worse against larger ones (MEQs usually have 32mm and TEQs usually have 40mm, but GW refuses to issue actual rules on base sizes). Pay attention if casting this across oblong bases, such as Bikers, to try and ensure as much coverage as possible, and always look for models base to base with each other, as your line can go between them, hitting both.
    • Overall expected "smite line" length in 25mm increments (remember, you deal half a mortal wound per model under the line): 5.14, 1.19, 2.37, 3.56.
    • Overall expected "smite line" length in 32mm increments (remember, you deal half a mortal wound per model under the line): 4.01, 0.93, 1.85, 2.78.
    • Overall expected "smite line" length in 40mm increments (remember, you deal half a mortal wound per model under the line): 3.21, 0.74, 1.48, 2.22.
  3. Psychic Barrier: WC 6 (72.22%/16.67%/33.33%/50.00%). Choose a friendly ASTRA MILITARUM unit within 12". That unit gets +1 to its saving throws (both Armour and Invulnerable). Although Astra Telepathica units do not have their own invulnerable saves, this bonus stacks well with things like cover, allowing for solid defense.
    • This is amazing on Bruteshield Bullgryn, getting you T5/3+/3++ outside of cover or T5/2+/3++ in it (total for max unit: T5/3+/3++/W27), or on Conscripts combined with Celestine, for a 5+/5++ (total for max unit: T3/5+/5++/W50).
    • The Celestine combo works on any ASTRA MILITARUM unit to grant it a 5++, with the only downside that the Psyker has to be on the table to cast, so keeping up with fast units can be challenging; for example, on a Baneblade variant, you're now looking at a T8/2+/5++/W26 model, or for Slabshield Bullgryn, maxing out at T5/1+/5++/W27 (T5/0+/5++/W27 in cover, which is fabulous). However, the power only targets 1 unit, limiting Celestine's aura to 1 target for the combo, so your best bet is 1 expensive unit, rather than multiple cheap ones. It will work on multi-Vehicle units that remain as such after deployment, such as Sentinels.
  4. Nightshroud: WC 6 (72.22%/16.67%/33.33%/50.00%). Choose a friendly ASTRA MILITARUM unit within 12". Until the start of your next turn, enemies that target that unit with a ranged weapon suffer a -1 penalty to its hit rolls.
  5. Mental Fortitude: WC 4 (). Choose a friendly ASTRA MILITARUM unit within 12". Until the start of your next Psychic phase that unit automatically passes Morale tests.
  6. Psychic Maelstrom: Casting Value 7, when cast pick any unit within 18" then roll a dice, on a 2+ it does a mortal wound then roll again, adding each time you pass an extra 1+, with an extra mortal wound each time.
[/spoiler]

As you can see, these are all interconnected abilities (except Smite, which is only listed for comparison).
So according to his source material, these are all directly related.
Is it really such a big deal if he has a move almost as large as yours?

EDIT: And here's a link I found if you want even more info on them: http://www.belloflostsouls.net/2017/10/4...owers.html
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]


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