koooaei wrote:
Maybe plain ignore the movement stuff and play around with different terrain-type changes like a large blast and everyone inside must pass dangerous terrain. Or terraforming terrain like making an area of regular terrain difficult, area of difficult terrain dangerous and area of dangerous impassable if noone's there.
Lava burst is quite underwhelming for 3
WC. Why not play with melta-something? Make it 2 small blast 24' melta shots with meltdown. Just compare something like a Vortex of Doom for the same 3
WC. You can add something like Gets hot for your own psycher too.
This a a good point, I was actually thinking about the maintaining formation thing. I actually like the idea of the dangerous terrain test rather than the blind rule.
I was worried about making lava burst too strong. Make it AP1? And melta and add gets hot to the power?
Yeah, Rust of ages is too vauge. I should limit it to just weapons.
Automatically Appended Next Post:
Primaris Power:
Ground Assault
Warp Charge: 1
Ground assault is a Witchfire power with the following profile:
Range: 12'' S:5
AP:3 Type: Assault 3, Shred
1) Seismic shift
Warp Charge: 1
Seismic shift is a Malediction that targets a single enemy unit within 12''. The target unit is immediately moved
2D6 inches in a chosen direction. The unit must maintain it's original formation. They may be moved through other units and through impassable terrain but may not end their move there. If they are forced to end their move there reduce the move by the minimum amount required to keep them 1'' away. After this move has been completed all members of that unit must take a Dangerous terrain test.
2) Shield of Earth
Warp Charge: 2
Rock shield is a Blessing that targets the Psyker and their unit. The unit automatically gains a 6+ Invulnerable save and 'Stealth' until the beginning of your next psychic phase. Additionally, any unit wishing to assault the Psyker and their unit must move as if in Difficult and Dangerous terrain.
3) Rust of ages
Warp Charge: 1
Rust of ages is a Focused Witchfire power with the following profile:
Range: 9'' S: 1
AP: - Type: Assault 1, Disintegration
Disintegration: Any enemy model that takes a hit from a weapon with this special rule must roll a dice, on a 4+ nothing happens. On a 1-3 one randomly selected weapon equipped by that model (Not grenades) is lost for the rest of the game.
4) Metalstorm
Warp Charge: 1
Metalstorm is a Witchfire power with the following profile:
Range: 18'' S: 4
AP: 5 Type: Assault 1, Large blast, Ignores cover
5) Golem
Warp Charge: 2
Golem is a Blessing that targets the Psyker. The Psyker immediately gains +1 Toughness and Attack, 'It will not die' and 'Feel no pain' (If the Psyker already had the 'Feel no pain' special rule then they gains a +1 to that roll) and a +1 to their armour save (Max 2+) until the beginning of their next psychic phase. Additionally, until the beginning of your next psychic phase, any 'to wound' roll of a 5+ made in Close combat has the 'Instant death' special rule.
6) Lava burst
Warp Charge: 3
Lava burst is a Witchfire power with the following profile:
Range: 18'' S:7
AP: 1 Type: Assault 2, Small blast, Shred, Melta, Gets hot, Meltdown
Meltdown: If a unit takes an unsaved wound from a weapon with this special rule place a marker next to it. Until the beginning of your next psyhic phase, any weapon fired from that squad that has the 'Gets hot' special rule inflicts that status on a 1 or a 2, instead of just a 1.
How about this as revision?