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Idira has a 5-10% chance to spawn this perils of the warp at anytime with any psyker power she uses, even when the the bar is on 0/20.
A sanctioned psyker only has a chance to get that when the warp bar is around, 15/20 or 18/20, roughly I don't know what the exact threshold said at the moment.
I don't know the exact number it adds, but let see it like that.
Idira has a 5% chance at anypoint, with warp 20/20 she has a 10% chance.
A santioned psyker has only a 5% chance at the threshold.
... I need to add this is an Iconoclast run.
At the start of the game I have often thought that perils of the warp (PotW) are downplayed but in act 2 and beyond it can be a serious issue.
In my games in the past often it seemed to often happen in the first round so if I avoided using Idira's abilities in round 1 I was ok.
In the past I also think the % chance of bad things happening was higher as it tended to happen quite a bit (in my games) and made me not want to use her. ie I created a sanctioned Psy Merc like her and used them instead. Yes I missed her dialog in the game but for me the PotW was just happening too often and had a huge impact on my game play.
1) At the start she can be powerful but she tends to drop off in the way I build her and do to the area of her attacks as well as the fact she often goes towards the bottom of my init order.
2) Warp Threshold:
Minor powers add 1 and major powers add 3 (IIRC) but you can get talents to reduce the amount for the 1st power and there are navigator powers that also reduce the value. I often take both in my games as I like to use Psy powers.
Besides the common one of accidentally summoning a daemon (can be a Bloodletter, Plaguebearer, Daemonette, Pink/Blue Horror, or even a Screamer of Tzeentch), other nasty Perils include one that will knock the Psyker and anyone around them prone. For me, that's even worse than summoning a daemon, since being prone = -30% to dodge and parry, inability to act, and the enemies getting one, maybe 2 rounds of free shots at the characters on the floor. Very few things remove the prone status--the only one that I can think of is the Hospitallant Medkits, which you can get from a conviction-linked colony project if you're Iconoclast.
Another nasty Peril is called "Rebound" or something similar. That simply seems to render your psyker unable to act for the rest of the battle. They'll skip their turn every time it comes up, but can still be attacked by enemies. I don't think there's any way to remove that effect either. That actually happened to my RT on Santiel's Pride in Round 1 when I used the Dimensional Traveller cloak.
But for the most part, your chances of triggering Perils of the Warp aren't really that great, even with unsanctioned psykers. It's just that if or when you do get a nasty one, especially in Chapter 1 or early Chapter 2, it can really screw you over.
Also one that is really nasty is the one that gives all party members around your psyker at least two traumatas.
2. I'll have to look this, but it isn't more than 10%. Just keep it under the threshold. If you indeed do make her unto a psychic OP / BH, not even forced big warp peril environs(happens from time to time) can stop her.