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Made in gb
Thrall Wizard of Tzeentch





Eye of Terror.

There's probably already a thread on this but I can't find it. Does anybody have suggestions on how to improve the CSM Psychic powers? And I mean uniquely from the Daemon ones, not a carbon-copy. Take a look at this and give me feedback, and then post your own ideas!

Discipline of Tzeentch
Primaris:
Tzeentch’s Firestorm. Warp Charge 1. Witchfire.
The Psyker utters foul words in the tongue of Daemons, and invokes the wrath of Tzeentch himself. In a furious below, the Changer of the Ways tears the skies asunder, and hurls malefic Baleflame down upon his foes.
Range: 36”. S6+3. AP:-. Type: Assault, Large Blast, Soul Blaze, Inferno, Ignores Cover.
Inferno: For every model removed as a casualty as a result of this attack, all other models in the unit must pass an Initiative test or suffer an additional S3, AP- hit.

1
Endless Schemes. Warp Charge 2. Blessing.
After a long period of brooding, the Psyker concocts a plan of such complexity, it requires the aid of the Warp to fulfil. Muttering beneath his breath, he grants his disciples great powers of speed and accuracy. With these boons, they fulfil their role in a scheme that will bring the enemy to their knees.
Targets the Psyker and his unit. They are permitted to both Run and Shoot in the next Shooting Phase, in either order. They also gain +1 Initiative and the Fleet special rule until the beginning of the next friendly Psychic Phase.

2
Power Drain. Warp Charge 1. Malediction.
The powers of the Warp are considered magic by most, and this domain is ruled jealously by Tzeentch. When a Psyker performs dark rituals, the Lord of Fate can be tempted to take back those boons he has given to the foe. As such, enemy Psykers find themselves helpless as their arcane powers leave them at the most vital instant, whilst the servant of Chaos is suddenly imbued with unholy power.
Targets a single enemy unit containing at least one model with the Psyker, Brotherhood of Psykers or Psychic Pilot special rule. Both the caster and the target roll a D6 and subtract the result from their Leadership. If the result is higher for the caster, he generates an additional Warp Charge point in his next Psychic Phase, whilst the target generates one less. If the result is higher for the target, nothing happens.

3
Doombolt. Warp Charge 3. Witchfire, Beam.
The Psyker gathers together all of his hatred, along with his mental might, and amalgamates it into a fiery essence within his soul. At a shouted word, this energy is released from his eyes in the form of a shimmering, purple beam. This weapon melts armour and flesh in an instant, and spells doom to any who survive its immediate impact.
Range: 18”. S8. AP1. Assault 2, Fleshbane, Armourbane, Doom.
Doom: Vehicles that suffer an Explodes! result due to an attack with this special rule roll 2D6 for the explosion range. In addition, any model that suffers an unsaved Wound, Glancing Hit or Penetrating hit from an attack with this special rule, but is not Wrecked, Destroyed or removed as a casualty, suffers D6 S3 AP1 hits every turn, at the end of the turn. These hits have the Ignores Cover and Armourbane special rules. The effects of multiple Doom attacks are not cumulative.

4
Searing Flames. Warp Charge 3. Witchfire.
The Psyker raises his hands, and screams terrible curses to the sky. Gouts of mutating Warpflame spew forth, engulfing his foes and riddling their flesh with the raw power of change. Those who are not slain by the heat find themselves considerably warped hereafter.
Range: Template. S6+3. AP:4. Type: Assault, Soul Blaze, Random Mutation.
Random Mutation: Every non-vehicle model that suffers a Wound from this attack, unsaved or not, must pass a Toughness test or suffer the following result, rolling a D6 on the following table. Note that it is still necessary to roll for models removed as casualties, as they could become Chaos Spawn.
1) Tzeentch is Fickle. The flames have done more harm than good, revitalising the enemy and granting them greater physical prowess. The model gains +1 Strength and +1 Toughness.
2) Mildly Irritating. Though they do little damage, the flames become persistent, distracting the enemy somewhat. The target model suffers the effects of Soul Blaze each turn before rolling to see whether the flames die out. In addition, all Template Weapons, Pyromancy Psychic Powers and Tzeentch Psychic Powers gain the Pinning special rule when targeting the model.
¾) Severely Weakening. The mutations brought on by the flames has left the foe enfeebled, their flesh less sound than it was before the blast. The target model suffers -1 Toughness.
5) Debilitating Mutations. The foe has become so warped and convoluted by the bout of flames that it is unlikely to survive the next few moments. The model suffers -1 Toughness and -1 Wound. Invulnerable saves only can be taken against the Wound.
6) Metamorphosis. The true horrors of change have been revealed, as the enemy transforms into a fleshy beast of Chaos, assuming it survives the process. The model is removed as a casualty. If the model was a Character, (Flying) Monstrous Creature or (Flying) Gargantuan Creature, then on a D6 roll of 2+ it is replaced by a Chaos Spawn model under the caster’s command, which is placed within 3” of the model’s previous location. If this is impossible, place it as close as possible. If no model is available, this does not occur.
5
Hex of Deceit. Malediction. Warp Charge 1.
The Psyker shuts his eyes, and presses his mental might against that of the foe. Twisted whispers can be heard upon the wind as he manipulates their very minds and souls to his cause. Once the trickery of Tzeentch takes hold, the ranks of the enemy will fall into Chaos.
Targets a single enemy unit within 12” that contains a Character. If the unit contains more than one Character, the caster must select which is being targeted. That Character must pass a Leadership test at -3 Leadership. If it does, nothing happens. If it fails, that Character immediately makes 3 close-combat attacks against the nearest friendly model, using a weapon of the caster’s choice. Any casualties award relevant Victory Points to the caster, not the target.
6
Jinx of Ill Fate. Malediction. Warp Charge 2.
The Psykers of Tzeentch are able to manipulate destiny to a great extent. With a few mumbled incantations, they can render their opponent’s defences useless, ensuring that their fortunes result in death. These powers strike fear into their foes like nothing else.
Targets a single enemy unit within 24”. The caster can choose to either reduce their Armour save, Invulnerable save or Cover save by 1 until the caster’s next Psychic Phase. In addition, that unit must take a Pinning check, and loses the bonuses granted by the Fearless, Stubborn and And They Shall Know No Fear special rules until the caster’s next Psychic Phase.

Discipline of Nurgle
Primaris
Gift of Contagion. Blessing. Warp Charge 1.
The Psyker opens his mouth, and with a gargled sound he lets forth a great, green mist. This engulfs his allies, and the blessings of Grandfather Nurgle are bestowed upon them. As the disease takes hold, their senses are nulled, and, as such, they fight all the harder.
Targets a single friendly unit within 12”. They gain the Feel No Pain (4+) special rule until the caster’s next Psychic Phase.
1
Weapon Virus. Malediction. Warp Charge 1.
The Lord of Decay has concocted many poisons, and not all affect the flesh. As the Psyker fixes his gaze upon the enemy weapons, they begin to burn in their hands. Few can continue to fire through such searing pain.
Targets a single enemy unit with 36”. All of their weapons gain the Gets Hot! special rule. In addition, if one of these units suffers an unsaved wound as a result of the Gets Hot! special rule, they are required to take a Pinning test.
2
Cloud of Flies. Blessing. Warp Charge 1.
The Psyker mutters unholy words, yet they ring forward jovially. As his tones rise, the skies tear open in a great green wound, and a black cloud of flies descends upon the followers of Nurgle. These critters move with such haste, and come in such numbers, that they obscure those they protect, granting them a degree of protection from enemy firepower.
Targets up to two friendly units within 12”, though you may choose to only target one. They gain the Shrouded special rule until the caster’s next Psychic Phase.
3
Plague of Rot. Malediction. Warp Charge 2.
The Psyker stretches out his palms, and laughs in an insane manner. Those enemies who lie before him find their flesh riddled with all manner of disease. As these plagues take hold, the very bodies of the foe begin to rot before their eyes.
Targets a single enemy unit within 12”. They suffer -1 Strength and -1 Toughness until the caster’s next Psychic Phase.
4
Corrosive Vomit. Witchfire. Warp Charge 1.
The Psyker opens his plague-ridden mouth wide, and bellows joyfully as a surge of green liquid pours forth. This vomit is rife with pestilence, and it eats away the armour and flesh of all those it touches instantly. There are few who can stand before its terrible poisons.
Range: Template. S2. AP2. Type: Assault, Poisoned (3+), Highly Corrosive.
Highly Corrosive: An attack with this special rule always glances Vehicles on a 3+, though it cannot inflict a Penetrating hit.

5
Aura of Despair. Malediction. Warp Charge 2.
Nurgle embodies not only disease, but also the decay of the soul, and the fear felt by all mortals. As the Psyker invokes these ideas, his enemies begin to quake. The power of the Warp comes forth, and breaks the will of all those who would oppose the Lord of Decay.
Targets all enemy units within 12”. They suffer a -2 penalty to Leadership, and gain no benefit from the Fearless, And They Shall Know No Fear or Stubborn special rules. These effects last until the caster’s next Psychic Phase. In addition, they must immediately take a morale check. Finally, they treat all models with the Mark of Nurgle as causing Fear.

6
Crust of Disease. Blessing. Warp Charge 3.
The Psyker raises his hands, and sends a green torrent of Warp mist into his own ranks. Those who are touched by it find themselves encrusted in all manner of foul, decaying pieces of flesh. This grants them strange boons of endurance that means they are almost impossible to kill.
Targets the Psyker and his unit. They gain +1 Toughness, and their Armour save improves by 1 until the caster’s next Psychic Phase. In addition, they gain the Eternal Warrior and Relentless special rules. Finally, if they have the Feel No Pain special rule, it improves by 1. These effects also last until the caster’s next Psychic Phase.


Discipline of Slaanesh
Primaris
Excessive Scream. Witchfire. Warp Charge 1.
The Psyker parts their lips, and lets forwards a screech so high and loud, it could be lethal. Enemies’ senses are overridden, and they find themselves disorientated. This allows the warriors of Slaanesh to inflict pain all the more easily.
Range: Template. S3. AP6. Type: Assault, Rending, Concussive, Strikedown.

1
Fiendish Speed. Blessing. Warp Charge 1.
The Psyker sings a foul and perverse song, calling upon the Dark Prince to grant him aid. Slaanesh answers, and sends his limbs into a flurry of excessive motion. This makes the Psyker truly deadly, as he moves with a speed that few can match.
Targets the Psyker. Until their next Psychic Phase, they gain the Fleet special rule, +1 Initiative and the Move Through Cover special rule. They also add 3” to their Run moves and Charge ranges, and can move up to 12” in the Movement Phase.

2
Boon of Pleasure. Blessing. Warp Charge 1.
The Psyker chants in a beautiful voice, and his allies feel a great surge of pleasure. As they take the bullets and blades of their foes, this perverse feeling is only furthered. Their enemies find that they become almost impossible to slay.
Targets a single friendly unit within 12”. They gain the Feel No Pain (6+) and Relentless special rules. In addition, each time a model in the unit suffers an unsaved wound, it gains +1 Attack. These bonuses are lost on the caster’s next Psychic Phase.

3
Weaponry Perfection. Blessing. Warp Charge 2.
The Psyker takes hold of his weapons, and sends the power of the Warp through them. Every flaw is undone, and they become more lethal than ever before. Few can stand before the onslaught that inevitably ensues.
Targets the Psyker. All of their weapons gain the Rending, Master Crafted and Instant Death special rules. This lasts until the caster’s next Psychic Phase.

4
Firepower Overload. Blessing. Warp Charge 1.
Calling upon the very excesses of the Warp, the Psyker manipulates the guns of his allies to go into overdrive. They spit out death quicker than ever before, much to the pleasure of their wielders. Yet, such excess comes with the risk of disaster.
Targets a single friendly unit within 12”. All of their ranged weapons gain an additional 2 shots, however they also gain the Gets Hot! special rule. These effects last until the caster’s next Psychic Phase.

5
Seductive Gaze. Malediction. Warp Charge 3.
The Psyker takes upon themselves a look of innocence of purity, and all but the strongest wills fail. Fooled by his unearthly powers, his foes refuse to fight him. Their folly surrender allows the Psyker to deal out a slow and painful death.
Targets a single enemy unit anywhere on the board. Both they and the caster roll a D6, and subtract it from their Leadership. If the enemy unit is higher, nothing happens. If the caster is higher, that unit cannot move, shoot, run, fall back, declare a charge, cast Psychic Powers or fight in close combat until the caster’s next Psychic Phase.

6
Bolts of Pain. Witchfire. Warp Charge 3.
The Psyker gathers all of their strength, and concentrates it into a barrage of deadly lightning. As this leaves their fingertips, their foes are smitten with an unstoppable torrent of pain. The Dark Prince laughs as the excessive onslaught renders them helpless.
Range: 24”. S6. AP2. Type: Rapid Fire 12, Twin-Linked, Blind.



Automatically Appended Next Post:
Sorry, all instances of D6 have appeared to include an ork for some reason...

This message was edited 1 time. Last update was at 2016/06/04 11:26:05


At War With Fate? Maybe I am and maybe I'm not... 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

Lore of Tzeentch:
Primaris - Flickering Fire of Tzeentch (as codex: Daemons)

1. Treason of Tzeentch WC1/Malediction - 24".
Until the start of the caster's next Psychic phase, the target unit must use the lowest Ld value (instead of the highest as would normally be the case) for any leadership based tests they make.

2. Pink Fire of Tzeentch WC1/Witchfire - SD6+1/ap4, Template, Torrent

3. Bolt of Change (as codex: Daemons)

4. Glean Magic WC2/Witchfire - 18"/special
Can only be used to target a model with the Psyker/Brotherhood of Psykers special rule. If successfully cast, both the caster & their target roll a D6 and add their Mastery Level to the roll. If the caster scores higher, the target suffers an automatic S3/ap2 Ignores Cover hit with the Warpflame rule, and immediately forgets one randomly chosen psychic power.
If the caster does not already know this spell, then he immediately gains it and cast it just like any of his other powers. Once the caster attempts to cast his stolen spell, it is destroyed and is immediately discarded.

5. Tzeentch's Firestorm WC2/Nova - 9"/SD3+2/ap4/Assault 2D6, Ignores Cover

6. Infernal Gateway WC2/Witchfire - 18"/S2D6*/ap2/Assault 1, Blast, Ignores Cover
If an 11 or 12 is rolled when determining the power's strength, use the Large Blast marker instead.

*Note: All powers have the Warpflame special rule (as codex: Daemons)


Lore of Slaanesh:
Primaris: Lash of Slaanesh WC1
18"/Beam S5/ap-/Rending, Ignores Cover

1. Acquiescence WC1
24"/Malediction
Target unit much pass a Ld test each time it wishes to move, shoot, fire Overwatch or assault. If the test is failed, the action is lost. Vehicles count as Ld10.

2. Pavane of Slaanesh WC1
18"/Focused Witchfire.
The target model must pass a Ld test on its own Leadership. If the test is failed, the model suffers a single wound with no armour or cover saves allowed. If a unit suffers any wounds, it must immediately take a Pinning test.

3. Hysterical Frenzy WC2
18"/Blessing OR 18"/Malediction
The target unit gains the Rage & Furious Charge USR's and *must* attempt to assault if an enemy unit is within range at the beginning of their Assault phase. In addition, each time the target unit takes any actions, (moving, shooting, assault, etc...), it immediately suffers D6 S4 hits with the Rending rule due to their uncontrolled frenzy.

4. Slicing Shards WC2
24"/Witchfire/*special
The target unit immediately suffers D6/S4/ap- hits with the Rending & Ignores Cover rules. The unit must then immediately take a Toughness test. If the test is failed, the unit suffers an additional D6/S4 Rending hits. Keep taking Toughness tests until the unit passes or is destroyed.

5. Phantasmagoria WC1
24"/Malediction
The target unit must roll an additional D6 whenever taking any form of Ld test, and discard the lowest roll from the result.

6. Cacophonic Choir WC2
6"/Nova *special
All units within range of the power immediately take a Ld test. For every point the test is failed by, the unit suffers a wound with no armour or cover saves allowed. Any unit suffering at least one wound must immediately test for Pinning and will strike at -5I during the next Assault phase.


Lore of Nurgle:
Primaris: Stream of Corruption WC1
Witchfire Template/*Special
All models touched by the template must immediately pass a Toughness test, or suffer 1 wound with no armour saves allowed. Models with the Daemon of Nurgle or Mark of Nurgle are immune - they find it entirely refreshing!

1. Miasma of Pestilence WC1
12"/Blessing
Enemy units in base contact with the target unit reduce their WS & Initiative by -1 (to a minimum of 1).

2. Blades of Putrification WC2
6"/Blessing
The target unit's close combat attacks gain the Poisoned(4+) special rule. If the target unit already has the Poisoned(4+) special rule, then their Poisoned attacks are improved by +1. (ie: Poisoned(4+) becomes Poisoned(3+))

3. Curse of the Leper WC2
12" Blessing OR 12" Malediction
If cast on a friendly unit, Curse of the Leper is a Blessing that increases the target's Toughness by +1. If cast on an enemy unit, Curse of the Leper is a Malediction which reduces the target's Toughness by -1. This can effect the target's Instant Death threshold.

4. Rancid Visitations WC2
18"/Foused Witchfire/*Special
The target must immediately pass a Toughness test or suffer a wound with no Armour or Cover saves allowed. If this test is failed, the target unit must immediately take another Toughness test. Keep taking Toughness tests until the target unit passes, or else is destroyed.

5. Fleshy Abundance WC2
12"/Blessing
The target unit gains the Feel No Pain(5+) rule. If the target already has Feel No Pain, then their save is improved by +1 to a maximum of 3+

6. Plague Wind WC2
7"/Nova/*Special
All units within range must immediately take D6 Toughness tests. Any models that fail will suffer an automatic wound with no Armour or Cover saves allowed.

 
   
Made in se
Regular Dakkanaut




CSM Psychic Disciplines should be a result of humans (or at least SM) attempts to control/cooperate with/survive Chaos, daemons and centuries in the Eye of Terror - but also that the casters understand human motivations far better than deamons (and probably most xeno psychers).

I would like to see a power (preferable one per Mark) that "tempts" the squad leader to join Chaos. Either by being removed from play, or by changing side and attacking his former squadmates. One possibility is that he changes into a Spawn with the same mark as the caster. Grey Knights, SoB and some other "specialists" should get very high saves.

Tzeentch is supposed to be the master of "magic" in the same way Khorne is master of battle. MoT should give access to smart, tricky and always useful spells, not only be artilery and buffs.

Some of the suggestions above are either very limited, or copies chaos gifts. Spawns suggestion of Slaanesh 3 spell is almost identical to Steed of Slannesh.
   
Made in gb
Thrall Wizard of Tzeentch





Eye of Terror.

superkuf wrote:
CSM Psychic Disciplines should be a result of humans (or at least SM) attempts to control/cooperate with/survive Chaos, daemons and centuries in the Eye of Terror - but also that the casters understand human motivations far better than deamons (and probably most xeno psychers).

I would like to see a power (preferable one per Mark) that "tempts" the squad leader to join Chaos. Either by being removed from play, or by changing side and attacking his former squadmates. One possibility is that he changes into a Spawn with the same mark as the caster. Grey Knights, SoB and some other "specialists" should get very high saves.

Tzeentch is supposed to be the master of "magic" in the same way Khorne is master of battle. MoT should give access to smart, tricky and always useful spells, not only be artilery and buffs.

Some of the suggestions above are either very limited, or copies chaos gifts. Spawns suggestion of Slaanesh 3 spell is almost identical to Steed of Slannesh.

How does Weaponry Perfection correlate to Steed of Slaanesh, may I ask?

At War With Fate? Maybe I am and maybe I'm not... 
   
Made in se
Regular Dakkanaut




 Chaos Spawn wrote:

How does Weaponry Perfection correlate to Steed of Slaanesh, may I ask?


Not at all - I misread the tread (damn these small screens) and wrote 3 instead of 1, "Fiendish Speed".
   
Made in gb
Thrall Wizard of Tzeentch





Eye of Terror.

superkuf wrote:
 Chaos Spawn wrote:

How does Weaponry Perfection correlate to Steed of Slaanesh, may I ask?


Not at all - I misread the tread (damn these small screens) and wrote 3 instead of 1, "Fiendish Speed".

Ah I see. I suppose you're right. Though it could cause some truly epic stacking buffs.

At War With Fate? Maybe I am and maybe I'm not... 
   
Made in ca
Evasive Pleasureseeker



Lost in a blizzard, somewhere near Toronto

I'm sorry, but the Chaos disciplines shouldn't be changing up from their traditional roles;

Tzeentch = blasty (now with random) & the occasional hex/augment.

Slaanesh = mix of damage (w/Rending + Ignores Cover) & plenty of Ld screwing abilities.

Nurgle = a couple damage spells focused around toughness & lots of augments/hexes.


 
   
Made in de
Hellacious Havoc





Hamburg

CSM slaanesh powers are, right now, actually quite good. At least in my mind. An infinitely stacking debuff on the enemy, a rng buff (which suits chaos imho) and some gimmicky curses/witchfires are fun to play with.
   
 
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