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No. 111
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Psykers:
>Every psychic phase, one of the active players rolls for the number of warp charges. Every player then adds a sum of all their mastery levels (but none of their allies). That's their Warp Charge Pool for the phase. Active players can then manifest psychic powers as normal, in any order, following all the rules from the rulebook.
>To deny a psychic power, passive players must first both decide if they try to deny the power and how many dice they spend BEFORE any of them rolls. The psychic power is denied only if either of them gets enough successes; their results DON'T add up.
For example, if one of the active players casts invisibility and gets three successes; passive players both try to deny, one of them gets one success and the other gets two successes - the power is NOT denied, because neither of them got enough successes to dispel the power.
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