Racerguy180 wrote:The other day while discussing changes to make 8th "better" I said what if Psykers were to blow up on a 6 when they die. My justification for it would be since their mind is no longer controlling the warp energies that course through their bodies, in their death throes they would cause units within 6" would cause 1 mortal wound.
We were pretty much 50/50 on whether it would add anything to the game.
What do y'all think?
Nah. Fluff aside (which Vitali has pointed out doesn't really fit), you end up with one of the following scenarios:
1. You don't roll any 6s, and it never matters.
2. You roll 6s, but nothing worth mentioning is close bye, so it doesn't matter.
3. At least one of your psykers explodes and takes some of his buddies with him. So in addition to losing a (possibly expensive) unit, you've taken additional wounds for having the audacity to put your psyker near other units instead of slowing the game down to carefully keep things out of his blast radius. Extra slowness ensues when you try to position units just so in future games in order to screen your psykers while also avoiding mortal wounds when they pop.
4. At least one of your psykers explodes and takes some of the enemy with him. At which point you might feel a bit better about losing a unit, but your opponent feels worse about being punished for killing a key unit.
"Good job killing Magnus. Now he's going to take a few of those terminators, half that devastator squad, and your wounded chaplain with him."
5. Depending on specifics, people potentially start deciding that psyker explosions are totally worth it on cheap psykers. Now astropaths and sanctioned psykers are happily exploding some of their guardsman screens in order to take your units with them.
6. Psykers explode just often enough at just the right times for it to be neat but not game-swinging. At which point it's probably fine and kind of cool but also slows the game down slightly.