New enemy types: heretic psykers

I. Kappa-level heretic psyker

Are met relatively often and manifest an average or lower level of threat. Abilities:

  • Warp Dash: are able to blink for substantial distance instantly, with 0.5s cast delay; uninterruptable; allows to reach any point (within its range) the psyker has line of sight to (can’t go through walls and floors, but can ignore boxes, furniture, partially destroyed walls and fences); at the start of the Dash a short blurred aftereffect is visible, pointing in the direction of their jump; if Dash’s trajectory comes through the player or near them, or the psyker lands in close proximity, their in-game “vision” blinks or blurs for fleeting moment, due to warp energies’ touch - this way they have better awareness of the situation; upon landing has 0.5-1s delay before trying to attack the player, giving them some time to react. The ability also has a sufficient cooldown and/or number of charges to still allow players to run them down when pursuing them
  • Choke: at close range, will try to telekinetically choke the closest player, what disables and rapidly corrupts them (about the 2x of speed as when pinned by the Hound does), until somebody will either kill or stagger them, forcing them to loosen their grip
  • Throw Debris: when hiding at range, will use telekinesis to throw debris at the players from their current position. When hiding closer to the group, will make debris around the players (including severed parts of killed enemies and their weapons) to levitate and then throw those at them from various directions (when no debris are present they are just created out of thin air - but then stay in the game (lie on the ground) for some time and reused for subsequent attacks if needed, allowing players to easier predict possible attack vectors). When hit, a player is staggered and suffers some damage. Both forms of attack are well-telegraphed, have a clear sound cue and not that hard to dodge if players are paying attention. Both also trigger unique voice lines in your and other characters around, in which they assume there is a heretic psyker nearby. When using their telekinetic abilities, Kappas also generate a visual effect around them in form of some blurred halo, thus helping player to find out their hiding position. In case of the 1st form of attack, debris are thrown from around their current location, helping players to figure out where to look for them.

Tactics:

Will keep low profile and keep distance whenever possible, using Warp Dash to break the contact if players try to approach them (so somewhat similar to Sniper, with a mix of Bomber). When at a safe distance from players, will assume well-covered/hidden position and proceed to using Throw Debris ability. If a player manages to catch up with them, use Choke ability as a last resort measure. In rare cases, when seeing a lone player away from their group, may decide to use Warp Dash offensively to close their distance and Choke them; when at it, will always try to teleport behind their back, so players need to keep an eye for the telltale signs of their arrival mentioned above. Are unarmored and have low HP, so very susceptible to ranged attacks (but will try to Warp Dash to cover if shot at, when possible).

II. Eta-level heretic psyker

Pretty rare and manifest significant threat. Abilities:

  • Warp Dash: works the same
  • Choke: works the same
  • Throw Debris: works the same
  • Void Blast: works similar to Psyker’s Void Blast staff’s 2nd attack, but has cooldown and replenishable charges with a cap. Will only use it when sees opportunity to hit 2+ players with it at once. While it’s casted, a sound cue is played and a red growing circle with an animation of whirling warp energies above it can be seen on the ground, giving away the targeted region.
  • Warp Flames: works similar to Psyker’s Inferno staff’s attacks, with an added corruption effect (similar to Tox Flamer’s flame, but without setting ground on fire)
  • Kinetic Shield: works similar to Psyker’s basic Barrier (so not a sphere form, just a force wall in front) and prevents ranged attacks from hitting heretics behind it, while allowing them shooting at players; will repel slower flying objects (like grenades); has a limited durability and can be destroyed with a few seconds of focused ranged fire, even faster with ranged warp-based attacks (like shards thrown by Psyker’s Assail blitz, or discharge from Psyker’s Force Greatsword, or by Inferno and Force Staff’s attacks); has no effect on melee attacks or Flamer; won’t prevent players from passing through it
  • Psyonic Rebuke: upon being targeted with Brain Burst, will interrupt its cast and stagger the caster, then immediately respond with throwing debris at them

Void Blast, Warp Flames and Kinetic Shield won’t be casted while they are in covert mode, only when in support mode.

Tactics:

When alone and/or acting between waves, will behave close to Kappas, attacking the group from well covered positions and trying to hunt down and choke loners. When acting nearby big enough heretic regiments and/or during waves, they switch into support mode instead. They’ll stick in the middle of crowds of ranged enemies, setting Kinetic Shields to protect them and themselves from groups’ ranged attacks, while casting either Throw Debris or Void Blast, depending on the situation. When shot at and being unable to cast another Shield, will Warp Dash to safety and switch into covert mode until all its charges are replenished. When approached in close range and unable to flee, or when acting in support role around strong enough melee heretics’ regiment, will keep behind them while using Warp Flames and Void Blast attacks; if out of any other options, will use Choke as the last resort measure. Unarmored, but have substantial HP pool, representing their innate abilities of protecting themselves instinctively with warp energies.

2 Likes

What about Pepe level?

You have a stab at it :slight_smile:

if i get disabled at range by an enemy im altf4ing

3 Likes

The choke is supposed to only happen at close range, when either player are alone away from the group, or when the psyker is cornered by the group and is unable to flee. So, if played as a group, there will always be somebody nearby to save the player, it’s not that different from being pinned down by the Hound, or webbed by Trapper.

Probably as a boss would be more nice. :ok_hand:

Except in Havoc, where you will get destroyed. :man_shrugging:

They already have the Cultist Psyker asset in game, they’re the ones summoning the Daemonhost and the ones during the final event on the Ritual mission.

The main problem is, there’s already enough disabler and damage Specialists running around especially in higher difficulties. Adding a Psyker Specialist that does these things will likely not be well received. However, adding a Psyker Specialist that changes the flow of combat through other means is not a bad idea.

A Cultist Psyker could:

Protect ranged allies with Telekine dome, forcing players to reposition, flank or aggressively close the gap to force the protected enemies into melee combat. The dome would offer no protection from melee, but would reduce ranged attack effectiveness.

Enhance targeted melee Elites with faster attack/movement speed. The affected Elites would need a clear visual cue to allow players quick identification amongst the many enemies in a horde.

In both of these scenarios, the Psyker movement should be restricted as they would be performing a ritual to boost their allies. There could also be a visible psychic tether from the enhanced elites leading back to the Psyker.

A boss version, like you suggested - a higher level Psyker - could use Psykinetic attacks, telegraphed beforehand with clear visual cues to give players an opportunity to dodge.

This Psyker would be significantly more dangerous and would have two phases to her boss fight:

First phase: slow easy to dodge attacks with her Voidstrike staff.

Second phase: she submits fully to Nurgle, becomes a Daemonhost and gets much more aggressive in melee. She has a grapple attack that is the DH choke we already see in game, but she can be staggered out of the animation for no damage to the player otherwise they die.

So, TLDR yeah I agree a Psyker would be a great addition but not as another disabler or damage focused Specialist.

I like it when ranged enemies dont laser me with 100% accuracy so as long as there is a way to game the enemy, im ok with new stuff.

2 Likes

Trapper likes this

A psyker boss should absolutely be added in near future, or it won’t be a proper w40k game about Inquisition :slight_smile: But those guys are kinda too weak to be it, by design.

The first guy is effectively a sniper/trapper mix. It hits much weaker than sniper per attack (Throw Debris), but will be hiding better (will always be behind some cover, fully covered, as they don’t need line of sight to the target). They can teleport, but you can see its direction and will know its max distance, so will be able to predict where did they go and try to pursue them. Like snipers and trappers they are low HP, but unlike them they are not very athletic (they are not soldiers), so if their Warp Dash is on CD, they are easy to run down. They may try to drop on a lone player and Choke them, but there are sound and visual cues for when it happens and some delay for player to react.

The other guy is more dangerous, but also pretty rare. You may meet one or two of those per mission, top. They can be obnoxious by setting shields, but those can be destroyed easily with coordinated fire. They have more HP than the previous guy, but still can be sniped by as a skilled player, if caught between shield’s casts or from an angle that allows to bypass the shield. If shot at it while out of shields, they will flee to cover and will turn into the 1st guy effectively, for some time.

Overall, though adding some challenge, they are not very tough, just require special approach.

1 Like

Dreg witch casts area/place totems that debuffs your toughness regeneration/refill. To counter golden toughness nonsense.

Scab psyker that heals enemies (biomancy is a thing), and remove purple haze as mechanic, because it’s not interesting just as a random effect you have no control over.

Another option - rot flies clouds (basicaly personal shield like with officer), that protects specials or elites (or maybe only gunners).

1 Like

trappers are “dodgable” at least if i get locked on with a brainburst im actually quitting the game

2 Likes

Literally in 1/4 of cases when Trappers actually try to catch you (when you don’t see them to the very last moment), you don’t have a sound cue, or it’s overshadowed by sound mess of a big battle, or they just trap you from inside of blob of chaff and you don’t see it coming, so no chance to dodge.

In this case, there would be only 2 cases when they would try to choke you: you’re alone and away from the team (what you shouldn’t be in the first place, but at least it will be quiet there and you’ll be aware it may happen, and there will be sound and visual cues of them teleporting near you, and time window to kill them), or when you try to chase them down and succeed - what again you must not do alone. In all other cases they’ll try to avoid contact and will hide or resort to attack from distance.

I like when you dodge a trapper… but… AHA! there was a second trapper!

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.