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Made in gb
Ork-Hunting Inquisitorial Xenokiller





Important difference to AOS

There is still a psychic phase, which still (presumably) comes after the movement phase... unlike AOS where hero phase comes before movement.

This is reflected in the default "Smite" power which is not targetable - it hits THE NEAREST unit within X... so you must have to use your move to target it rather than just saying "that one"

TO of Death Before Dishonour - A Warhammer 40k Tournament with a focus on great battles between well painted, thematic armies on tables with full terrain.

Read the blog at:
https://deathbeforedishonour.co.uk/blog 
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 H.B.M.C. wrote:
"Updated Warzones"

Ah, so we are getting 40K versions of AoS's Realms.

Goody.

What are Realms???

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Loyal Necron Lychguard




 Silentz wrote:
Important difference to AOS

There is still a psychic phase, which still (presumably) comes after the movement phase... unlike AOS where hero phase comes before movement.

This is reflected in the default "Smite" power which is not targetable - it hits THE NEAREST unit within X... so you must have to use your move to target it rather than just saying "that one"


oooh, I missed that one.

Though it would be interesting if it came before Movement. You could "counter" Smite by positioning your units smartly.
   
Made in gb
Courageous Grand Master




-

I had a right moan about lasguns, boltguns, and of course flak armour

and I'm still unconvinced by them

but looking at that psychic phase, that's not bad. I could live with that.

In 5th it was too basic for me, and in later editions, the scales tipped to heavily in favour of the other side of the scale IMO

but in 8th. It's not bad. it's not bad.

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in us
Decrepit Dakkanaut





Requizen wrote:
 Silentz wrote:
Important difference to AOS

There is still a psychic phase, which still (presumably) comes after the movement phase... unlike AOS where hero phase comes before movement.

This is reflected in the default "Smite" power which is not targetable - it hits THE NEAREST unit within X... so you must have to use your move to target it rather than just saying "that one"


oooh, I missed that one.

Though it would be interesting if it came before Movement. You could "counter" Smite by positioning your units smartly.


Spells are still worded like this in AoS so there is no guarantee that the Psychic Phase comes after movement.


Automatically Appended Next Post:
 whembly wrote:
 H.B.M.C. wrote:
"Updated Warzones"

Ah, so we are getting 40K versions of AoS's Realms.

Goody.

What are Realms???


Different worlds to fight on with various events and terrain rules.

This message was edited 2 times. Last update was at 2017/04/28 14:30:03


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 whembly wrote:
 H.B.M.C. wrote:
"Updated Warzones"

Ah, so we are getting 40K versions of AoS's Realms.

Goody.

What are Realms???

In the lore, Age of Sigmar is set up with "Realms" based upon the old Winds of Magic.
Realm of Life, Beasts, Metal, Shadow, Light, Death, and Fire.
They've given us special rules for fighting within a few of those Realms so far.
For example, in the Realm of Fire? Any kind of terrain is effectively line of sight blocking. Bushes can't be seen over, since they're assumed to be on fire and generating clouds of smoke and the like.


It really shouldn't surprise anyone that we're getting "Updated Warzones", since they flatout said that Planetfall, Cities of Death, Death From the Skies, and Stronghold Assault were going to get reworked for this edition.

Oh and they have a section detailing 6 different Warzones. We have Cadia(or presumably, the ruined planetoids leftover of Cadia Prime and the surrounding planets), Armageddon, Ultramar, Damocles, Fenris, and Baal.

This message was edited 1 time. Last update was at 2017/04/28 14:35:13


 
   
Made in us
Decrepit Dakkanaut





I guess we can also look forward to no more free summoning. People will need to carve points from their list to bring units onto the table. This also likely means deepstrike will no longer be random, but will come with a 9" bubble from enemy units (no more d-scythe drop and wipe).
   
Made in fi
Courageous Space Marine Captain






Psychic phase changes themselves seem OK. I like that lesser psykers are no longer just batteries for the big guys.

Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...

   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 Kanluwen wrote:
 whembly wrote:
 H.B.M.C. wrote:
"Updated Warzones"

Ah, so we are getting 40K versions of AoS's Realms.

Goody.

What are Realms???

In the lore, Age of Sigmar is set up with "Realms" based upon the old Winds of Magic.
Realm of Life, Beasts, Metal, Shadow, Light, Death, and Fire.
They've given us special rules for fighting within a few of those Realms so far.
For example, in the Realm of Fire? Any kind of terrain is effectively line of sight blocking. Bushes can't be seen over, since they're assumed to be on fire and generating clouds of smoke and the like.


It really shouldn't surprise anyone that we're getting "Updated Warzones", since they flatout said that Planetfall, Cities of Death, Death From the Skies, and Stronghold Assault were going to get reworked for this edition.

Oh and they have a section detailing 6 different Warzones. We have Cadia(or presumably, the ruined planetoids leftover of Cadia Prime and the surrounding planets), Armageddon, Ultramar, Damocles, Fenris, and Baal.

That's actually a pretty cool game mechanic and maybe we'd see more inclusions of those different Warzones in our games.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Martial Arts Fiday






Nashville, TN

 Not-not-kenny wrote:
 H.B.M.C. wrote:
"Updated Warzones"

Ah, so we are getting 40K versions of AoS's Realms.

Goody.


Wow I have literally no idea whether you're being sarcastic or not.


I have a handy flow chart:

Did GW put out something new?

Yes. No
Is the poster HBMC? It may or may not be sarcasm
Yes.

It's definitely sarcasm/vitriol

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Made in us
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 Crimson wrote:
Psychic phase changes themselves seem OK. I like that lesser psykers are no longer just batteries for the big guys.

Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...


This concerns me as well. But, I'll wait and see what they give us.

   
Made in gb
Longtime Dakkanaut




Mortal wounds ignoring invulnerable is ugly, AoS has rare but present saves against mortal wounding that are effectively the AoS version of invulnerable saves.

I assume this is essentially the strength D replacement, and if every Psyker can do it, then likely just as overused.

Don't be surprised if Wraithguard have range 8 auto-hit D6 mortal wounds.
   
Made in gb
Courageous Grand Master




-

I'd also be concerned with the deep striking rules. There should always be that 1 in 100 chance where sadly, your terminators teleport into a mountain or something.

It's been their fluff for years, so I hope they keep that.

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in us
Been Around the Block




Glasgow

Realms are very rarely used. They're stated in the Core Rules, but I don't think they've ever been expanded upon outside of some Narrative Books. They're there for Open/Narrative primarily. I don't think I've ever seen a BatRep use them.
   
Made in us
Dakka Veteran






 Galas wrote:
Every faction will have its own psychic lore with a range of thematic powers.


So... Tau Psykers confirmed?


hah - yes and what about Necrons too?
   
Made in fi
Courageous Space Marine Captain






 Alpharius wrote:
Maybe the 8E version of "Eternal Warrior" will allow the model to make saves vs. "Mortal Wounds"?


Yes, we totally need a system where there are Saves and Invulnerable Saves which cannot be bypassed... except they can be bypassed by Mortal Wounds! Then we can have Eternal Save which can save Mortal Wounds... at least until they introduce Eternally Mortal Wounds!


Automatically Appended Next Post:
Daedalus81 wrote:

Different worlds to fight on with various events and terrain rules.

I think that's a nice thing to have. By no means even remotely essential, but they can be used to add some variety if you so desire.

This message was edited 2 times. Last update was at 2017/04/28 14:43:05


   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

changemod wrote:
Mortal wounds ignoring invulnerable is ugly, AoS has rare but present saves against mortal wounding that are effectively the AoS version of invulnerable saves.

I assume this is essentially the strength D replacement, and if every Psyker can do it, then likely just as overused.

Don't be surprised if Wraithguard have range 8 auto-hit D6 mortal wounds.

To be fair, casters are waaaay toned down in Age of Sigmar compared to 8th.
Each model only being able to cast a certain number of spells/powers is a Big Deal rather than just throwing a model with a low number of spells to cast and a huge amount of dice getting thrown at it.

And let's not forget that in AoS, some of the armies that are light on casters instead have things that let them neutralize spells hitting them instead.

Wood Elves, for example, at the launch had a Battle Standard Bearer with a rather hefty 'umbrella' of letting you roll a D6 against Mortal Wounds caused by spells.
   
Made in se
Dakka Veteran




 H.B.M.C. wrote:
"Updated Warzones"

Ah, so we are getting 40K versions of AoS's Realms.

Goody.


You should probably step away from the keyboard and get some fresh air. All this bile and vitriol will give you some kind of stroke.
   
Made in us
Decrepit Dakkanaut





 Crimson wrote:
Psychic phase changes themselves seem OK. I like that lesser psykers are no longer just batteries for the big guys.

Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...


I fully anticipate the rule of 1. Also the wording of this particular spell does make it hard to target exactly what you want.
   
Made in gb
Longtime Dakkanaut




 Do_I_Not_Like_That wrote:
I'd also be concerned with the deep striking rules. There should always be that 1 in 100 chance where sadly, your terminators teleport into a mountain or something.

It's been their fluff for years, so I hope they keep that.


Well, as you can probably tell from my posts in this thread if you've seen them, I'm in favour of reliability and against excess randomness beyond basics like to hit and to wound.

So I'd be quite happy with terminators just getting to set up within a certain distance. Especially since terminators are one of several units that are meant to be iconically elite but underwhelm.

I similarly hope carnifexes are good, for example. Sure they've been overtaken by bigger beasts, but they're still the iconic one. Even something like it being easy to spam carnifexes would be awesome.
   
Made in gb
Mighty Vampire Count






UK

Psychic pahse looks good - no more warp charge dice nonsence

Wierd that non psychic races getting psychic stuff unless its otehr stuff that acts like psychic?

Mortal Wounds ingnoring Invulnable - ah now thats a shame. There are plenty of AOS units that can save or ignore Mortal wounds, hopefully 40k has the same.

Ah just read on face book that non psychic factios do get a psychic phase but can;t do anything it in.........

This message was edited 1 time. Last update was at 2017/04/28 14:53:48


I AM A MARINE PLAYER

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Shoreline

 docdoom77 wrote:
 Crimson wrote:
Psychic phase changes themselves seem OK. I like that lesser psykers are no longer just batteries for the big guys.

Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...


This concerns me as well. But, I'll wait and see what they give us.


Maybe it is just me but I hope Mortal wounds will be somewhat more spread out. This mechanic is basically anti-deathstars/GMC/SHV! I never liked those in normal 40k games. But interesting times ahead
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

 Crimson wrote:
Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...
I thought when I read that "Oh, like the flamethrower."... NOPE, that was D6 auto-hits for the "unit".
This is basically auto-wounds to a unit with no saves of any kind.
Potentially scrape 3 or 6 one wound guys out of a unit or 3 or 6 wounds from a big model... yeowch!
This is the new D-weapon, that new rule is mortally offensive!

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in gb
Courageous Grand Master




-

changemod wrote:
 Do_I_Not_Like_That wrote:
I'd also be concerned with the deep striking rules. There should always be that 1 in 100 chance where sadly, your terminators teleport into a mountain or something.

It's been their fluff for years, so I hope they keep that.


Well, as you can probably tell from my posts in this thread if you've seen them, I'm in favour of reliability and against excess randomness beyond basics like to hit and to wound.

So I'd be quite happy with terminators just getting to set up within a certain distance. Especially since terminators are one of several units that are meant to be iconically elite but underwhelm.

I similarly hope carnifexes are good, for example. Sure they've been overtaken by bigger beasts, but they're still the iconic one. Even something like it being easy to spam carnifexes would be awesome.


A lot of 40k battlegrounds are fought in systems where the warp has an undue influence on things, and teleportation is often the first to suffer.

Even if it's only included as a specific rule in a specific scenario, it would be good if it featured somewhere, although I admit it's no fun losing your terminators that way.

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Mr Morden wrote:
Psychic pahse looks good - no more warp charge dice nonsence

Wierd that non psychic races getting psychic stuff unless its otehr stuff that acts like psychic?

Mortal Wounds ingnoring Invulnable - ah now thats a shame. There are plenty of AOS units that can save or ignore Mortal wounds, hopefully 40k has the same.

Those units that can save/ignore Mortal Wounds have it set on their profile.

I think that's going to be the case.
   
Made in gb
Courageous Grand Master




-

 Mr Morden wrote:
Psychic pahse looks good - no more warp charge dice nonsence

Wierd that non psychic races getting psychic stuff unless its otehr stuff that acts like psychic?

Mortal Wounds ingnoring Invulnable - ah now thats a shame. There are plenty of AOS units that can save or ignore Mortal wounds, hopefully 40k has the same.


As somebody once said, magic is indistinguishable from advanced science, so perhaps the Tau 'physic' powers is nothing more them using, er, advanced science

It would fit in with the Tau background.

There was a Babylon 5 episode with those techno mages? The name escapes me, and that theme cropped up in it.

So yeah, I'd buy the Tau having 'psychic' powers.

"Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky. But is it true?" - Tom Kirby, CEO, Games Workshop Ltd 
   
Made in us
Powerful Phoenix Lord





 Do_I_Not_Like_That wrote:
I'd also be concerned with the deep striking rules. There should always be that 1 in 100 chance where sadly, your terminators teleport into a mountain or something.

It's been their fluff for years, so I hope they keep that.


A commonly forgotten rule in 2nd ed. was really cool. If you were playing against Daemons (i.e. the Chaos player had Daemons being held - waiting to be summoned), any model teleporting would become a Daemon in a roll of 1 on a D6. Making it far more dangerous to teleport Terminators or Warp Spiders or a model with a Warp Generator etc. Obviously Grey Knights were immune to this, but it was a nice added danger.

PPFFFZZZZZT
"Ultramarines, report!"
"Two here!"
"Three here!"
"Four here, for the Emperor!"
"..."
(turns slowly...sees a Greater Daemon standing where Terminator five should be standing)


   
Made in us
Decrepit Dakkanaut





 Do_I_Not_Like_That wrote:


As somebody once said, magic is indistinguishable from advanced science, so perhaps the Tau 'physic' powers is nothing more them using, er, advanced science

It would fit in with the Tau background.

There was a Babylon 5 episode with those techno mages? The name escapes me, and that theme cropped up in it.

So yeah, I'd buy the Tau having 'psychic' powers.


All well and good, but they would still have to interact with the warp in some way. Perhaps some new Tau research will unveil a solution.
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 Crimson wrote:
Psychic phase changes themselves seem OK. I like that lesser psykers are no longer just batteries for the big guys.

Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...
this is a concern I have as well, though I otherwise dont mind the other changes. At least with Smite however it's a bit wonky to deploy, it targets the nearest unit, not the unit of your choice, so you have to at least do some minimal work to acquire an optimal target for it.

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New Heavy Gear Log! Also...Grey Knights!
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 Talizvar wrote:
 Crimson wrote:
Mortal Wounds though... urgh... This I don't like. They have all the same scalability problems as D weapons. I'd hope they'd be used extremely sparingly, but given that the standard psychic power accessible by everyone already dishes them out, the prospects won't look good...
I thought when I read that "Oh, like the flamethrower."... NOPE, that was D6 auto-hits for the "unit".
This is basically auto-wounds to a unit with no saves of any kind.
Potentially scrape 3 or 6 one wound guys out of a unit or 3 or 6 wounds from a big model... yeowch!
This is the new D-weapon, that new rule is mortally offensive!


Wait, I thought in the Weapon section it said that wounds don't spill over. i.e., a 3 Wound weapon hitting a unit of single-wound models will only kill one model.

If that's the case, Smite is only scary against big things. Or maybe Psychics work differently.
   
 
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