Tyranid Psykers

By venkelos, in Deathwatch Gamemasters

So, I have MotXenos, and while I'm sad they skipped over the Eldar, again (Children of Isha pdf does make up for it), I was pleased to note that they did give me a few of my favorite Nid beasts, most specifically, the Zoanthrope. However, as I read it over, a few questions surfaced for me, in regards to this monster.

First, it says that Tyranid Psykers don't take Perils, instead, they take damage for 9's, and otherwise, the power has no effect. Does that mean that a roll of 9, even one, automatically scraps their use of a power? I suppose it could balance out some of their powerful abilities, decent stats, and field, but still.

Second, my favorite powers for them Warp Blast and Lance, use PRx# for things, like 2d10 x PR. Does this use their 6, or the PR as they set it when making the Focus check?

Well, first, there's no 9's involved. This isn't the Dark Heresy psyker system. Doubles results in Psychic Phenomena/Perils. That said, yes, if they roll doubles, no power. As for determining power effects based on PR, I imagine that it uses the same rule as any other psyker in the system- that is, you calculate it using the PR used, not the standard PR of the creature.

Also, this is more of a Rules Question than something for the GM board.

Yeah, I'm sorry. I guess I thought it would be similar to DH. Oh well, I've read it, so I think I have a grasp on things. So, as a rule, Zoanthropes, and other Nid psykers CANNOT Push? I suppose that this is a fair limit, but also a little bit sad.

After reading the book, I think this is how things work, then:

Zoanthrope spies a lone Space Marine. Chooses to hit him with an unfettered Warp Lance. GM rolls against Willpower (60), resulting in a 48, thus a success, with no damage to self, and obliterates Space Marine (effective PR 6 of 6; damage 2d10 [7+4=11] x6 = 66; Pen 5x6[30] vs 29 Wounds), with crit body damage of oodles, being melted. Did I set this up right? It seems like, as the system is set up, a lone Zoanthrope should be able to blast anything you can conceivably produce, minusing a Librarian with a psychic hood, in short order, with several warp lances.

Knowing that this is more for vehicles, and big nasties, one could look at Warp Blast, instead. This one is somewhat weaker (an unfettered Warp Blast, GM rolls against Willpower (60), resulting in a 48, thus a success, with no damage to self, effective PR 6 of 6; damage 1d10 [7] x6 = 42; Pen 2x6[15] vs 29 Wounds, to a group of Marines, should still result in mass damage), but should still do much widdling damage to a squad of Marines, over a few blasts maybe, and with its own warp field, and of course, several groups of Gaunts or Genestealers in between them, it should have no problem winning, and have little to fear from retaliation.

Either way, it would appear that such a foe should be viewed as terrifying to the players, able to hit them from 180 m, or more, and able to dish out considerable threat easily. Very nice work for the Nids, I guess, unless I'm not noting something here.

venkelos said:

Yeah, I'm sorry. I guess I thought it would be similar to DH. Oh well, I've read it, so I think I have a grasp on things. So, as a rule, Zoanthropes, and other Nid psykers CANNOT Push? I suppose that this is a fair limit, but also a little bit sad.

After reading the book, I think this is how things work, then:

Zoanthrope spies a lone Space Marine. Chooses to hit him with an unfettered Warp Lance. GM rolls against Willpower (60), resulting in a 48, thus a success, with no damage to self, and obliterates Space Marine (effective PR 6 of 6; damage 2d10 [7+4=11] x6 = 66; Pen 5x6[30] vs 29 Wounds), with crit body damage of oodles, being melted. Did I set this up right? It seems like, as the system is set up, a lone Zoanthrope should be able to blast anything you can conceivably produce, minusing a Librarian with a psychic hood, in short order, with several warp lances.

Not quite. Multiple the number of dice, not the total rolled on the dice - so 2d10 x PR, for a PR6 creature, results in 12d10, not 2d10x6. Same with Warp Blast, Smite and various other powers.

Considering that Warp Lance is an anti-tank attack, I don't see that damage as being all that over-the-top.

N0-1_H3r3 said:

N0-1_H3r3 said:

Not quite. Multiple the number of dice, not the total rolled on the dice - so 2d10 x PR, for a PR6 creature, results in 12d10, not 2d10x6. Same with Warp Blast, Smite and various other powers.

Considering that Warp Lance is an anti-tank attack, I don't see that damage as being all that over-the-top.

I only make that comment because, unlike some video games (yes Dawn of War, I'm staring at you) what was good vs guys failed against vehicles, AND what hurt tanks didn't do much to guys (some version of "big gun inaccuracy", maybe, or something). In this case, the only thing stopping a Zoanthrope from one-shotting individual characters, even of Space Marine caliber, is self-restraint, and a desire to not want to kill the players just because. As a GM, I'd claim Nids aren't sadistic; the zoanthrope won't play with his prey. If they are four or less guys, individual kill shots is a better plan, when interference from Gaunts or worse is available. With some gaunts or stealers between them, and the zoanthrope's field in effect, there's a very good chance of casualties there. With my bad math, that means even Warp Blast will do 6d10 to each of a group of Marines, and a handful of those would be messy for them (even without figuring the heinous damage I am told Genestealers can dish out added in).

In this case, if I ever run DW, **** I'll have to watch what I pull, or players might die left and right (in TT 40K, Zoanthropes were my favorite Tyranid, so I would have thought to use them.) Things like cover would almost be a necessity to fight them (I'm assuming some cover might assist in avoiding targeted lance shots.)

venkelos said:

N0-1_H3r3 said:

N0-1_H3r3 said:

Not quite. Multiple the number of dice, not the total rolled on the dice - so 2d10 x PR, for a PR6 creature, results in 12d10, not 2d10x6. Same with Warp Blast, Smite and various other powers.

Considering that Warp Lance is an anti-tank attack, I don't see that damage as being all that over-the-top.

I only make that comment because, unlike some video games (yes Dawn of War, I'm staring at you) what was good vs guys failed against vehicles, AND what hurt tanks didn't do much to guys (some version of "big gun inaccuracy", maybe, or something). In this case, the only thing stopping a Zoanthrope from one-shotting individual characters, even of Space Marine caliber, is self-restraint, and a desire to not want to kill the players just because.

And player characters dodging. It's been discussed at length in another thread somewhere else on these boards, but basically, a single-shot attack like a lascannon or a Warp Lance can be dodged with relative ease compared to a hail of shots from an autocannon or heavy bolter, as the degree of success doesn't matter when dodging single shot attacks. Even an average starting Deathwatch character should have a 40% chance of dodging a single shot, and that'll increase with rank (at later ranks, they get Dodge +10 and Dodge +20 advances) and with agility upgrades. And that's before you consider taking cover, and using abilities that improve cover.

One thing I've found GMing Deathwatch is that while players may grimace at the thought of being obliterated by anti-tank weapons, the tools at their disposal and the players' own imaginations will enable them to find ways to overcome such threats. As such, you don't have to hold back too much with the big guns... just present an obstacle to overcome, and let the players figure out their own way of succeeding. Don't underestimate them...