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Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

I had an idea. An additional Warp Psychic table, Corrumancy. It should be a standard Psychic table that only Chaos Marines can get access to, and is based around boosting infantry and support. So basically if you get a Sorcerer and put him in a large unit of Chaos Marines, you'll suddenly have a fun little juggernaut of fun and chaos.

This is not an educated idea, and there has been no thought put into this. I just feel like Chaos should have some raw Psychic powers outside the Chaos Gods.

Warp Surge - Primaris.
- Warp Charges: 1
- Blessing.
- Target: Psyker Unit.
- The unit may take 2d6 T test: For each succesful, you may regenerate one wound to the unit. These models may only be models lost from the unit in the battle.

Weapons of Corruption - 1.
- Warp Charges: 1-3
- Blessing.
- Target: Psyker Unit and Psyker.
- Choose a weapon type in the unit (ranged, melee). If succesful, the unit gets the following effects until the end of your next turn.
- 1 Charge: The unit may re-roll 1's To Hit with the weapon.
- 2 Charge: The unit may re-roll 1's To Hit and To Wound with the weapon.
- 3 Charge: The unit may re-roll 1's To Hit and To Wound with the weapon. Additionally, each weapon may shoot one additional shot/do one additional attack.

Cursed Land - 2
- Warp Charges: 1-2
- Malediction.
- Target: None.
- Place a Large Blast (7'' inches Blast if two Charges) within 12'' of the Psyker. All enemy models moving through the blast marker must take a Difficult and Dangerous Test, even if the model could originally ignore Terrain. Friendly models in the blast gain a 4+ Cover save, and models Deep Striking entirely within the Blast marker may re-roll the Scatter dice. The Blast stays until the end of your next turn.

Wake the Warp - 3
- Warp Charges: 2
- Malediction.
- Target: Enemy unit.
- The enemy unit must make a Ld check with a -1 modifier (models with ATSKNF ignore this modifier). For every point the enemy unit fails by, the unit loses one random model, regardless of wounds and saves. In your next Psychic phase, the unit must roll this test again, with a -2 modifier, next again with a -3 modifier and so on, until the unit succesfully passes the test. Additionally, as long as the unit has failed the Ld check in their turn, the unit takes Fear tests on a -2 modifier.
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Not really sold on the name of the discipline...

Looks too much like Curry-mancy, and it makes me crave for chicken curry...

WHy not simply Corruption, or Corrupting Arts

   
Made in ru
Cackling Chaos Conscript





Hello Dane. I like your idea as a possibility to have viable psy lore outside of telepathy and biomancy.
However:
1) the Primaris, may better not to tie it to Toughness because it benefits mark of Nurgle models more, and it's already the best of all marks
2d6 t4-tests is 4.62 wounds average and t5+ tests 5.83 wounds if my math isnt wrong
2) Weapons of corruption look really complicated, may be just rending for cc and ranged attacks, CSM don't have much rending in the codex (DP of Slaanesh only iirc)
it's simplier and effective against MCs, imagine berzerkers getting that (if only could they reach combat..)
3) Cursed land resembles Cursed ground from malefic, what about
Wreathing landscape - Conjuration, 1 Warp charge: place a 0" marker anywhere within 24" of Psyker for duration of the power.
All enemy units treat area within 9" of marker as dangerous terrain, but friendly units count it as open ground (now Possessed and Warp talons can have a chance to strike at initiative).
4) Wake the Warp - I like that spell idea but removing with no saves is a bit much. It can be funny to remove those Riptide wings though
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

Sonic Keyboard wrote:
Hello Dane. I like your idea as a possibility to have viable psy lore outside of telepathy and biomancy.
However:
1) the Primaris, may better not to tie it to Toughness because it benefits mark of Nurgle models more, and it's already the best of all marks
2d6 t4-tests is 4.62 wounds average and t5+ tests 5.83 wounds if my math isnt wrong
2) Weapons of corruption look really complicated, may be just rending for cc and ranged attacks, CSM don't have much rending in the codex (DP of Slaanesh only iirc)
it's simplier and effective against MCs, imagine berzerkers getting that (if only could they reach combat..)
3) Cursed land resembles Cursed ground from malefic, what about
Wreathing landscape - Conjuration, 1 Warp charge: place a 0" marker anywhere within 24" of Psyker for duration of the power.
All enemy units treat area within 9" of marker as dangerous terrain, but friendly units count it as open ground (now Possessed and Warp talons can have a chance to strike at initiative).
4) Wake the Warp - I like that spell idea but removing with no saves is a bit much. It can be funny to remove those Riptide wings though


1) Agree on that one, that's a bit excessive. What about making one Ld test? Chosen would have more out of that, and would be fluffy (do you have the will to fight to not buck under the pressure?), and you regenerate a number of models equal to what you beat the test by. Could also just be Strength tests instead of Toughness.
2) It's really not that complicated; you just use the amount of Warp Charges you want and if you cast it succesfully, you get the result that fits to the amount charges you chose. Also, Rending on a 20-strong unit of Chaos Marines? That's simply excessive.
3) That's basically the same as Cursed Land, I don't see why you'd change it to that.
4) It's supposed to be excessive and dangerous; I detest how a lot of Psychic abilities seem so weak and subpar nowadays, and I wanted a spell that really feels dangerous to the enemy. It's still not that difficult to stop before it goes haywire. Say you used it on a Tactical unit, there's a bigger chance of the unit making the save than losing it.
   
 
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