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Flickering fires has a variable effect based on how many warp charges you spent to cast it, this is capped at three so you can throw 12d6 shots at something (thankfully)

but how does this interact with deny the witch?

example: my unit of horrors casts Flickering fires and I Expend four warp charges from my warp pool. I get four four ups so the spell is cast at the capped level of three (so four d6 shots).

my opponent Denys the witch and gets two 6s.

do i know cast flickering fire at the three warp charge level or the two warp charge level? my hunch would be the two charge level, but I'm sure.

bonus question: are the horrors now able to run in the shooting phase?
 

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To deny you have to nullify all successful rolls. If they have 2 success you need to deny both. If they have 20 success, you need to deny 20 rolls.
 

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I'd say you nominate which level you're going for and that's your target to succeed and their target to Deny.
 

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Deny requirements are directly tied to success (+4) results though. If they roll 6 dice to cast and get 3 (+4) results to deny you have to nullify those 3 sucesses. If they got 4 sucesses you would need to deny 4 times. Ect. Ect. Deny is deny all successes or the power goes off.


The better question here is if you declare the full power at temp but only get a lesser success is that a failed cast or just a cast at lower power.
 

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do i know cast flickering fire at the three warp charge level or the two warp charge level? my hunch would be the two charge level, but I'm sure.

bonus question: are the horrors now able to run in the shooting phase?
You dispell if you have enough "success dice" (that is equal or superior to success dice at castin). so if you cast the 3rd level flcikering fire and score 4 success dice, then your opponent needs at least 4 success dispell dice to nullify it.

Plus, you can run in shooting phase as any psyker can now shoot with his weapon.
 

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I could have sworn that I read that Deny the Witch only needs enough successes to nullify enough of their successes to fail. In other Words, if I cast a WC3 spell, and get three successes, and you Deny 1, I no longer have the three successes I need....
 

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I could have sworn that I read that Deny the Witch only needs enough successes to nullify enough of their successes to fail. In other Words, if I cast a WC3 spell, and get three successes, and you Deny 1, I no longer have the three successes I need....

Page 25, "you need to nullify all of the warp charge points that were successfully harnessed by the psyker when he passed his psychic test"
 

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I could have sworn that I read that Deny the Witch only needs enough successes to nullify enough of their successes to fail. In other Words, if I cast a WC3 spell, and get three successes, and you Deny 1, I no longer have the three successes I need....
that would be pretty drastic. i can't point you to the page (at work right now) but i can tell you that's not the way it works :)
EDIT: ninjaed
 

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Deny requirements are directly tied to success (+4) results though. If they roll 6 dice to cast and get 3 (+4) results to deny you have to nullify those 3 sucesses. If they got 4 sucesses you would need to deny 4 times. Ect. Ect. Deny is deny all successes or the power goes off.


The better question here is if you declare the full power at temp but only get a lesser success is that a failed cast or just a cast at lower power.
I think Deathklok still has a point. You say you are firing the 2 Warp Charge version, roll 4 dice, get 3 successes. You still only pull off the level 2 version, but I still need 3 6s to deny.
 
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