Necromunda's Psyker Wyrd Powers RANKED - Necromundown Ep. 12

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  • Опубліковано 3 гру 2024

КОМЕНТАРІ • 36

  • @janklevaivancic4263
    @janklevaivancic4263 8 місяців тому +4

    Nice overview as usual; keep up the good work :)
    Now just a few comments:
    - Overcharge's drawback of Unstable: yes it is pretty scary, but you can mitigate it with Twin linked (let say your psycher ripped off a Twin link Auto-cannon from the Rockgrinder and now it is a S9 D3 AP-2 Rapid fire (1) gun that can re-roll the fire power die to avoid Ammo check altogether) or strait ignore it if you're squats with Dependable like kin (admittedly it is much simpler/reliable to spam Plasma cannons and always fire them at High power, than getting Wyrd powers on squat champs, but it is a possibility :P ).
    - Divination powers: imo the best case to choose Divination over other disciplines is when you turn a fighter with bad Willpower into a wyrd (Psi-syndica alliance/sympathisers/racket or Chaos/GSC Favour tables 11-12 results) and pick Warp whispers on them just to get it as a passive skill (a very good skill, mind you).
    Cheers! :)

  • @wombatsteroids
    @wombatsteroids 8 місяців тому +7

    This was great. Now do the Delaque Psychoteric Whispers! Some of them are pretty similar to these, but there are several unique ones too.

  • @nomadzophiel
    @nomadzophiel 6 місяців тому +3

    Precognition with Outcasts is almost playing a different game. For the cost of one Champion slot, you can build a whole Outcast gang around scenario special rules. It can be very flavorful and let you build gangs that wouldn't be viable otherwise. If anything, the danger is crossing the line between flavorful and broken. No player wants to run Sentries every time they fight you.

  • @ihaiaoconnor1209
    @ihaiaoconnor1209 8 місяців тому +2

    Love the thumbnail

  • @garyjenson1326
    @garyjenson1326 8 місяців тому +1

    Wow what a huge topic. I can't thank you two more.

  • @proyectpanda
    @proyectpanda 7 місяців тому

    Great review. Do more of these because I also used to analyze these powers. Now that you can maintain them for free action a lot has changed. I am passionate about Necromunda that's why I love videos like this one.

    • @miniaturesrundown
      @miniaturesrundown  7 місяців тому +1

      The free maintaining was a MASSIVE boon to these powers and made them so much better!

  • @inirlan
    @inirlan Місяць тому

    Only partially through, but I have one comment on a particular technomancy power.
    Crack Lock is unbelievably good in exactly one circumstance. You're the attacker in Smash and Grab (the 2023 version).
    There are 5 loot caskets on the table and the attacker wins if he opens at least 3. The table has also been changed so that the likely result is 1d6x10 creds but rolling a 6 gives 3d6x10 credits to the attacker for opening it.
    Your opponent will do everything in their power to try and kill the guy with that power, but potentially you're looking at 15d6x10 credits for a perfect game. Plus a victory.
    Now, that's bad enough, but you'd only get that combo if you get to chose the scenario while being the challenger. So it would be rare enough that you could potentially maybe let it slide because it's so bad otherwise.
    Buuuut, if you have precognition on the same psyker or anybody else in the gang, then it's a question of time until the arbitrator comes to see you holding a blowtorch and asks to see your roster sheet.
    Granted, breaking the game isn't that hard, but I haven't seen anything break revenue generation quite like that yet.

  • @xblue_kennyx4519
    @xblue_kennyx4519 7 місяців тому +1

    I personally love technomancy on paper. I want to do an outcast gang bringing a lot of this. But outcasts don't bring a lot of 'good' willpower stats to the gang roster.... for a thematic gang it sounds fun! But can you answer me if weapons jinx is usable against grenades? I don't think so but they do have ammo roll stats?

    • @miniaturesrundown
      @miniaturesrundown  7 місяців тому +1

      So Rules as Written, it does work against grenades. They do have to make an ammo check. I think it makes sense from a lore perspective as well - you're using tech to disable the grenade!
      As far as technomancy outcasts, I'm playing one right now in our campaign. One of the leader profiles has 4+ WP so it's the go-to psyker. It is a problem that your champs start at 8, BUT willpower is also one of the cheapest things to upgrade at only 3xp. So it's a rough start but you can get there eventually.

  • @davidthrift7593
    @davidthrift7593 8 місяців тому

    Great Vid - Curious on where the built in photo goggles for Delaque comes in - havent come across that one......

    • @miniaturesrundown
      @miniaturesrundown  8 місяців тому +1

      Unfortunately that was a joke on their glasses that was delivered waaaay too seriously...

  • @enkeny
    @enkeny 8 місяців тому

    Divination Special rule is not 1, it is any-number of dice. so it can be to hit, to wound, save... for a charge it can be a lot of re-roll.
    Also it can re-roll scatter dice ;) (Grenade Bouquet )
    We have a house rule for insane, to roll willpower after every activation, not just when the owner control it, so I don't use hallucination.
    I started with cause pain. It makes a lot of XP! (Tactic card and rad-phage can help a lot.) It is very powerful. My psyker usually gets the most XP.

  • @inirlan
    @inirlan Місяць тому

    Unbreakable Will is good if you're running the Delaque Prospect which is a Will 8+ Psyker. Also works with the Awakened Ogryn.
    It's a bit of a band aid, but it makes the Psy-Gheist a useable psyker day 1. IF you play with alliances and ally yourself with House Ty, as their delegation includes a Psyker with 2 Telepathy powers and Will 5+.
    Otherwise it's day whenever you buy this power for a babysitter champion.

    • @inirlan
      @inirlan Місяць тому

      lol, should have waited 10 more seconds.

  • @MultiHobojones
    @MultiHobojones 8 місяців тому

    I find blaze to be super good on melee weapons, if the target you charge catches fire they can't fight back. If you're in B2B contact with them, they can't run away or pin them selves, so they're only putting that fire out on a 6. It's a great way to swamp death maidens, stimmers, and ambots.

  • @AndrBR0
    @AndrBR0 8 місяців тому

    I do believe, Future Sight(the thing you receive, when you only take powers from Divination) states that you can reroll any dice roll made during your activation, even the opponent's ones(I think, you can go as far as forcing them to reroll Injury and Lasting injury rolls)

    • @miniaturesrundown
      @miniaturesrundown  8 місяців тому

      Correct! I phrased it very weirdly. You can make them reroll an armor save, or a Dodge save, or even a Familiar save. You just can't use it when an opponent shoots at you during THEIR turn.

  • @davidhills7986
    @davidhills7986 8 місяців тому +1

    Would force field improve the save of vehicles?

    • @26jjman
      @26jjman 8 місяців тому

      I think it makes sense narratively, probably works or I hope it does haha

    • @davidhills7986
      @davidhills7986 8 місяців тому

      @@26jjman if it does knowing how much they both hate ridge haulers they could really annoy somebody

    • @janklevaivancic4263
      @janklevaivancic4263 8 місяців тому +3

      Technically No, it does not work on vehicles, mainly because Force field specifically buffs the Armor save of friendly FIGHTERS, while vehicles are MODELS not FIGTHERS (this is a wording difference the devs specifically pointed out when vehicles first appeared in Necromunda rules, to 'lock-out' vehicles from most pre-existing skills/rules interactions like Overseer, Group activations, ecc...)

  • @blairbrendasmith7798
    @blairbrendasmith7798 8 місяців тому

    I don’t know my unarmed ogryn underboss with unarmed attacks is constantly punching people out

  • @daveshearman3546
    @daveshearman3546 6 місяців тому

    tonight im playing someone with a mutie outcast gang which has 6 warp whispers so in a cuistom 10 hes bringing 16... Thank goodness for unexpected allies so at least ill be custome 13... Added to my hallucinations, weapons jinx and .... Torn between stop bleeding and cause pain... I should be okay. Along with an abberent with heavy rock saw I should be okay

  • @ТонТон-е9ж
    @ТонТон-е9ж 8 місяців тому +1

    Hi i just wanna say Vehicles CAN be broken so if you cast TERRIFY on your favorite HAULER his Guild of coin crew with cool 6+ goes to 9+ . ))) So for at least 1 turn in runs away ))))) + no Shooting this turn )

  • @ixivinterixi539
    @ixivinterixi539 8 місяців тому

    Do you get the special discipline ability if you have only 1 wyrd power ?

  • @dirtybirdsf
    @dirtybirdsf 8 місяців тому

    If you could cast the biomancy and a few other powers would be so much better if you could cast them on other fighters. Giving a melee monster arachnosis or a gunner that's about to be charged iron arm would be sweet.

  • @jessepunch8945
    @jessepunch8945 6 місяців тому

    Im new to necromunda, why is maintaining concentration not a (basic) action?

    • @alexs7670
      @alexs7670 Місяць тому

      It is a basic with a +3 or a free with no bonus per the 2023 core rulebook

  • @ShadowofNox948
    @ShadowofNox948 2 місяці тому

    Molten bolt has no short range, so melta is always active.

  • @MalakhimJWQ1
    @MalakhimJWQ1 8 місяців тому +1

    Hail all

  • @WeOnlyEatSoup
    @WeOnlyEatSoup 7 місяців тому

    Love this video breakdown, but picking anything less then the most thematic powers for your gangers and choosing the optimal/meta build is not why we play this game lol let the wonky powers loose

    • @miniaturesrundown
      @miniaturesrundown  7 місяців тому +1

      Oh absolutely - we just rank for the fun of it.