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Made in ca
Fully-charged Electropriest






Hello everyone.

I am currently making some homebrew units for the AdMech and one of them is a psyker unit with its own discipline, Technomancy.

I have a rough draft of the rules for the discipline and would like peoples opinion on it. Just so people know I am going for balance rather them being better than everything else so if you think something is too weak or too strong tell me what you think.

Technomancy

Primaris Power
Flesh is Weak
Warp Charge 2

With silent contempt the psyker teaches the enemies of the Machine God the most basic truth of the universe.

Flesh is Weak is a witchfire power with the following profile:
Flesh is Weak 18" S2 AP- Assault 3, Fleshbane, Ignores Cover

1
Break Reality
Warp Charge 1

Entering the minds of those not touched by the Machine God the psyker makes them see the universe as he does, codes of ones and zeros.

Break Reality is a malediction that targets a single enemy unit within 24". The unit takes a leadership test, if failed the units weapon skill and ballistic skill are reduced to 1.

2
Distort Function
Warp Charge 1

Calling to the machine spirits corrupted by the enemy the psyker momentarily silences them.

Distort Function is a malediction that targets a single enemy unit within 24". If the target is a vehicle (or vehicle squadron) they are treated as if they had suffered the crew stunned result on the vehicle damage table. If the unit is not a vehicle it may only fire snap shots if the unit has not moved. If the unit does move it may not fire at all.

3
Omnissiah's Hammer
Warp Charge 1

As a smith strikes a hammer to an anvil to change metal into new forms so does the Machine God strike his enemies to change them to dust.

Omnissiah's Hammer is a witchfirepower with the following profile:
Omnissiah's Hammer 12" S8 AP3 Assault 3, Blast, Concussive

4
Techno-Hymn
Warp Charge 1

Singing a song from an age long ago the machine spirits remember to power they once possessed.

Techno-Hymn is a blessing that targets all friendly units within 12". All weapons used by these units gain the master crafted special rule.

5
Remake and Rebuild
Warp Charge 2

The power of the Machine God enters the warriors of the Mechanicus giving them strength and fortitude like never before

Remake and Rebuild is a blessing that targets a single friendly unit within 18". The unit gains the Fell No Pain (4+) and It Will Not Die special rules. In addition if the target unit is a vehicle (or vehicle squadron) they gain a +1 to all AVs, if the unit is not a vehicle they gain +1 to armor save.

6
Seize the Machine
Warp Charge 2

The Psyker takes control of the machine spirits that have betrayed the Machine God and snuffs them out. Never to live again.

Seize the Machine is a malediction that targets a single enemy within 24". If the target is a vehicle (or vehicle squadron) they are treated as if they had suffered the Immobilised result on the vehicle damage table. In addition all the targets ranged weapons have the Gets Hot special rule. If the unit is not a vehicle all the targets ranged weapons have the Gets Hot special rule.

This message was edited 1 time. Last update was at 2015/10/04 22:02:12


 
   
Made in us
Fixture of Dakka





Cool idea! Some thoughts:

You have a lot of blasty powers that don't seem especially techy. I was envisioning more things along the lines of Remake and Rebuild or Seize the Machine. I'm not sure what you're going for with some of the witchfire powers. Is it just telekinesis type stuff channeled through a physical medium of "technology"? Like, telekinesis that only works if someone is wearing a wrist watch or carrying a gun? Just a nitpick there though. Let's look at specific powers.

Flesh Is Weak: This seems like a pretty reasonable primaris. It's roughly on par with other witchfire primaris powers, though the range could probably stand to be boosted to 24". No big deal there. WC2 for a power that feels possibly a little weaker than things like Smite feels off though. Why 2 WC? If you shoot it at an MC, the MC will probably ignore a couple of hits with its armor, and if you use it against lightly armored stuff, you usually don't need flesh bane. It still has a weird niche against things like grotesques though, and it isn't bad in general.

Break Reality: This one feels weird in a couple ways. If I'm not mistake, similar powers such as Phantasmancy's Mind Fog and the WS/BS dark angels power tend to be WC2. On the other hand, your version only works if the enemy fails a leadership test. Considering a guardsmen (let alone a marine or anything Ld9) is more likely to pass his test than not, that makes this power a lot less useful. You might throw that extra WC die you have lying around at it, but it's more likely to fail than not against the vast majority of targets.

distort function: This just seems like a way better version of the previous power. Sure, it doesn't really help in melee, but it's a way more reliable method of limiting enemy firepower that also makes them unable to use flamers or blast weapons. I feel like this one should definitely be WC2 as either of its effects (restricting shooting or restricting movement) would be pretty impressive WC1 powers by themselves.

Omnissiah's Hammer: No mechanical complaints. I'm just not a fan of this whole techno-telekinesis thing that this seems to represent.

Techno Hymn: Cool. I like it. That's pretty darn good with a 12" range though. Also, using mastercrafted on an entire unit gets wonky because you'd have to roll every multi-shot model individually. How about a 6" aura or single-unit blessing of rerolling to-hit rolls of 1? It would have the benefit of being fewer warp charges than prescience while also potentially helping out far more units. My biggest concern is a psyker with this rule standing in the center of a carefully laid out gunline and basically giving an entire shooty army rerolls on their to-hit rolls for a single warp charge.

Remake and Rebuild: This one feels *very* powerful to me, but probably not WC3 powerful. It's like a more flexible Endurance that swaps Eternal Warrior for the ability to potentially heal wounvs at the end of the turn and make vehicles harder to damage. Again, seems rather powerful, but it's probably fine as is.

Seize the Machine: This is the first sort of effect that came to mind when you brought up the premise. Is the immobilised effect permanent or just a one-turn thing? Permanent seems a bit too much, especially with a 24" range and especially against walkers. This would also let you make superheavy walkers pretty ineffective (for their points) by just lobbing some warp charges at it. Cool idea though!

I'd kind of like to see a power similar to that necron character's special rule that lets you shoot the enemy's vehicles at their own units during your psychic phase.



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in za
Jovial Plaguebearer of Nurgle





South Africa

Seems like a cool idea but I agree with wyldhunt wanting some more situational powers ie watches machines.
For me it seems to wishy washy like no real purpose. maybe you should make up 2 psychic trees 1 for like squishy fleshy guys and 1 for straight up vehicles. I like most of your powers overall they seem balanced ie id let you use them maybe after playing a few times and you think to yourself was there 1 power I really didn't want or 1 I really favoured you could do another balance.

but IMHO id create two trees one to damage squishys and one for mechs, obviously you see what kind of army youre playing to choose which tree IG mech heavy Nids squishy trees I think it would be awesome.

Sorry about my grammar and sentence structure im not good with English.

Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. 
   
Made in us
Veteran Knight Baron in a Crusader






At my desk

Anything else I would have said have already been said by others. Needs a bit of tweaking, but it looks like good fun overall

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Made in ca
Fully-charged Electropriest






Thanks everyone for your comments and suggestions. They were really helpful in helping me tweaking my rules.

To answer some questions a comments-

Flesh is weak: This was actually the first power I though up and though I know it really isn't very techy I did want it give the discipline more variety to the powers beyond helping or hindering machines and I liked the idea of a tech psyker making the enemies flesh melt off because he hates it so much. Mechanically when I first came up with it I'm sure it had a no armor saves rule as well and that was why it was WC2. I removed it for some reason but must of not changed the WC.

Break reality: another one for variety. You are probably right that the leadership test does make it really difficult to use properly. To fix it how about no leadership test and the afflicted unit re-roll successful to hits rolls. This will keep the spirit of the power while making it more usable but a little less effective.

distort function: I have no problem making it WC2

Omnissiah's Hammer: This was the last I came up with and once again it was just for more variety. I could get rid of it no problem.

Techno Hymn: didn't think about that problem with mastercrafted, good thinking. So to fix how about 12" single unit that allows re-rolls of 1 to hit as well as 1 to wound to give it a little more kick.

Remake and Rebuild: I was going for powerful with this one but not over powered. Hopefully I hit the sweet spot with it.

Seize the Machine: when I first wrote this power I did fell that it may be too powerful and I guess I was right. the way I meant it the immobilised was permanent as having it last one turn really just makes it crew stunned but worst. If that's too much how about 12" range, all the gets hot rules stay and for vehicles it is instead a roll on the vehicle damage table with no mods. That gives you a 50% chance of crew shaken and a 1/6 chance for each of the rest including immobilised. This makes it not as good but still able to do real damage with a good roll.

As for that power from Anrakyr how about this:

Ghost in the Machine
Warp Charge 1

Bonding with the machine spirits controlled but the enemy the psyker teaches the truth of the Machine God causing them to lash out at their former allies.

Ghost in the Machine is a malediction that targets a single enemy vehicle within 24". Roll a D6 on a roll of 1-3 the vehicle suffers from the crew shaken result on the vehicle damage table. On a roll of 4-6 randomly select one of the vehicle's weapons (do not include bombs, weapons with the one use only/one shot only special rule that have already fired and weapons that are destroyed). You may then shoot with the selected weapon at another enemy unit. The weapon fires using the vehicles BS, unless the vehicle is crew stunned or shaken, in which case the weapon can only fire snap shots.

Basically just a rewrite but I really got nothing else.
   
Made in fi
Fully-charged Electropriest






The idea behind this psychic discipline is pretty cool and I like most of the powers you've come up with but as it stands some of the powers are pretty damn op.

The primaris is fine IMO, pretty similar to Smite but the ignores cover is a nice bonus. Break Reality is also mostly fine, my concern is that it's really similar to 3 Interromancy powers, those being Mind Worm, Aversion and Mind Wipe. The idea is nice but I'd leave these tricks to Interromancers. If you are dead set on having this power I'd say you have to change the effect so it lasts only for one turn. Distort Function is just a strictly better version of Aversion so I'd say get rid of this one. Omnissiah's Hammer is way too good at WC 1, I'd say it's fine even at WC 3. This one definitely needs to be nerfed, you could increase the range to maybe 18" if it was a WC 3 power. Same with Techno-hymn. Prescience is a WC 2 power and this has pretty much the same effect but it's not limited to just 1 unit. This would still be excellent at WC 2, I'd personally like this best at 3 charges. Unbelievably op at just 1 charge IMO. Remake and Rebuild is really similar to Endurance, just strictly better for vehicles (especially squadrons). Again, I'd like to see the cost increased by one or the effects diminished. Seize the Machine is pretty similar to Weapon Virus, no real complaints here.

These powers have really powerful effects and the warp charge costs need to reflect that.

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 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.
 xSoulgrinderx wrote:
No. but jink is cover and if the barrage its center they wont be getting cover
 
   
Made in us
Missionary On A Mission



Northern CO

Techno-Hymn could grant Preferred Enemy for WC2, that'd be fine. It'd be too weak for WC3. Remember that a WC3 power is much harder to successfully manifest than WC2 (and is possibly impossible on some turns for an ML1 psyker).
   
 
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