Thursday, December 4, 2014
Maths of the Psychic Phase, Part 2: Perils!
... sorry. I couldn't resist.
This is the follow on from the previous installment, expanding our first model with a careful look at the perils of the deep blue brain.
Thursday, November 13, 2014
Maths of the Psychic Phase, Part 1: Description
The new 7th edition psychic phase presents some interesting mechanics to model mathematically. If you're not familiar with the system, perhaps because you more routinely play a non-psychic race like Dark Eldar, Tau, or Necrons, each power has a cost to manifest, of between 1 and 3 warp charge. Warp charge dice are generated at the start of each psychic phase, at the rate of one per friendly mastery level, plus d6 because GamesWorkshop. Each warp charge dice can be converted to an actual warp charge on the roll of a 4+.
The catch is that you have to allocate dice to manifesting a power before finding out if they will convert to warp charge. The danger comes from the old standby, Perils of the Warp, that kicks in if two or more 6s are rolled on the dice for manifesting a power. The balance arises from the desire to manifest as many powers as possible per phase, for as efficient a cost, at minimal risk of inflicting Perils.
To the maths!
We'll start with some simple descriptive maths.
The catch is that you have to allocate dice to manifesting a power before finding out if they will convert to warp charge. The danger comes from the old standby, Perils of the Warp, that kicks in if two or more 6s are rolled on the dice for manifesting a power. The balance arises from the desire to manifest as many powers as possible per phase, for as efficient a cost, at minimal risk of inflicting Perils.
To the maths!
We'll start with some simple descriptive maths.
Subscribe to:
Posts (Atom)