Liberame Posted April 22, 2011 Share Posted April 22, 2011 So after your justicar is dead and your unit suffers an additional perils. How are you determining your "random" model who suffers the new perils? Link to comment https://bolterandchainsword.com/topic/228133-perils/ Share on other sites More sharing options...
Abaddonshand Posted April 22, 2011 Share Posted April 22, 2011 Roll a die, depending on what you have in the squad, I.e. 5 man, 3 swords, psycannon, dead justicar. On 1-4 normal guy dies, on a 5-6 psycannon dies. Ten man unit with 9 remaining guys, 7 swords 2 psycannons, same again, just scale it up, so 1-5 normal guy dies, on a 6 a psycannon dies. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733423 Share on other sites More sharing options...
Techmarine Harkus Posted April 22, 2011 Share Posted April 22, 2011 While Abaddonshand's suggestions are sensible, some players might argue its not accurate enough. In the second situation you're actually protecting the psycannons by using this method and in the first you are more likely to lose a psycannon than you should be. The best way in my book would be to buy some different dice. A single D10 would probably do the trick since most of your units are going to be 10 men max. That way, your (say) 9 men, 7 normal and 2 psycannons would give 1-7 normal guy, 8-9 psycannon and then 0/10 roll again. If you only had 7 men left, you can still use 1-7 and just roll again for 8-10. It does potentially make for a fair bit of re-rolling when that happens, but when you have 6 models or less you just use a D6. An alternative if you have an even number of models remaining would be to split the unit in half and say 1-3 it's someone from this half 4-6 someone from the other half. Then you can roll a die to determine wich model from that half. With an odd number, you can split it into 3 if you have 9 models and roll a D3 to determine which 1/3 have to take a roll. If you have 7 then there isn't really an easy way of breaking that down into D6 rolls because its a prime number and it's over 6. D10 is the best way for sure. Very easy, and it should only cost you like 50p to buy one. Probably less. Buy a pack and split it with your other GK playing friends. Odd shaped dice for everyone! Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733454 Share on other sites More sharing options...
veidin Posted April 22, 2011 Share Posted April 22, 2011 Super nerds like me have D6's, 8's, 10's, 12's, and 20's!! D&D/Vampire Masquerade yaaaay!! :) Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733466 Share on other sites More sharing options...
Brother Captain Kezef Posted April 22, 2011 Share Posted April 22, 2011 Super nerds like me have D6's, 8's, 10's, 12's, and 20's!! D&D/Vampire Masquerade yaaaay!! :) Tzimice, the only clan to play Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733475 Share on other sites More sharing options...
Gentlemanloser Posted April 22, 2011 Share Posted April 22, 2011 Heh. ^_^ Tremere with 'Magic Resistance' and 'Natural Vicissitude'! :angry: Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733501 Share on other sites More sharing options...
Angelis Mortis Posted April 22, 2011 Share Posted April 22, 2011 Super nerds like me have D6's, 8's, 10's, 12's, and 20's!! D&D/Vampire Masquerade yaaaay!! :) Tzimice, the only clan to play Blah, Catiff. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733550 Share on other sites More sharing options...
Gentlemanloser Posted April 22, 2011 Share Posted April 22, 2011 Begone weak blooded scum! *Calls a Bloodhunt* Er, this is getting a little off topic. I suppose an on topic answer would have ot be that the randomness would have to be based at the time, on the Squad size. If it's just two dudes left, you could flip a coin. For example. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733560 Share on other sites More sharing options...
eadipus Posted April 22, 2011 Share Posted April 22, 2011 there's loads of dice rolling iphone/smartphone apps out there that'll do the job nicely providing you trust the RNG Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733618 Share on other sites More sharing options...
Angelis Mortis Posted April 22, 2011 Share Posted April 22, 2011 Begone weak blooded scum! *Calls a Bloodhunt* And thats why its so fun. Make your own rules. BTW, Catiff aren't weak when they were made by a Methulsela. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2733701 Share on other sites More sharing options...
Nian Posted April 23, 2011 Share Posted April 23, 2011 Has anyone wondered why grey knights roll a normal psychic test for perils when they are meant to be incorruptible? I would have thought they would get a reroll at the least. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734101 Share on other sites More sharing options...
Spacefrisian Posted April 23, 2011 Share Posted April 23, 2011 Why not go with "ini, mini , myni, mo" Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734105 Share on other sites More sharing options...
Iron Lord Posted April 23, 2011 Share Posted April 23, 2011 Has anyone wondered why grey knights roll a normal psychic test for perils when they are meant to be incorruptible? I would have thought they would get a reroll at the least. In Fantasy Flight Games Dark Heresy, Perils doesn't always involve the psyker being warped by daemonic power- it may simply involve warp energy manifesting around the area. Grey Knights might be incorruptible- but that simply means no Grey Knight has ever rejected his vows and turned to serve the Chaos powers (and, in the new codex, that their souls are extremely unpalatable to daemons and so almost impossible for daemons to corrupt- since they're repelled). It doesn't mean that have perfect, infallible control over their own psychic powers- things can always go wrong. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734123 Share on other sites More sharing options...
embalancer Posted April 23, 2011 Share Posted April 23, 2011 Begone weak blooded scum! *Calls a Bloodhunt* And thats why its so fun. Make your own rules. BTW, Catiff aren't weak when they were made by a Methulsela. your confusing the warp itself for deamons. The warp itself isn't a corrupting force and my understanding is that perils is meant to represent a bleeding of warp energy into the material realms rather than anything to do with daemons Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734148 Share on other sites More sharing options...
Angelis Mortis Posted April 23, 2011 Share Posted April 23, 2011 Has anyone wondered why grey knights roll a normal psychic test for perils when they are meant to be incorruptible? I would have thought they would get a reroll at the least. Not really, because a Peril of the Warp attack isn't necessarily corruption. Sometimes is a giant daemon homing in on your soul through the warp then reaching through to real space to grab your butt and drag you into the warp. It could be raw warp power flowing through ones body and the body just not being able to handle the power and exploding. It could manifest in bazillions of ways. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734255 Share on other sites More sharing options...
spu00sed Posted April 23, 2011 Share Posted April 23, 2011 On the original question, when we had to roll MVP in bloodbowl we would roll a handfull of dice and count through the squad. Same thing could happen here. 4 men left Declare you will count left to right. Roll xD6 Total roll is 15 Count along the squad 1,2,3,4,1,2,3,4,1,2,3,4,1,2,3. Squad member number three is eaten by a daemon. If you feel liek some maths. you don;t need to count. 15/4 = 3 remainder 3, so third squad member is eaten by a daemon. As for Perils. I see it along the lines of miscasting in fantasy. So anything from a daemon eating you to mis pronouncing a word and having your head exploding from the unchained warp energy. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734308 Share on other sites More sharing options...
Grey Mage Posted April 23, 2011 Share Posted April 23, 2011 Seriously, picking up a D10 costs about $.50, and if you dont need it for squads you can use it as a turn counter. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734328 Share on other sites More sharing options...
Angelis Mortis Posted April 23, 2011 Share Posted April 23, 2011 Seriously, picking up a D10 costs about $.50, and if you dont need it for squads you can use it as a turn counter. Yeah and the d10 is only useful until you lose 1 model out of 10. How much for a D9? Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734616 Share on other sites More sharing options...
Grand Master Tchezzarus Posted April 23, 2011 Share Posted April 23, 2011 Seriously, picking up a D10 costs about $.50, and if you dont need it for squads you can use it as a turn counter. Yeah and the d10 is only useful until you lose 1 model out of 10. How much for a D9? ...just ignore the result and have another throw... Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734687 Share on other sites More sharing options...
Chapter Master Ignis Domus Posted April 23, 2011 Share Posted April 23, 2011 Or, if you don't want the cheap, easy, and inherently awesome-looking solution that is the d10, you could put them in a circle and roll a scatter die in the middle. Think of it has Russian Roulette. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734702 Share on other sites More sharing options...
Grey Mage Posted April 23, 2011 Share Posted April 23, 2011 Seriously, picking up a D10 costs about $.50, and if you dont need it for squads you can use it as a turn counter. Yeah and the d10 is only useful until you lose 1 model out of 10. How much for a D9? ...just ignore the result and have another throw... Bam, got it in one ;) You just reroll the 10, or whatever. Before you cast your die you say 1-6 is a normal striker, 7-8 is a psycannon, justicar on a 9 and hammer on a 10. Striker dies, you say 1-5 is a striker, 6-7 is a psycannon, justicar on an 8, and hammer on a 9. Etc etc etc. Link to comment https://bolterandchainsword.com/topic/228133-perils/#findComment-2734749 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.