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Made in us
Longtime Dakkanaut






Chillicothe, OH

Well, to be fair, psykers are supposed to be walking levels of destruction. Able to summon storms and wipe out armies.

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Armies in 8th:
Minotaurs: 1-0-0
Thousand Sons: 15-3

 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

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

and I'm still unconvinced by them


Enlighten me, please.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
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Sword-Bearing Inquisitorial Crusader




 Do_I_Not_Like_That wrote:
 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.


This is essentially how Tyranids have workes for the last 3 editions, so no problems there
   
Made in us
Mutilatin' Mad Dok






Requizen wrote:
 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.


My best guess is that Mortal Wounds will spill over. Or that it depends on the wording. This one says: "D3 MW to the unit." Maybe another will say: "D3 MW to a model."

   
Made in es
Brutal Black Orc




Barcelona, Spain

 H.B.M.C. wrote:
"Updated Warzones"

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

Goody.


Yeah, Warzone Valedor, Warzone Pandorax and Warzone Armaggeddon all came after Age of Sigmar's publication and were totally influenced by the concept of the Realms.

/s
   
Made in us
Fresh-Faced New User




Requizen wrote:

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.


The power says unit in it's description, so it could easily be different than the basic rule. It's even possible different powers will target a model and not a unit.
   
Made in us
Haemonculi Flesh Apprentice






Really not understanding the big deal with mortal wounds. I would assume things that utilize the mechanic are rare and expensive. I mean so far look at smite, it targets the closest thing lol, you need to successfully cast it, not have it unbound/dispelled THEN it's only d3 wounds the majority of the time... WOW, super broken lol. It looks like archane bolt from AoS, I would guess everyone can use smite by defalt, there is probably a power the same as mystic shield that everyone can use too.

I mean we just played through 20 years where 95% of the units in the game had no save from AP2 and suddenly this mechanic is cancer?!

I like it, it allows for more devastating attacks while not even coming CLOSE to D or stomps now, so hearing the comparisons is laughable. A mortal wound or 2 here and there is nothing compared to removed from play. Remember lots of wounds are a thing now, a marine character could have 5 wounds on average.

Oh and another laugh at the guy saying wraith guard with D-scythes wioll do d6 mortal wounds each... LOL. You have no idea what ANY elday unit of weapon does yet and porting the stuff over from 7th with no alteration is silly.

   
Made in gb
Regular Dakkanaut




Its concerning because its actually better than current D (which is only on a roll of a 6 to ignore inv), and in the back of our mind I'm sure some of us are thinking please GW dont give this to wraith weaponry.
   
Made in us
Pious Palatine




 Red Corsair wrote:
Really not understanding the big deal with mortal wounds. I would assume things that utilize the mechanic are rare and expensive. I mean so far look at smite, it targets the closest thing lol, you need to successfully cast it, not have it unbound/dispelled THEN it's only d3 wounds the majority of the time... WOW, super broken lol. It looks like archane bolt from AoS, I would guess everyone can use smite by defalt, there is probably a power the same as mystic shield that everyone can use too.

I mean we just played through 20 years where 95% of the units in the game had no save from AP2 and suddenly this mechanic is cancer?!

I like it, it allows for more devastating attacks while not even coming CLOSE to D or stomps now, so hearing the comparisons is laughable. A mortal wound or 2 here and there is nothing compared to removed from play. Remember lots of wounds are a thing now, a marine character could have 5 wounds on average.

Oh and another laugh at the guy saying wraith guard with D-scythes wioll do d6 mortal wounds each... LOL. You have no idea what ANY elday unit of weapon does yet and porting the stuff over from 7th with no alteration is silly.


Also look at the relative ranges of the abilities, 18" cast range means you pretty much have to get into unbinding range to use it.


 
   
Made in us
Dakka Veteran




So, the psychic phase appears to be working pretty much identical to AoS. An example of this can be seen on the Lord of Change. Who will probably have the same abilities in 40k.


Spoiler:

MAGIC
A Lord of Change is a wizard. It can attempt to
cast two different spells in each of your own hero
phases, and attempt to unbind two spells in each
enemy hero phase. It knows the Arcane Bolt,
Mystic Shield and Infernal Gateway spells.
INFERNAL GATEWAY
The Lord of Change opens a portal to the Realm
of Chaos, pulling warriors to their doom. Infernal
Gateway has a casting value of 7. If successfully
cast, pick a visible enemy unit within 18" of the
caster and roll 9 dice. For each roll that equals
or beats the number shown on the damage table
above, the unit suffers a mortal wound.

Chaos Wizards know the Summon Lord of
Change spell, in addition to any others they know.
SUMMON LORD OF CHANGE
Summon Lord of Change has a casting value of
10. If successfully cast, you can set up a Lord of
Change within 18" of the caster and more than
9" from any enemy models. The unit is added
to your army but cannot move in the following
movement phase


If you replace the word Wizard with Sorcerer. And Arcane Bolt with Smite.
You would pretty much have the rules for Lord of Change.

   
Made in gb
Courageous Grand Master




-

 Bobthehero wrote:
 Do_I_Not_Like_That wrote:
I had a right moan about lasguns, boltguns, and of course flak armour

and I'm still unconvinced by them


Enlighten me, please.


My arguments are on page 70 something

I won't repeat them again. They're on the record for anybody who wants to read them.

"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
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

So... I'm assuming that psychic "heavy" units, ie Librarius Conclave, Magnus, Eldrad, etc... would have some sort of bonus to make it easier to cast?

Wonder how that would look...

Live Ork, Be Ork. or D'Ork!


 
   
Made in gb
Courageous Grand Master




-

Daedalus81 wrote:
 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.


Tyranids don't use the warp, though?

"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
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 Do_I_Not_Like_That wrote:
Daedalus81 wrote:
 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.


Tyranids don't use the warp, though?

eh? Shadow of the Warp?

They're casters too...

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Irked Necron Immortal



Colorado

Not sure if this has been covered but do we know (or based on AoS) if psychic powers are random still?
   
Made in gb
Longtime Dakkanaut




whembly wrote:So... I'm assuming that psychic "heavy" units, ie Librarius Conclave, Magnus, Eldrad, etc... would have some sort of bonus to make it easier to cast?

Wonder how that would look...



Mm, so psychic aside, there should be another FAQ stream today, right? How far off is that?
   
Made in us
Haemonculi Flesh Apprentice






secretForge wrote:
Its concerning because its actually better than current D (which is only on a roll of a 6 to ignore inv), and in the back of our mind I'm sure some of us are thinking please GW dont give this to wraith weaponry.


It actually isn't, like at all. D weapons sucked against the average joe, they were no more threatening then a las canon, nothing has changed here. Only now you consistently might do more damage to big scary things BUT YOU NEVER REMOVE THEM ENTIRELY IN ONE SHOT! Major difference here. You also need to consider everything is getting more wounds, so which is worse, a wraith knight that can be hit with D and 16% of the time is flat out removed with no chance of survival OR a wraith knight with 15 wounds that takes D3 wounds without save?

   
Made in us
Regular Dakkanaut



Shoreline

Today is supposed to be the live QA with GW? Do we know what time it is?
   
Made in us
Pious Palatine




v0iddrgn wrote:
Not sure if this has been covered but do we know (or based on AoS) if psychic powers are random still?


AoS you get to choose whether they are random or not. Most tournament have you choose your powers at the beginning of the tournament and keep it for the whole thing.

It basically works like wargear.


 
   
Made in us
The New Miss Macross!





the Mothership...

 Red Corsair wrote:
Really not understanding the big deal with mortal wounds. I would assume things that utilize the mechanic are rare and expensive. I mean so far look at smite, it targets the closest thing lol, you need to successfully cast it, not have it unbound/dispelled THEN it's only d3 wounds the majority of the time... WOW, super broken lol. It looks like archane bolt from AoS, I would guess everyone can use smite by defalt, there is probably a power the same as mystic shield that everyone can use too.


Can someone explain what mortal wounds actually do in AOS? Do they just completely ignore saves? Cause a dX number of wounds? Is it an always "on" ability or does it need to be activated on a roll of a 6 like a stomp? All of the above? None of the above? I'm getting bits and pieces along with speculation and a bit of conflicting info from various posts on the past two pages but nothing all in one spot.
   
Made in gb
Courageous Grand Master




-

 whembly wrote:
 Do_I_Not_Like_That wrote:
Daedalus81 wrote:
 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.


Tyranids don't use the warp, though?

eh? Shadow of the Warp?

They're casters too...


I haven't read the background fluff in-depth for years.

I always thought that like Orks, the more Tyranids, the more energy is generated, which is then channelled into psychic energy and controlling the smaller creatures etc etc.

What the dakka do I know?

"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 gb
Grim Dark Angels Interrogator-Chaplain





Earth

Hi warhammer tv. I know it's too late now but this system is essentially the same as the old system, but with a set value you roll above rather than beneath. That system was changed to the current warp charge system, which was bad to say the least (incidentally that was also from a prior fantasy system that didn't work properly). To my point, you will come across a lot of issues as you carry this new system on, I urge your designers to look at the prior systems and see why they didn't work, the best "magic" phase that has been made so far was the 8th fantasy one, This "new" system will work mechanically but it will have the same problems the ones from 3rd, 4th and 5th had.

Hey Tony - that's good feedback and we shall indeed pass it on

At least i got a reply
   
Made in us
Fresh-Faced New User




changemod wrote:
whembly wrote:So... I'm assuming that psychic "heavy" units, ie Librarius Conclave, Magnus, Eldrad, etc... would have some sort of bonus to make it easier to cast?

Wonder how that would look...



Mm, so psychic aside, there should be another FAQ stream today, right? How far off is that?


They said there would be another FAQ stream, but I don't think they ever announced when it would happen. I have no idea where people got the idea it was today.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 Do_I_Not_Like_That wrote:
 whembly wrote:
 Do_I_Not_Like_That wrote:
Daedalus81 wrote:
 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.


Tyranids don't use the warp, though?

eh? Shadow of the Warp?

They're casters too...


I haven't read the background fluff in-depth for years.

I always thought that like Orks, the more Tyranids, the more energy is generated, which is then channelled into psychic energy and controlling the smaller creatures etc etc.

What the dakka do I know?

Close...

Tyranids ARE psychic beings... it's just that they're so massive in the their swarm, that their presence creates a "shadow" in the warp that makes other psyhic being's life a wee bit difficult.

Orks' gestalt presence is derived from their Waaagh... that is, the bigger the brawl, the more potent orks (and their warphead) tend to be.



This message was edited 2 times. Last update was at 2017/04/28 15:21:58


Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Regular Dakkanaut




 whembly wrote:
So... I'm assuming that psychic "heavy" units, ie Librarius Conclave, Magnus, Eldrad, etc... would have some sort of bonus to make it easier to cast?

Wonder how that would look...


Judging by how the most spell-heavy army in AoS (Disciples of Tzeentch) works, it'll be a mixture of things. The Lord of Change, for example, grants everyone friendly wizard around it (including itself) a flat bonus to casting and dispelling roles. The Lord of Change itself can also change the lower die on its roll to match the higher die (so, if the LoC rolled a 6 and a 1, it'd cast at a 13 (12+1)). The army also has other units that can offer similar flat bonuses to spellcasting, either inherently or through spells of their own.
   
Made in us
Been Around the Block




Glasgow

 warboss wrote:
 Red Corsair wrote:
Really not understanding the big deal with mortal wounds. I would assume things that utilize the mechanic are rare and expensive. I mean so far look at smite, it targets the closest thing lol, you need to successfully cast it, not have it unbound/dispelled THEN it's only d3 wounds the majority of the time... WOW, super broken lol. It looks like archane bolt from AoS, I would guess everyone can use smite by defalt, there is probably a power the same as mystic shield that everyone can use too.


Can someone explain what mortal wounds actually do in AOS? Do they just completely ignore saves? Cause a dX number of wounds? Is it an always "on" ability or does it need to be activated on a roll of a 6 like a stomp? All of the above? None of the above? I'm getting bits and pieces along with speculation and a bit of conflicting info from various posts on the past two pages but nothing all in one spot.


Mortal Wounds ignore wounds. Sometimes they proc on a dice roll, other times they are automatic. There are abilities that ignore them, such as Nurgle Daemeons with Disgustingly Resilient, which ignore any wounds on a 6.

The worry with D-Scyhes is that they will be similar to a Stormfiend's Warpfire Thrower which currently outputs 2D6 Mortal Wounds to a unit within 8". They're big in the meta as a Chaos unit called Sayl can effectively "throw" them across the board as a spell. That said, they don't work so well against tarpits, or split deployment.

This message was edited 2 times. Last update was at 2017/04/28 15:25:05


 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

 Formosa wrote:
Hi warhammer tv. I know it's too late now but this system is essentially the same as the old system, but with a set value you roll above rather than beneath. That system was changed to the current warp charge system, which was bad to say the least (incidentally that was also from a prior fantasy system that didn't work properly). To my point, you will come across a lot of issues as you carry this new system on, I urge your designers to look at the prior systems and see why they didn't work, the best "magic" phase that has been made so far was the 8th fantasy one, This "new" system will work mechanically but it will have the same problems the ones from 3rd, 4th and 5th had.

Hey Tony - that's good feedback and we shall indeed pass it on

At least i got a reply



8th edition fantasy magic phase was the best? Hmmm... I assume that if for best you value a overpowered destruction values and all of that...

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

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





Curb stomping in the Eye of Terror!

Brian888 wrote:
 whembly wrote:
So... I'm assuming that psychic "heavy" units, ie Librarius Conclave, Magnus, Eldrad, etc... would have some sort of bonus to make it easier to cast?

Wonder how that would look...


Judging by how the most spell-heavy army in AoS (Disciples of Tzeentch) works, it'll be a mixture of things. The Lord of Change, for example, grants everyone friendly wizard around it (including itself) a flat bonus to casting and dispelling roles. The Lord of Change itself can also change the lower die on its roll to match the higher die (so, if the LoC rolled a 6 and a 1, it'd cast at a 13 (12+1)). The army also has other units that can offer similar flat bonuses to spellcasting, either inherently or through spells of their own.

That'd be great... I'm very optimistic about this now!

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Regular Dakkanaut




 warboss wrote:
 Red Corsair wrote:
Really not understanding the big deal with mortal wounds. I would assume things that utilize the mechanic are rare and expensive. I mean so far look at smite, it targets the closest thing lol, you need to successfully cast it, not have it unbound/dispelled THEN it's only d3 wounds the majority of the time... WOW, super broken lol. It looks like archane bolt from AoS, I would guess everyone can use smite by defalt, there is probably a power the same as mystic shield that everyone can use too.


Can someone explain what mortal wounds actually do in AOS? Do they just completely ignore saves? Cause a dX number of wounds? Is it an always "on" ability or does it need to be activated on a roll of a 6 like a stomp? All of the above? None of the above? I'm getting bits and pieces along with speculation and a bit of conflicting info from various posts on the past two pages but nothing all in one spot.


So, everything in AoS has a save value (for example, a unit may have a 4+ save value). Rend can reduce that save (an attack from a -1 rend weapon reduces that save, effectively, to a 5+). Mortal wounds bypass the save completely; they're automatically applied to the model. HOWEVER, some models (such as Plaguebearers) have a "save-after-the-save" that they can take to cancel mortal wounds or wounds they otherwise would have suffered from failing their save roll. A Plaguebearer, for example, cancels a wound it suffers, whether it's a mortal wound or just a wound from a failed normal save, on a straight 5+.
   
Made in us
Pious Palatine




 DynamicCalories wrote:
 warboss wrote:
 Red Corsair wrote:
Really not understanding the big deal with mortal wounds. I would assume things that utilize the mechanic are rare and expensive. I mean so far look at smite, it targets the closest thing lol, you need to successfully cast it, not have it unbound/dispelled THEN it's only d3 wounds the majority of the time... WOW, super broken lol. It looks like archane bolt from AoS, I would guess everyone can use smite by defalt, there is probably a power the same as mystic shield that everyone can use too.


Can someone explain what mortal wounds actually do in AOS? Do they just completely ignore saves? Cause a dX number of wounds? Is it an always "on" ability or does it need to be activated on a roll of a 6 like a stomp? All of the above? None of the above? I'm getting bits and pieces along with speculation and a bit of conflicting info from various posts on the past two pages but nothing all in one spot.


Mortal Wounds ignore wounds. Sometimes they proc on a dice roll, other times they are automatic. There are abilities that ignore them, such as Nurgle Daemeons with Disgustingly Resilient, which ignore any wounds on a 6.

The worry with D-Scyhes is that they will be similar to a Stormfiend's Warpfire Thrower which currently outputs 2D6 Mortal Wounds to a unit within 8". They're big int he meta as a Chaos unit called Sayl can effectively "throw" them across the board as a spell. That siad, they don't work so well against tarpits, or split deployment.


Yeah they're a type of DAMAGE not a type of weapon or attack.


 
   
 
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