To me the best would be something like an overheat bar, the more they use their powers, the more it fills. After certain threshold bad things happen (heads explode, war rifts suck the player, and the likes)
Brent said something like that, but instead of taking damage they said they rather something like a long stun to make you very vulnerable to other people.
In a game where you're somewhat expected to spam abilities, even a 1% chance would come up constantly. No thanks. An overheat bar would be more acceptable.
Im all on board for the overheat bar, seems like it makes the most sense and associated wargear would add something like a really slow decrease to the bar or reduce how fast it fills. That's not to say it can't have some awesome graphics and sound effects relative to how full the bar/gauge is.
In terms of the Perils of The Warp system I think there should be two versions of the system. 1 for the base class and 1 for the elite and hero classes, the difference being that the system for the elite and heroes being much harder to manage and hold stable than the base class system. Why do I suggest this? Because in terms of power aspiring sorcerer and lexicaniums are nothing in comparison to their more experienced versions. The abilities the Heroes and Elites will utilize are on a completely different level in terms of power and scale compared to the base class versions, thus more effort should be put in to controlling your powers through a harder version of the perils system in my opinion. Don't get me wrong, my suggestion is not to meant to punish people for picking those kinds of Heroes/Elites. It's to give a gameplay experience that simulates what it means and what is required to be a veteran psyker. There should be expectations for players to assume such a powerful role, and by making it harder to manage it should/could make the player feel like they are a truly playing an Elite/Hero unit and not just a buffed version of the base class. If the player is able to be successful, despite the system being harder then before, they will gain a sense of achievement that simulates the experience of mastering the powers of the warp on a higher level. In terms of what actually happens when you get perils I think it should vary, making the perlis be different depending on class. Extreme example Base class: Aspiring Sorcerer. He is silenced for 10 seconds and takes 30% more damage for the duration. Hero class. Thousand Sons Sorcerer. His body explodes violently in a spectacle of purple and black flames, killing him instantly (ofc), both ally and foe hit by his flying limbs, gore and entrails turns into a chaos spawn and attack everything.
Aren't the space marine librians, eldar warlocks, and chaos sorcerors all relatively immune to perils of the warp? Not completely immune, but way way less in danger of it effecting them.
As they do in the books. Once they reach a certain tipping point, the become "downed" per say, but not exactly like being downed from enemy damage. At this point, they can try to fight off being consumed, and can be aided by other friendly Psykers(using up their own Psychic energy), acting as Psyker "medics" per say. If the Psyker Medics can't bring them back, they transform into 1 of 10 or so random chaotic forms and start killing EVERYTHING(to include friendly players) in their wake, and they are extremely hard to kill. At the point of transformation it's the same as being killed outright, the player has no control of their character "thing", and the "respawn" option appears.
Not immune at all. They're all susceptible, with Magnus the Red probably being the only exception. If they become physically and psychically drained from using their powers, are overwhelmed by more powerful psychic powers, or if they "give in" per say to their rage while using their powers, they will succomb.
Now that we know the strength of the basic bolter (which is pretty powerful), I really wanna know what kind of ridiculous powers librarians, warlocks, and sorcerors will wield if they may suffer from a random event that will likely cause the death of the unit.
I want there to be 'Stages of the peril' Where you dont just die after a few powers, but you do suffer. Like, use say 3 abilities one after another, you now cannot heal by any means until your character dies, or you switch characters. (classes) Then 2nd stage, your abilities deal damage to yourself whenever you cast them, for a certain amount of time (time extends if you use a power) Now stage 3, you cast an ability, you explode and die. I'm guessing there will be specifics to how this all works, so, say if you use 1 ability within 2 mins of using another, then you gain 1 peril, at 3 perils-stage 1, 5 perils- stage 2, 7 perils kaboom.