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Thread: Runes of Warding and Perils of the Warp

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    Runes of Warding and Perils of the Warp

    So as well all know, Runes of warding states that all enemy psychic tests must be rolled on 3d6, suffering a perils of the warp on a result of 12 or higher. However, we also know that Perils of the warp normally occurs on a roll of 2 or 12 on 2d6. Does this mean that if, during a psychic check while under the influence of runes of warding, a psyker rolls two 1's in the 3d6 do they still take perils of the warp?

    It's an odd discussion Splug and myself were kind of involved in more than once on occasion and I'd like to see what everyone else thinks.

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    Senior Member Caldera02's Avatar
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    Here's the thing.....Shadows of the Warp sets the precedent here. Shadows causes a test on 3D6 with anything over 11 a fail but only perils on double 1's or 6's.

    Runes states that anything over 12 is a Perils. So basically you just treat anything over a 12 as double 6's.

    Also, it bothers me that you guys would want to make the best anti-psychic ability in the game even MORE broken with this line of reasoning. You can't have your cake and eat it too!
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  3. #3
    Quote Originally Posted by Caldera02 View Post
    Here's the thing.....Shadows of the Warp sets the precedent here. Shadows causes a test on 3D6 with anything over 11 a fail but only perils on double 1's or 6's.

    Runes states that anything over 12 is a Perils. So basically you just treat anything over a 12 as double 6's.

    Also, it bothers me that you guys would want to make the best anti-psychic ability in the game even MORE broken with this line of reasoning. You can't have your cake and eat it too!
    OH YES WE CAN OM NOM NOM NOM!!!!!

    I can see the reasoning behind both arguments but I tend to play it with the over 12 it perils only. It's stupidly easy to go over 12 or at least fail the test with 3 dice. I think the only thing at issue here is that double 1's and 6's are suppose to always peril. So does runes of warding completely replace normal perils of the warp or augment it?

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    Senior Member RealGenius's Avatar
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    Yes, you still take Perils for double 1's but you don't take TWO for double 6's.

    There's a question in the FAQ about Witnessing and Warding, which explains that you don't worry about Warding if you already suffer perils from double 1.
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    So Splug was right. Or wrong. I don't know what his stance is anymore.

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    Senior Member muffinman's Avatar
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    yeah the faq cleared this one up. it doesn't replace the double ones effect, just adds a new way to get perils
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    I agreed it caused perils on double ones the first time it came up, then saw you arguing the other stance when you were playing orks against eldar so I figured I would at least ask!

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    Senior Member Hogleg's Avatar
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    There cannot be double ones if there are three dice (sure two of the three could be ones, but then we're still talking about more than double ones, if three ones came up you wouldn't say, double ones plus one! You'd say triple ones). The total is at least three. Which is less than 12. I don't see how this is an issue.
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    Haemonculus CrusherJoe's Avatar
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    Because Eldar are suddenly finding a use for Runes and they're trying to squeeze everything they can out of them before dieing like little *****es to GKs.
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    Joe, I may have to introduce your paladins to some ladies I know...

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