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Warhammer 40,000/7th Edition Tactics/Psychic 101
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=== Warp Charge Table=== The following table shows what chance you can expect to cast a power for a given number of warp charges. Note that this for the standard odds of harnessing (4+) and periling (at least 2 sixes), and hence does not cover situations where harnessing is improved or periling is more likely (such as with Daemonology). {| border=1 cellspacing=0 cellpadding=4 align=left style="text-align:center;" |+ Chances of Success and Perils for Charges and Dice |- valign=top ! Dice !! Success, WC1 !! Success, No Perils, WC1 !! Success, WC2 !! Success, No Perils, WC2 !! Success, WC3 !! Success, No Perils, WC3 !! Perils |- | 1D6 || 50.00% || 50.00% || 00.00% || 00.00% || 00.00% || 00.00% || 00.00% |- | 2D6 || 75.00% || 72.22% || 25.00% || 22.22% || 00.00% || 00.00% || 02.78% |- | 3D6 || 87.50% || 80.09% || 50.00% || 42.59% || 12.50% || 09.26% || 07.41% |- | 4D6 || 93.75% || 80.56% || 68.75% || 55.56% || 31.25% || 22.22% || 13.19% |- | 5D6 || 96.88% || 77.25% || 81.25% || 61.63% || 50.00% || 33.85% || 19.62% |- | 6D6 || 98.44% || 72.12% || 89.06% || 62.74% || 65.63% || 41.91% || 26.32% |- | 7D6 || 99.22% || 66.20% || 93.75% || 60.73% || 77.34% || 46.15% || 33.02% |- | 8D6 || 99.61% || 60.08% || 96.48% || 56.95% || 85.55% || 47.23% || 39.53% |- | 9D6 || 99.80% || 54.07% || 98.05% || 52.31% || 91.02% || 46.06% || 45.73% |- | 10D6 || 99.90% || 48.35% || 98.93% || 47.38% || 94.53% || 43.47% || 51.55% |}<br style="clear: both; height: 0px;" /><br> Generally, for a good chance of success you need to use double the warp charges of the spell's level to beat a pure coin flip; you can add 1 or 2 charges, with diminishing returns, to increase your odds, but should never commit more than 2 extra charges, as your odds of perils will become too high to be worth it.
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