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Made in gb
Master Engineer with a Brace of Pistols






I'm trying to continue what I started here.

Pyschic Powers are a bit of a conundrum in doing a streamlined system. But here's what I'm looking at:

Keep the system for casting powers as is. A power will have a warp charge, and to get the charge you need to roll 4+ on a dice. Double or more sixes is Perils Of The Warp.

Perils is now the Pysker and his unit simply take 2D6 mortal wounds, and any units within 6" also take D6 mortal wounds on a D6 roll of 4+ (2+ If they are a Pysker or contain a Pysker).

Each turn, a single pysker or unit of pyskers generates D6 warp dice for themselves and themselves only. Some models can have rules that adjust this though.

Pyskers will also have a fixed set of powers outlined in their "Dateslate". Wyrdvane pyskers From the IG could have their old 5th edition powers back for example. Force is a universal power outlined in the main book. And Force Weapons now only inflict Mortal Wounds as opposed to instant death.

This seem ok so far?

   
Made in au
Crushing Black Templar Crusader Pilot






 Future War Cultist wrote:
Perils is now the Pysker and his unit simply take 2D6 mortal wounds, and any units within 6" also take D6 mortal wounds on a D6 roll of 4+ (2+ If they are a Pysker or contain a Pysker).


So let me get this straight:
-- If a psyker Perils, the the model rolls 2D6 (with both die causing a wound on a 2+ because (s)he's a Psyker). This means that the Psyker can take up to two wounds, both of which have a 5 in 6 chance of being inflicted.
-- Same deal with all units within 6", but only 1D6 that causes one single wound on a 4+ (2+ if the unit is a psyker, unit of psykers, or unit containing psykers).

Is that right? If so:
-- Woungind on a 2+ is a bit excessive if you ask me. 3+ is good, especially considering you're rolling 2D6 (both of which can cause a wound).
-- The second point should go. It seems a bit unnecessary.

Also:
-- By 'Mortal Wound', what do you mean? Is that supposed to imply no saves of any kind are allowed?
-- Why remove the extra effects associated with Perils?


 Future War Cultist wrote:
Each turn, a single pysker or unit of pyskers generates D6 warp dice for themselves and themselves only. Some models can have rules that adjust this though.


This could get really complex and unruly very quickly, especially with multiple psyker models, so I'm against this.
   
Made in us
Automated Rubric Marine of Tzeentch




I think the "each psyker/psychic unit gets their own d6 wc" thing is wayyy more complicated than what we have now. Not a way to simplify anything.

I don't like an instant 2d6 wounds (assuming no saves of any kind allowed, that's what "mortal wounds" are in AOS right?). That's so punishing. Psychic stuff probably needs to get toned down, but not to the point where SM libs go "Oh I periled that guy's dead" because the minimum they could roll is 2. Plus hurting other units, d6 wounds on them? I don't think this is a very good change.

Fixed set of powers? Like they get to choose from that list before the game, or they roll on that list, or they just know everything on that list/from those disciplines?

This message was edited 1 time. Last update was at 2016/06/30 13:52:32


 
   
Made in gb
Master Engineer with a Brace of Pistols






IllumiNini wrote:
So let me get this straight:
-- If a psyker Perils, the the model rolls 2D6 (with both die causing a wound on a 2+ because (s)he's a Psyker). This means that the Psyker can take up to two wounds, both of which have a 5 in 6 chance of being inflicted.
-- Same deal with all units within 6", but only 1D6 that causes one single wound on a 4+ (2+ if the unit is a psyker, unit of psykers, or unit containing psykers).

Is that right? If so:
-- Woungind on a 2+ is a bit excessive if you ask me. 3+ is good, especially considering you're rolling 2D6 (both of which can cause a wound).
-- The second point should go. It seems a bit unnecessary.


Not quite, no. What this means is, the pysker suffers 2D6 automatic wounds with no saves. And each unit within 6" of them also rolls a D6. If they roll 4+ (2+ if they're a Psyker), they also suffer D6 automatic no save wounds. And as I type this out I realize how over the top it is.

OK, I will reduce this to; if the Psyker suffers Perils, they take D6 mortal wounds. All units within 6" of them suffer D3 mortal wounds, or D6 if they're a Psyker, if they roll under a 4 on a D6. Bare in mind that if we're using AoS style characters, they're likely to have 4-6 wounds so this won't necessarily kill them outright.

IllumiNini wrote:
Also:
-- By 'Mortal Wound', what do you mean? Is that supposed to imply no saves of any kind are allowed?
-- Why remove the extra effects associated with Perils?


Mortal Wounds come from Age Of Sigmar. They're automatic hits that wound automatically with no saves. And the the idea is to reduce the amounts of charts and tables you need to consult.

BossJakadakk wrote:
I think the "each psyker/psychic unit gets their own d6 wc" thing is wayyy more complicated than what we have now. Not a way to simplify anything.

I don't like an instant 2d6 wounds (assuming no saves of any kind allowed, that's what "mortal wounds" are in AOS right?). That's so punishing. Psychic stuff probably needs to get toned down, but not to the point where SM libs go "Oh I periled that guy's dead" because the minimum they could roll is 2. Plus hurting other units, d6 wounds on them? I don't think this is a very good change.

Fixed set of powers? Like they get to choose from that list before the game, or they roll on that list, or they just know everything on that list/from those disciplines?


You're right about each unit generating their own WCs. I don't know what I was thinking. It would be easier to just say D6 plus 1 per Psyker. With some pyskers generating more via special rules.

You're also right about the wounds. It's too punishing. Again, I don't know what I was thinking.

And the fixed set of powers would be a list on their warscroll equivalent, the dataslate.
   
Made in us
Automated Rubric Marine of Tzeentch




That would greatly simplify power generation (by getting rid of it) but then you gotta trim the fat of all the powers, and decide what kind of librarians get which disciplines (I'm assuming you might go by chapter). I don't think it's a bad idea, it's just gonna take a lot of fleshing out

Your new idea wouldn't be bad if we were using AOS-style heroes (like you said) where there are substantially more wounds/model. As it is though, SM librarians have 2 wounds, Farseers have 3, Warlocks have 1 (and I'm assuming pretty much all other brotherhood of psykers have 1/model as well). I could get behind just calling perils 1d3 "mortal wounds" with the models as they stand, wounds-wise.

Actually as I think about it, 1d3 doesn't really change the odds for 2 and 3 wound psykers to live, just makes it so 4-wound psykers can't auto-die from it (which would make sense in a way, they're supposed to be the best at controlling the warp right?), and brotherhood of psykers lose up to 3 instead of up to 6.

So really, my change to your idea just keeps more brotherhood of psykers models alive, and 4-wound psykers can't auto-die off one perils. So I guess either could work, depending on how hard you want to curb things back.

I'm still not a fan of how easy it could be to hurt units around the psyker, either. I think if we did my d3 wounds idea instead of d6, we could just leave surrounding units alone. Otherwise, I'd be more a fan of something closer resembling how the daemon warp storm works, just roll a d6 for each unit in range, on a 1 they take 1 wound.

OR if there's a psyker within range of the psyker who perils, it reduces the number of wounds taken by that psyker by 1 (to a minimum of 1?) to represent them banding together to push back the warp? That's just a random thought, though.
   
Made in ie
Tzeentch Veteran Marine with Psychic Potential





Kildare, Ireland

Why are psykers exploding so violently? In previous editions they took a wound- now their units are getting wiped out because of miscasts?

What you want is a system that rewards mastery level and leadership, so throwaway, (low ld, low mastery) psykers can explode amusingly like plasmaguns but high level (LD10, ML3, 4) psykers can use their powers far more reliably.

As it is, Ahriman has the same chance to harness warp charge as an astropath.
   
Made in gb
Fixture of Dakka




Perils = 1 wound no saves. Simple and easy.

Giving fixed powers for every model seems boring to me.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in gb
Master Engineer with a Brace of Pistols






@ BossJakadakk

That (D6 roll of 1 = wound) sounds OK.

@ =Angel=

This is supposed to represent a warp hole being opened, demons attacking, powers going out of control etc, all causing harm to everyone nearby. It's supposed to be very generalized and streamlined. And like I said, characters can have special rules laid out in their 'dataslates' to make them better

@ pm713

So a return to 5th edition style? 1 mortal wound? Seems OK to me.

Fixed powers is a little boring I guess. Maybe on their dataslates, they can have a choice of powers to chose from? The point is to streamline things though. And to take random powers out of the equation too.

I might have to go back to the drawing board to be honest.



   
Made in gb
Fixture of Dakka




I wouldn't know about 5th edition.

Just give them psychic trees like they have now and let them pick from there.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in au
Crushing Black Templar Crusader Pilot






pm713 wrote:
I wouldn't know about 5th edition.

Just give them psychic trees like they have now and let them pick from there.


The only problem with picking powers is it will lead to the spam of the particularly powerful powers.

@OP: I think the only way you can practically simplify the Psykic Phase without doing a complete overhaul is to simplify the Perils table.
   
Made in us
Norn Queen






Instead of d6 dice for themselves why not do 1d6 for both sides like normal that any unit can use + mastery level x2. So a ml 2 unit will have 4 personal dice +1d6 universal.

This message was edited 1 time. Last update was at 2016/07/01 04:03:30



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

This sounds...quite bad.

I don't understand why the Psyker is going to implode almost 100% of the time. Even D6 wounds means the Psyker is dead. Rolling a one is just too uncommon in that instance, and considering how expensive Psykers can get that's WAY too punishing.

Even if you make it D6 wounds with no saves on the UNIT, it's still going to nuke an entire unit AND lash out at near by units?

This is way more dice rolling than is needed, and is WAY too punishing. I can't imagine anyone would EVER take Psykers with a rule like this.

In regards to power selection, I'd prefer powers be able to be purchased for points as opposed to randomly generated. If NAMED characters had fluffy, preselected powers I'd be OK with that. But just generic librarians and the like shouldn't have preset powers for the most part.

Being able to buy our powers would allow us more liberty in creating interesting strategies. Particularly powerful spells could be kept 'in check' by making them a limited (as in only once per army) type of thing.
   
Made in ie
Tzeentch Veteran Marine with Psychic Potential





Kildare, Ireland

 Future War Cultist wrote:

@ =Angel=

This is supposed to represent a warp hole being opened, demons attacking, powers going out of control etc, all causing harm to everyone nearby. It's supposed to be very generalized and streamlined. And like I said, characters can have special rules laid out in their 'dataslates' to make them better



It's not though!
Untrained psykers never see the field of battle. Hell holes open in the background material because there was a powerful human psyker that never got picked up by the black ships. His brain explodes and a warpgate forms.

If a psyker is being fielded as part of an army, he's good enough to be only a risk to himself. The Imperium doesn't just pull random telepaths out of their fortune telling dens, slap them into MK XV cadian fatigues and tell them to blast the enemy with their abilities.
There's a process of selection that weeds out those who are going to turn the warzone into a daemon world.
A trained psyker risks his mind every time he reaches out with his powers. Perils should only hurt the user and special rules can cover any exceptional cases on THEIR dataslates.
   
Made in gb
Fixture of Dakka




 IllumiNini wrote:
pm713 wrote:
I wouldn't know about 5th edition.

Just give them psychic trees like they have now and let them pick from there.


The only problem with picking powers is it will lead to the spam of the particularly powerful powers.

@OP: I think the only way you can practically simplify the Psykic Phase without doing a complete overhaul is to simplify the Perils table.

I agree you would have to nerf and buff some powers. But I'd rather that than no choice for my psykers powers. But these aren't my rules are they.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in gb
Master Engineer with a Brace of Pistols






I got my copy of the current BRB out and went back to the drawing board. I checked out the Perils table and there's a common theme; pass a leadership test or suffer an auto wound. So I'll keep that.

Here's what I have now:

At the start of your Psychic Phase, roll a D6 and add the number of psykers you have to this. That's the number of Warp Tokens you have. (some psykers will have rules in their dataslates meaning that they generate more than one token).

Powers will have a Warp Charge, which is the number of Warp Tokens you need to successfully harness to cast it. A WT is successfully harnessed on a D6 roll of 4+. (again, some psykers will be able to harness them on better numbers).

Two or more 6s results in a Peril. The psyker must pass a Leadership or suffer D3 mortal wounds. The power might still be cast. And remember that in my system characters will have more wounds than before.

Units effected by enemy powers take a leadership test. If they pass, they blocked the power. (some units will be better at this than usual. And in my system vehicles will have the same stats as everyone else so they'll have a leadership value too).

How's that? Quick and easy?



   
Made in us
Guarding Guardian



New York

I think you are going the wrong way with this Idea of quick and easy....

Your system will be giving psykers additional wounds? how are you planning on accounting for these wounds in their points cost? I'm not sure that I would want to see flying deamon princes, and flying Hive tyrants getting free additional wounds.

Have you completely removed the Deny The Witch portion of the Psychic Phase? as it stands currently it is difficult to have a non-psychic unit deny the witch right now (needing a 6 on a d6 for each successful warp charge harnessed) and you want to replace it with a standard LD test (58%, 72%, 83% & 92% at ld 7, 8, 9, & 10) and still have a chance that the psyker can accidentally blow up?

I can kind of agree with the point about psykers not generating their full mastery level in warp charges, but I think you have gone too far by lowering it to 1 charge per model (with additional rules depending on the model) if you want to keep the warp charge count low try: "When rolling to determin the amount of warp charges available each Psychic Phase add the mastery levels of the 2 highest psykers on the field + 1d6." this will keep the maximum number of charges to 14 (2 lvl 4's and a 6 on the d6)


 
   
Made in us
Fixture of Dakka





 Future War Cultist wrote:
I got my copy of the current BRB out and went back to the drawing board. I checked out the Perils table and there's a common theme; pass a leadership test or suffer an auto wound. So I'll keep that.

Here's what I have now:

At the start of your Psychic Phase, roll a D6 and add the number of psykers you have to this. That's the number of Warp Tokens you have. (some psykers will have rules in their dataslates meaning that they generate more than one token).

Powers will have a Warp Charge, which is the number of Warp Tokens you need to successfully harness to cast it. A WT is successfully harnessed on a D6 roll of 4+. (again, some psykers will be able to harness them on better numbers).

Two or more 6s results in a Peril. The psyker must pass a Leadership or suffer D3 mortal wounds. The power might still be cast. And remember that in my system characters will have more wounds than before.

Units effected by enemy powers take a leadership test. If they pass, they blocked the power. (some units will be better at this than usual. And in my system vehicles will have the same stats as everyone else so they'll have a leadership value too).

How's that? Quick and easy?





I'm not sure I see how this really simplifies psychic powers. You'd be cutting out the part where you roll on the Perils table, but that seems to be the only thing that would really change. Your Warp Token generation seems to be pretty much the same as current warp charge generation except that it doesn't take mastery levels into account. Actually casting the power seems to be pretty much the same as it currently is. Ditching the Perils table in favor of "Pass a Leadership or take D3 wounds" is fine (not sure what "mortal" wounds are). Adding wounds to characters is a whole other discussion that's hard to talk about in a vacuum.

Ignoring a power by passing a leadership test is a great way to make sure no one ever uses a malediction or witchfire again. Even units with "bad" leadership scores of 7 will still pass this test more often than not, and things like Necrons, Eldar, and even Marines will ignore your psychic attacks quite handily. Assuming you have a mechanic that gives psychic units a bonus to such tests, you'll literally have a nearly 100% chance of denying the power.

If you want to simplify psychic powers, why not consider going back to something like the 5th edition psychic system? Personally, I like the idea of something like this:
* Psychic powers are no longer random; you buy them with points like any other piece of wargear.
*A given model can cast a number of powers each turn equal to its mastery level.
* To cast a power, simply make a Leadership test. The power goes off if you pass the test. Perils of the Warp happens on double 6 or double 1.
* Perils is just a wound to the psyker with no saves allowed (barring special gear like ghost helms or psychic helms or what have you that specify otherwise).
* Powers have a "Warp Charge" or "Difficulty Rating" or whatever you want to call it. The psyker takes a penalty to his psychic power casting leadership test equal to the WC or DR or whatever of the power.

Obviously you can include wargear or special rules to tweak the above asumptions for various units (like letting a chaos psyker pass a psychic test he would normally have failed at the cost of perils-ing automatically).

The suggested system simplifies things because:
* Non-random powers means less on-the-fly bookkeeping; you choose your powers at list creation, so you have them written down and memorized already.
* You don't have to roll on a random Perils table.
* You don't have to keep track of used and unused warp dice; you just roll a leadership test when casting powers.


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 gb
Fixture of Dakka




Mortal wounds are wounds you aren't allowed saves against. It's from AOS.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in si
Foxy Wildborne







You want a really fast psych phase?

Forget everything about warp charge generation.
You can cast a number of powers equal to your mastery level.
Psychic test = Leadership test with the warp charge cost of the power applied as a penalty to Ld.
Double 1s or double 6s = perils with a number of wounds equal to the warp charge cost of the power used. Applied to caster first, leftover spills to closest friendly unit.

This message was edited 1 time. Last update was at 2016/07/02 09:45:00


The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

The old 5th Ed System was the best and simple. Psyker takes a Leadership test, if you pass you suceed, fail you fail. On a 2 or 12, take a wound with no armour or cover saves allowed, and reroll successful Invulnerable saves.


Automatically Appended Next Post:
Warp Charge can simply be the number of levels needs to cast. So a WC2 power needs Mastery Level 2 to cast. Because there's no way a novice psyker should be able yo unleash a Vortex of Doom.

This message was edited 1 time. Last update was at 2016/07/02 10:39:39


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Not as Good as a Minion





Austria

The Leadership test is a bad mechanic, because all good psyker would also be good leaders or suffer from a bad LS value.

Let them test on their mastery level (ML 1=5+, 2=4+, 3=3+, 4=2+)

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 kodos wrote:
The Leadership test is a bad mechanic, because all good psyker would also be good leaders or suffer from a bad LS value.

Let them test on their mastery level (ML 1=5+, 2=4+, 3=3+, 4=2+)


Exactly, it rewards high Leadership and actualpy provides a use for one of the most useless characteristics, as 90% of units have high enough leadership or a special rule to make leadership tests a formality.

I'm celebrating 8 years on Dakka Dakka!
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Not as Good as a Minion





Austria

If LS is useless, you should add better rules for moral and not re-use the value for something else and run into problem that in the few cases were LS is important beside psionic powers psykers gain a higher profit from it.

Another idea to simplify and re-balance psionic powers was from MagicJuggler:

Spoiler:
.
Psykers have Mastery Levels which show how powerful they are. The Mastery Level of Psionic units depends on the unit size and can decrease during a game if the unit loose models (because they are out of command or removed as a loss).

At the end of the start-phase each Psyker generates two Power Charges per mastery level. Those Power Charges can be used to cast and to block Psionic Powers.
Roll a D6 per Power Charge spend for the Psionic Power. Basic powers manifest on a roll of 4+ and advanced powers on a roll of 5+. You need only one success to cast the power but you can spend up to 4 charges to increase the chance to have one.

If the Psyker or the target of the power is in 12 inch of an enemy Psyker he can try to block the power
He roll a D6 for every power charge spend and block a Basic power on a roll of 4+ and Advanced powers on a roll of 5+.
The blocking Psyker needs to roll equal or more successes as the caster to block the power. If the reacting Psyker cannot block the power but roll at least one success he reduces the amount of successes of the caster.

Instead of casting a power, a Psyker can also block an existing power within 12 inch during the movement phase using his Power Charges.

If you roll a double 6 casting or blocking a power the unit lose one Health Point.


Psionic: X/Y
The Unit can cast and block Psionic Powers. X is the Mastery Level of the unit and Y indicates the number of remaining models (or Health Points for single model units) needed per Mastery Level

Witch Hunter: X
The unit can only block Psionic Powers and never cast ones. X is the Mastery Level.

Iron Will: X
The unit negates Psionic Powers on a roll of X on a D6 if it is the target of the power.

Null-Field: X
The unit completely negates Psionic Powers X inch around the centre of the unit leader. Units inside the field are not affected by any power and if the Psyker himself is inside the field he cannot cast or block Psionics at all.

Psionic Powers
There are four types of Psi-Powers:

Blessing/Malediction: cast in the movement-phase, last for one game turn
Witchfire: cast in the shooting-phase, 1 Attack per success
Utility: cast in any phase
Resonance: cast as reaction only


There are six Psionic disciplines available to any Psyker. Some armies have their own unique disciplines, which are covered in their respective army entries.
Every discipline has six powers available to it, four Basic, and two Advanced powers.
A Psyker knows two Basic and one Advanced power per Mastery Level, and selects those powers during army creation. For every Advanced power the Psyker takes, he must take two Basic powers from the same discipline. The Psyker would need to be Level 4 and have to take all four Basic powers to have access to both Advanced powers.
A Psyker can never take powers from more than two different disciplines



Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in gb
Master Engineer with a Brace of Pistols






What if we just literally used the system from Age Of Sigmar but with added Perils Of The Warp?

- Pyskers have a number of powers. They can attempt to cast each power they have once per turn.
- Every power has a casting value.
- Roll 2D6. If the result is equal to or greater than the casting value, the power is successfully cast.
- Double ones or sixes are Peril Of The Warp. Pass a leadership test or suffer a mortal wound. A double six will still cast the power.
- Enemy units affected by the power can try to Deny The Witch. They roll 2D6. If this roll beats the roll to cast the power, it's denied.

How's that? Not original I know but this is part of a plan to 'Sigmarise' 40k so...maybe that doesn't matter?

Some units can have special rules on their dataslates to mix things up. Some units (all those who currently have adamantium will for example) can add 1 to their deny rolls. Psychic Hoods can also help out. Maybe the Librarian and all friendly units within 12" add 1 to their deny rolls?

EDIT:

In this system I plan to make leadership and morale much more important. For example, if you're pinned, its for 1 automatic turn, so it will now stick.

This message was edited 1 time. Last update was at 2016/07/02 12:04:46


 
   
Made in us
Norn Queen






 Future War Cultist wrote:
What if we just literally used the system from Age Of Sigmar but with added Perils Of The Warp?

- Pyskers have a number of powers. They can attempt to cast each power they have once per turn.
- Every power has a casting value.
- Roll 2D6. If the result is equal to or greater than the casting value, the power is successfully cast.
- Double ones or sixes are Peril Of The Warp. Pass a leadership test or suffer a mortal wound. A double six will still cast the power.
- Enemy units affected by the power can try to Deny The Witch. They roll 2D6. If this roll beats the roll to cast the power, it's denied.

How's that? Not original I know but this is part of a plan to 'Sigmarise' 40k so...maybe that doesn't matter?

Some units can have special rules on their dataslates to mix things up. Some units (all those who currently have adamantium will for example) can add 1 to their deny rolls. Psychic Hoods can also help out. Maybe the Librarian and all friendly units within 12" add 1 to their deny rolls?

EDIT:

In this system I plan to make leadership and morale much more important. For example, if you're pinned, its for 1 automatic turn, so it will now stick.


I would suggest making it a 2d6 +ml to manifest and 2d6+ ml to deny so higher ml units have a better chance to deny.

Similar to your items providing the +1, shadow in the warp should provide the -3 to all effected units. Negating the strength of some psykers, making their powers harder to deny and making powers tougher to manifest, like its supposed to do.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Fixture of Dakka





 Lance845 wrote:
 Future War Cultist wrote:
What if we just literally used the system from Age Of Sigmar but with added Perils Of The Warp?

- Pyskers have a number of powers. They can attempt to cast each power they have once per turn.
- Every power has a casting value.
- Roll 2D6. If the result is equal to or greater than the casting value, the power is successfully cast.
- Double ones or sixes are Peril Of The Warp. Pass a leadership test or suffer a mortal wound. A double six will still cast the power.
- Enemy units affected by the power can try to Deny The Witch. They roll 2D6. If this roll beats the roll to cast the power, it's denied.

How's that? Not original I know but this is part of a plan to 'Sigmarise' 40k so...maybe that doesn't matter?

Some units can have special rules on their dataslates to mix things up. Some units (all those who currently have adamantium will for example) can add 1 to their deny rolls. Psychic Hoods can also help out. Maybe the Librarian and all friendly units within 12" add 1 to their deny rolls?

EDIT:

In this system I plan to make leadership and morale much more important. For example, if you're pinned, its for 1 automatic turn, so it will now stick.


I would suggest making it a 2d6 +ml to manifest and 2d6+ ml to deny so higher ml units have a better chance to deny.

Similar to your items providing the +1, shadow in the warp should provide the -3 to all effected units. Negating the strength of some psykers, making their powers harder to deny and making powers tougher to manifest, like its supposed to do.


I don't like the idea of shutting down psychic powers so easily. If I take an ML1 librarian as a fun, fluffy hq choice in a casual game, my opponent 's psyker-less army shouldn't be almost as likely to cancel my powers as I am to cast them. It handicaps my librarian without my opponent having to do anything. Sure, opponents could be even better at shutting me down by taking psykers or anti-psychic wargear, but even without a single psyker in their army, they have pretty good odds of just making my powers not work.

I'm pretty on-board with most of the rest of that though.

(Tangent: Why do people always seem so eager to make Deny the Witch so potent? Back in the day, you didn't really get a chance to shut down psychic powers at all unless you Had a psychic hood or something. The assumption was that the power would go off, and failures to cast and perils were exceptions rather than the expectation. 7th edition is actually, as far as I'm aware, the edition in which psychic powers are the hardest to cast and the easiest to deny.)


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 at
Not as Good as a Minion





Austria

First, I am against a basic deny the witch for all
but therefore powers should not be to strong either

the AoS rules are nice for a fantasy game, but lack some options

There should be always a choice to either cast a power or shut down an existing buff or debuff

Also the range to deny powers should be limited except for the target (no 24" 4+ bubble)

In this system I plan to make leadership and morale much more important. For example, if you're pinned, its for 1 automatic turn, so it will now stick.

Which system?

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in gb
Master Engineer with a Brace of Pistols






You're right. It's hard enough to get powers to work. So how about this for the rule set:

Some models are noted as being a psyker on their dataslate. You can use a psyker to manifest powers in the hero phase. The type and number of powers a psyker can attempt to manifest each turn is detailed on its dataslate.

A psyker can only attempt to manifest each power once per turn.

Every power has a manifestation value. Roll 2D6. If this is equal to or greater than the manifestation value, the power is successfully manifested, even if the psyker suffers from the perils of the warp (see below).

If a psyker rolls a double one or a double six when attempting to manifest a power, they suffer from the perils of the warp. The psyker must take a leadership test. If the test is failed, they suffer D6 mortal wounds.


And that's it. No denying. But, some units can have a sort of attempt to deny. For example, when trying to cast a power against Grey Knights, vehicles with relic plating etc, you suffer a -1 penalty to your manifestation attempt. Meanwhile, models with psychic hoods can try to stop enemy powers being cast in the style of unbinding magic from AoS.

How should we address powers? Should they be on the dataslate only or should there be a common table of powers?

@ kodos

The system I'm trying to make here and in the parent thread.

This message was edited 2 times. Last update was at 2016/07/03 16:55:25


 
   
Made in at
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Austria

There should be 1 common table of powers and maybe a specific one for Eldar and another one for damons

@system
ok, I have not seen the link in the first post
looks much like the one-page 40k rules, a little to simple for my liking

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in gb
Lethal Lhamean




Birmingham

 Lance845 wrote:
 Future War Cultist wrote:
What if we just literally used the system from Age Of Sigmar but with added Perils Of The Warp?

- Pyskers have a number of powers. They can attempt to cast each power they have once per turn.
- Every power has a casting value.
- Roll 2D6. If the result is equal to or greater than the casting value, the power is successfully cast.
- Double ones or sixes are Peril Of The Warp. Pass a leadership test or suffer a mortal wound. A double six will still cast the power.
- Enemy units affected by the power can try to Deny The Witch. They roll 2D6. If this roll beats the roll to cast the power, it's denied.

How's that? Not original I know but this is part of a plan to 'Sigmarise' 40k so...maybe that doesn't matter?

Some units can have special rules on their dataslates to mix things up. Some units (all those who currently have adamantium will for example) can add 1 to their deny rolls. Psychic Hoods can also help out. Maybe the Librarian and all friendly units within 12" add 1 to their deny rolls?

EDIT:

In this system I plan to make leadership and morale much more important. For example, if you're pinned, its for 1 automatic turn, so it will now stick.


I would suggest making it a 2d6 +ml to manifest and 2d6+ ml to deny so higher ml units have a better chance to deny.

Similar to your items providing the +1, shadow in the warp should provide the -3 to all effected units. Negating the strength of some psykers, making their powers harder to deny and making powers tougher to manifest, like its supposed to do.

This is pretty much how I'd want the Psychic Phase to work, but with only enemy Psykers able to Deny the Wych or units with specific wargear that lets them do so.
   
 
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