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![[Post New]](/s/i/i.gif) 2013/08/19 22:21:43
Subject: Alpha Level Psyker
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Screeching Screamer of Tzeentch
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Okay, here's my homemade HQ choice for my traitor army. Tell me what you think and what i could change to make a little less of an OP/cheesefest
ALPHA LEVEL PSYKER
The Black Ships of the Inquisition search the stars for psykers to sacrifice to the Emperor in order to keep the astronomicon lit. Psykers are born to normal lives, to normal men and women. They slowly become aware of the arcane whispers and become able to use their preternatural powers. They grow, as do their powers. Most are little more than above average men and women. Some become powerful enough to join the ranks of the Imperial Guard. Some even more powerful and physically capable enough join the ranks of the Adeptes Astartes, as Librarians. But, once in a millenia, a demigod is born unbeknownst to their parents. They are, as the inquisition has named, Alpha-Level Psykers. They are able to single handedly topple armies with the flick of a wrist. They can move mountains with the twitch of an eyebrow. Such a powerful psyker shines brightly in the warp, attracting the attention of the Dark Gods, themselves. Most of the Alpha Level psykers are invariably drawn to Tzeentch, God of the Arcane. Inevitably, they all go mad. Soon after, they lose all concept of humanity and alliances. In the end, the Psyker becomes little more than a possessed puppet of the Ruinous Powers. These psykers are so volatile, their demise is often the result of total envelopment of the soul. One such Psyker toppled an entire company of Space Marines, only to collapse and die after the last powered armoured soul fell.
WS:3 BS:3 S:3 T:3 W:3 I:4 A:2 Ld:10 Sv:6+
wargear:
improvised armour, force staff, Mark of Tzeentch
rules:
Psyker: mastery level 5, Eternal Warrior, Fearless
Special Rules:
Chosen Son of Tzeentch
improves invulnerable saves to 3+
Lost Soul
Alpha Level Psyker is a daemon of Tzeentch (hatred(daemons of nurgle), reroll all failed save rolls of 1 and causes fear)
Overwhelming Warp Presence
all of the Alpha Level Psyker's successful deny the witch rolls will cause the caster to suffer "Perils of the Warp". The Alpha Level Psyker also has Preferred Enemy (Psyker)
Uncontrollable Energy
The Alpha Level Psyker must use as many of his warp charge points as possible each turn. The Alpha Level Psyker may cast more than one of each type of spell per turn
Untrained Sorcerer
roll a D6 at the start of each movement phase, use the following table:
1: Alpha Level Psyker suffers perils of the warp and may not move, shoot or assault.
2-5: Alpha Level Psyker may move, shoot and assault normally
6: Alpha Level Psyker suffers D3 perils of the warp, gains d6 extra warp charge and any units within 6" must take a blind test.
Daemonic Avatar
If the Alpha Level Psyker's death is the result of a perils of the warp, the Alpha Level Psyker immediately becomes a Daemon Prince with the same wargear and psychic powers.
Psychic Powers
The Alpha Level Psyker can roll for up to 5 powers, despite their cost, rerolling duplicates and always counts as having Storm Of Pure Warp Power. Use a D10 to select the powers
1:Warp Wings warp charge-1 blessing: Alpha Level Psyker counts as jump infantry for the remainder of the turn
2:Daemonic Limbs warp charge-1 blessing: Alpha Level Psyker gains fleet, +1 strength and +2 attack
3:Arcane Skin warp charge-1 blessing: Alpha Level Psyker gains +1 toughness, +3 armour save and slow & purposeful
4:Prophetic Sight warp charge-1 blessing: Alpha Level Psyker gains +1 iniative, rerolls all failed to hit rolls and all attacks ignore cover
5:Telekinetic Push warp charge- 2 maelstrom: all units within 6" are hit with a S4 AP- hit with strikedown
6:Elemental Will warp charge-2 beam: 24" S8 AP5 with rending, as long as the strength is above 6, it has skyfire
7:Warp Flames warp charge-2 focussed witchfire: 18" S5 AP4 with soul blaze
8:"...i see you..."warp charge-3 blessing: Alpha Level Psyker may immediately redeploy within 6" of a target model. Alpha level Psyker gains +2 WS and furious charge against that model.
9:Whispers of the Warp warp charge- 3 malediction: target unit is hit by a S4AP- hit with pinning, strikedown, blind and fear. target unit gains zealot once the hits are resolved
10:Elemental Fury warp charge- 4 witchfire: 24" S8AP3 large blast template with rending, concussive and soul blaze
Storm Of Pure Warp Power warp charge-5 maelstrom
18" S10 AP2 with blind, pinning, fear, strikedown, lance and ignores cover. All psykers, including the Alpha Level Psyker, suffer D3 perils of the warp.
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![[Post New]](/s/i/i.gif) 2013/08/19 22:37:47
Subject: Alpha Level Psyker
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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No...How many points is this? 400? 500?
Not only do you get an all-powerful psyker, but you get a demon prince too. Meanwhile he buffs all invuln saves, gets a bunch of extremely powerful psychic powers, and eternal warrior?
No...
Drop eternal warrior, and the made up powers for a start. You are probably better off making only 1's be perils, and remove the extra d6 charges.
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2013/08/19 22:40:21
Subject: Alpha Level Psyker
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Screeching Screamer of Tzeentch
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iGuy91 wrote:No...How many points is this? 400? 500?
Not only do you get an all-powerful psyker, but you get a demon prince too. Meanwhile he buffs all invuln saves, gets a bunch of extremely powerful psychic powers, and eternal warrior?
No...
Drop eternal warrior, and the made up powers for a start. You are probably better off making only 1's be perils, and remove the extra d6 charges.
but the d6 extra warp charge also causes d3 perils of the warp. and yes i was going to put him up for 500 pts
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![[Post New]](/s/i/i.gif) 2013/08/19 22:51:28
Subject: Alpha Level Psyker
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Courageous Space Marine Captain
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Beat me to it but I can say I completely agree with your making of it.
Here's my interpretation. Apocalypse only
WS 2
BS 2
Str 3
T3
W2
Int 3
A 1
LD 10
Sv 6+
Wargear
Improvised Armour (6+)
Special Rules
Alpha Psyker
When generating psychic powers, an Alpha Psyker may roll up to 6 times on any psychic discipline chart. An Alpha psyker counts as Mastery level 6, and has unlimited Warp Charge pts. In addition, Alpha Psykers may cast the same power as many times as they like. Alpha Psykers count as BS5 when using Witchfire powers (including any subtypes of Witchfire).
Unmatched Power
When an Alpha Psyker casts a psychic power, add 1 to the psychic test for each power the Alpha Psyker has already used that turn. If the result is more than 12, place the 15" Blast Marker over the psyker and resolve as shot with Str D and AP1. This shot will not scatter. In addition, psykers may also use the "Vortex of Chaos" psychic power. This power may only be cast if the test is passed with Ld 5. The user is treated as throwing a Vortex Grenade. Automatically Appended Next Post: Independent Character.
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This message was edited 1 time. Last update was at 2013/08/19 22:51:47
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![[Post New]](/s/i/i.gif) 2013/08/19 22:52:34
Subject: Alpha Level Psyker
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Fireknife Shas'el
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The D3 perils are a bonus. Since it becomes a demon prince with an amazing array of powers and MoT which would give it a 4+ invul instead ot the re-roll of 1's on saves for being a DoT.
You had me up until
They are able to single handedly topple armies with the flick of a wrist.
That and it needs a point cost. It's basically just a deamon prince with special powers waiting to pop up with the accelerated perils ensuring it dies rather quickly.
You know what I'd prefer to see? Psychic cultist. The beginning narration shows a good setting for it. Psykers that slip by the Imperium forced into hiding and banding together through the strands of fate. Like the psyker battle squads, but more chaosy and unstable.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/08/19 23:33:14
Subject: Alpha Level Psyker
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Screeching Screamer of Tzeentch
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Deadshot wrote:Beat me to it but I can say I completely agree with your making of it. Here's my interpretation. Apocalypse only WS 2 BS 2 Str 3 T3 W2 Int 3 A 1 LD 10 Sv 6+ Wargear Improvised Armour (6+) Special Rules Alpha Psyker When generating psychic powers, an Alpha Psyker may roll up to 6 times on any psychic discipline chart. An Alpha psyker counts as Mastery level 6, and has unlimited Warp Charge pts. In addition, Alpha Psykers may cast the same power as many times as they like. Alpha Psykers count as BS5 when using Witchfire powers (including any subtypes of Witchfire). Unmatched Power When an Alpha Psyker casts a psychic power, add 1 to the psychic test for each power the Alpha Psyker has already used that turn. If the result is more than 12, place the 15" Blast Marker over the psyker and resolve as shot with Str D and AP1. This shot will not scatter. In addition, psykers may also use the "Vortex of Chaos" psychic power. This power may only be cast if the test is passed with Ld 5. The user is treated as throwing a Vortex Grenade. Automatically Appended Next Post: Independent Character. i like it. the inpspiration can be found in the 4th ed BRB. it talks about total power. complete power over the warp and the hazards that come with it. i think apoc only is fair. i actually planned on using him with two squads of 20 cultists, for a total of 1000pts+ against an entire inquisitorial/ SM force. (oh and thanks for enjoying it. this really ends up being something i enjoy doing for the sake of doing it, but never really intend on using it on the battlefield. i make them to fit the fluff, not to actually field it.) Automatically Appended Next Post: Savageconvoy wrote:The D3 perils are a bonus. Since it becomes a demon prince with an amazing array of powers and MoT which would give it a 4+ invul instead ot the re-roll of 1's on saves for being a DoT. You had me up until They are able to single handedly topple armies with the flick of a wrist.
That and it needs a point cost. It's basically just a deamon prince with special powers waiting to pop up with the accelerated perils ensuring it dies rather quickly. You know what I'd prefer to see? Psychic cultist. The beginning narration shows a good setting for it. Psykers that slip by the Imperium forced into hiding and banding together through the strands of fate. Like the psyker battle squads, but more chaosy and unstable. i know, i couldnt find a good way to balance it. how about: if he dies as a result of a enemy psychic power, he becomes DP? also all daemons of tzeentch get that bonus of rerolling saves of 1s i like the idea of Chaos Psyker Cultist Squads, i'll be working on that...
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This message was edited 3 times. Last update was at 2013/08/19 23:40:50
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![[Post New]](/s/i/i.gif) 2013/08/19 23:41:22
Subject: Alpha Level Psyker
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Fireknife Shas'el
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The way you worded it, he keeps his wargear which has MoT and doesn't change to DoT, so he'd get the 4++ vice the re-roll 1's. I think he should have the ability to change into spawn as well. Maybe on a D6 roll of 6 he becomes a DP, 5-2 a Spawn, and 1 he is removed as a casualty.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/08/19 23:46:44
Subject: Alpha Level Psyker
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Screeching Screamer of Tzeentch
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Savageconvoy wrote:The way you worded it, he keeps his wargear which has MoT and doesn't change to DoT, so he'd get the 4++ vice the re-roll 1's. I think he should have the ability to change into spawn as well. Maybe on a D6 roll of 6 he becomes a DP, 5-2 a Spawn, and 1 he is removed as a casualty.
i like that. i'd prefer:
if he dies because of a perils of the warp
1 spawn
2-5 dead
6 dp
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