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Made in gb
Dakka Veteran




Psychic Phase
Warrior mystics and paranormal mutants harness the strange powers of the warp to unleash devastating spells and offer uncanny blessings. These eldritch forces are a dangerous tool, which one can doom friend and foe alike if not handled with caution.
The Psychic phase is split into two steps. First you generate Focus points. Then you can manifest psychic powers.
  • Focus
  • Manifestation

  • 1. Focus
    At the start of your Psychic phase, you generate Focus points (FPs) for each eligible PSYKER unit from your army on the battlefield. PSYKER units that Fell Back this turn (other than TITANIC units) or are performing an action are not eligible. Each eligible PSYKER unit generates a number of FPs equal to its Psyker level, which can be found on its datasheet. For example, if a unit has a Psyker level of 2, it generates 2 FP.

    Once you have generated all your FPs, progress to the Manifestation step of the Psychic phase.

    2. Manifestation
    Start the Manifestation step of your Psychic phase by selecting one eligible PSYKER unit from your army to manifest psychic powers with. PSYKER units that Fell Back this turn (other than TITANIC units) are not eligible. After you have manifested psychic powers with one of your eligible units, you can then select another of your eligible PSYKER units to manifest psychic powers with, and so on, until you have done so with as many of your units as you wish.

    No unit can be selected to manifest psychic powers more than once in each Psychic phase. Once all your eligible PSYKER units that you wish to manifest psychic powers with have done so, and no other rules need to be resolved in your Psychic phase, your Psychic phase ends and you progress to the Shooting phase.

    Manifesting Psychic Powers
    When you select a PSYKER unit to manifest psychic powers, use the following sequence:
    Spoiler:
    1. Select Power
    Select one psychic power that PSYKER unit knows, and manifest it. You cannot manifest the same power more than once in the same Psychic phase, even with different PSYKER units. The psychic powers that each unit knows are detailed on its datasheet – almost all PSYKERS know the Smite power, described below. Most PSYKER units can generate their powers from a specific list; do so before the battle, and note them on your army roster.

    Each psychic power has a Warp value – the higher this is, the more difficult it is to manifest the power.

    2. Select Targets
    Once you have chosen a psychic power to manifest, select an eligible target (or targets) for that power. Eligible targets will be described in the power itself; if there are no eligible targets, the power fails and the sequence ends.

    3. Focus Points
    Once you have selected targets for the psychic power, you can spend up to 3 FPs on that power. Each time you spend FPs, reduce your FP total by that amount. Any unspent FPs are removed at the end of the phase.

    4. Deny the Witch
    After you have declared how many FPs you will spend, the opposing player can select an eligible PSYKER unit from their army to deny that power. An eligible unit is one that is within 18” of the PSYKER unit manifesting the power, or within 6” of a target of that power. No unit can be selected to deny a psychic power more than once in each Psychic phase.

    When a PSYKER unit denies a psychic power, take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the power’s Warp value, use that result in place of the power’s Warp value until the sequence ends.

    5. Psychic test
    Once the opposing player has made any Deny the Witch tests they wish to, take a Psychic test roll for that unit by rolling one D6. If you spent any FPs on this power, roll an additional D6 for each FP spent. For example, if you spent two FPs, roll 3D6 instead of one D6. If the total is equal to or greater than that power’s Warp value, the Psychic test is passed.

    6. Resolve Power
    If the Psychic test was passed, the power is successfully manifested; resolve its effects, which will be described in the power itself. Otherwise, the power fails and has no effect.

    7. Perils of the Warp
    Each time you take a Psychic test for a PSYKER unit, it may suffer Perils of the Warp. After taking a Psychic test and resolving the power’s effects (if any):
  • Mental Backlash: If you rolled a double 1 when taking a Psychic test for a PSYKER unit, that unit suffers D3 mortal wounds. If you rolled a triple 1 (or more); it suffers D6 mortal wounds instead.
  • Warp Surge: If you rolled a double 6 when taking a Psychic test for a PSYKER unit, that unit suffers D3 mortal wounds. If you rolled a triple 6 (or more), it suffers 3 mortal wounds instead, and you gain 1 FP.

  • If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

    8. Repeat Sequence
    When the sequence ends, return to step 1 and select another psychic power for this PSYKER unit to manifest. Each PSYKER unit can manifest a number of psychic powers in each Psychic phase up to its Psyker level. For example, a level 3 PSYKER can manifest up to 3 different psychic powers in each Psychic phase.

    If this PSYKER unit cannot manifest any further psychic powers, or you do not wish to, instead select another eligible PSYKER unit to manifest psychic powers with, as described above.

    Smite
    Spoiler:
    Witchfire Psychic Power – Warp 5
    Select an enemy unit within 18” of and visible to the PSYKER. If that unit is the closest eligible unit, it suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, it suffers D6 mortal wounds instead.

    Select an enemy unit within 18” of and visible to the PSYKER. If that unit is the closest eligible unit, it suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, it suffers 2D3 mortal wounds instead. If the result of the Psychic test was 17 or more, it suffers 3D3 mortal wounds instead.

    You can manifest Smite more than once in the same Psychic phase, though each PSYKER unit can only manifest it once per phase (this an exception to the normal rules). Each time you successfully manifest this power, add 1 to its Warp value until the end of the phase.

    This message was edited 1 time. Last update was at 2021/08/13 23:47:18


     
       
    Made in gb
    Dakka Veteran




    Errata - Psykers
    The following PSYKER units from each Faction have the Psyker level described below (the number and type of powers they know remain unchanged):
    Spoiler:
    Psyker level 1:
  • ASTRA MILITARUM: Primaris Psyker, Wyrdvane Psykers, Astropath
  • ASURYANI: Bonesinger, Hemlock Wraithfighter, Spiritseer, Warlock, Warlock Skyrunner, Warlock Conclave (1-3 models), Warlock Skyrunner Conclave (1-3 models), Wraithseer
  • CHAOS DAEMONS: Changecaster, The Changeling, Fateskimmer, Fluxmaster, Herald of Slaanesh, Herald of Slaanesh on Exalted Seeker Chariot, Herald of Slaanesh on Hellflayer, Herald of Slaanesh on Seeker Chariot, Herald of Slaanesh on Steed, Horrors, Poxbringer, Syll’Esske
  • DEATH GUARD: Death Guard Daemon Prince
  • GENESTEALER CULTS: Patriarch, Magus
  • GREY KNIGHTS: Apothecary, Brother-Captain, Brotherhood Ancient, Brotherhood Champion, Chaplain, Dreadnought, Interceptor Squad, Nemesis Dreadknight, Paladin Ancient, Paladin Squad, Purgation Squad, Purifier Squad, Strike Squad, Techmarine, Terminator Squad, Venerable Dreadnought
  • HERETIC ASTARTES: Aspiring Sorcerer, Daemon Prince, Huron Blackheart, Rogue Psyker
  • INQUISITION: Inquisitor, Inquisitor in Terminator Armour, Inquisitor Greyfax, Lord Inquisitor Kyria Draxus
  • ORKS: Weirdboy (without Waaagh! Energy), Wurrboy (without Waaagh! Energy)
  • THOUSAND SONS: Aspiring Sorcerer, Infernal Master, Scarab Occult Sorcerer, Tzaangor Shaman
  • TYRANIDS: Broodlord, Tervigon, Zoanthropes (1-3 models)

  • Psyker level 2:
  • ADEPTUS ASTARTES: Librarian, Librarian Dreadnought, Librarian on Bike, Librarian in Phobos Armour, Librarian in Terminator Armour, Primaris Librarian, all LIBRARIAN named characters
  • ASURYANI: Farseer, Warlock Conclave (4-6 models), Warlock Skyrunner Conclave (4-6 models)
  • CHAOS DAEMONS: Be’lakor, Great Unclean One, Keeper of Secrets, Lord of Change, Rotigus, Shalaxii Helbane
  • DEATH GUARD: Death Guard Sorcerer in Terminator Armour, Malignant Plaguecaster, Mortarion, Necrosius the Undying, Typhus
  • GREY KNIGHTS: Brother-Captain Stern, Castellan Crowe, Grand Master, Grand Master in Nemesis Dreadknight, Librarian, Lord Kaldor Draigo
  • HARLEQUINS: Shadowseer
  • HERETIC ASTARTES: Master of Possession, Sorcerer, Sorcerer in Terminator Armour
  • INQUISITION: Inquisitor Coteaz, Inquisitor Eisenhorn, Lord Inquisitor Hector Rex
  • ORKS: Kill Rig, Weirdboy (with Waaagh! Energy), Wurrboy (with Waaagh! Energy)
  • THOUSAND SONS: Exalted Sorcerer, Sorcerer, Sorcerer in Terminator Armour, Thousand Sons Daemon Prince
  • TYRANIDS: Hive Tyrant, Maleceptor, Neurothrope, The Swarm Lord, Zoanthropes (4+ models)

  • Psyker level 3:
  • ASURYANI: Eldrad Ulthran, Warlock Conclave (7+ models), Warlock Skyrunner Conclave (7+ models)
  • GREY KNIGHTS: Grand Master Voldus
  • CHAOS DAEMONS: Kairos Fateweaver
  • THOUSAND SONS: Ahriman the Black, Magnus the Red


  • Errata - Other Abilities
    Spoiler:
  • Each time you use a Stratagem, Relic, Warlord Trait, or other ability during your Psychic phase that allows a unit to manifest an additional psychic power, gain 1 FP for each unit so affected.
  • If such an effect is used before the start of your Psychic phase, it instead increases that unit’s Psyker level by 1 for its duration.

  • Each time you use a Stratagem, Relic, Warlord Trait, or other ability that explicitly prevents one or more friendly PSYKER units from manifesting any psychic powers that phase, you must spend FP equal to the total Psyker level of all affected units. This does not include psychic actions.

  • If a unit can attempt to deny two psychic powers in the enemy Psychic phase, it gains the following ability: “Defensive Psyker: This unit can be selected to deny a psychic power up to twice in each Psychic phase.”
  • If a unit can attempt to deny three psychic powers in the enemy Psychic phase, it gains the following ability: “Adamantine Will: This unit can be selected to deny a psychic power up to three times in each Psychic phase.”

  • If a Stratagem, Relic, Warlord Trait, or other ability would cause a friendly unit to suffer Perils of the Warp on any result other than double 6, that unit suffers Mental Backlash, exactly as though the specified result was a 1. For example, if a unit would suffer Perils of the Warp on “any double”, and you rolled a 3, 3, 1 on a Psychic test for that unit, it would suffer Mental Backlash and take D3 mortal wounds.
  • If a Stratagem, Relic, Warlord Trait, or other ability would cause a friendly unit to suffer Perils of the Warp for any reason other than a Psychic test, that unit suffers Mental Backlash, exactly as though it had rolled a double 1.

  • If a Stratagem, Relic, Warlord Trait, or other ability would cause you to roll fewer dice when taking a Psychic test or Deny the Witch test for a friendly unit, instead roll the normal number of dice, but roll D3s instead of D6s. Use the original value of the D6s for the purposes of Perils of the Warp.
  • Wyrdvane Psyker units gain the following ability: "Save You From Yourselves: If this unit would suffer Perils of the Warp while within 6" of a friendly COMMISSAR, it does not suffer Perils of the Warp – instead, one model in this unit is destroyed."
  • Horror units change the following ability: "Magic Made Manifest: Each time you take a Psychic test or a Deny the Witch test for this unit, roll D3s instead of D6s, and roll one additional dice for every 9 Pink Horror models in this unit. Each time this unit suffers Perils of the Warp, roll a D6 for each other unit within 6”, subtracting 1 if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds."

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