The Teramarines (or, as I'm thinking of renaming them, the Teraforce Chapter) will have Librarians after all, not "techno-psykers" as I was once thinking. They'll have a preference for lightning-/electrical-based powers, for two reasons:
1) They get to choose instead of randomly generating.
2) Mythological inspiration (lightning respresenting good, or somesuch).
Here is the list of powers I am proposing the chapter is capable of using:
Quick Charge (Warp Charge 1)
A blessing power that targets the Psyker. Whilst in effect, the Psyker gains +2 Initiative and the Fleet special rule.
Spark (Warp Charge 1)
A witchfire power with the following profile <12" S5 AP3 Assault 3>.
Destructor Bolt (Warp Charge 2)
A beam power with the following profile <12" S7 AP1 Assault 1>.
Shock Pulse (Warp Charge 1)
A malediction power that targets a single enemy vehicle within 24". The target suffers a Strength 1 Haywire hit and will automatically suffer a "Crew Shaken" result (unless immune to it), in addition to any other damage.
Lightning Shield (Warp Charge 1)
A blessing power that targets a friendly unit within 12". Target unit gains a 5+ Invulnerable save against Shooting attacks whilst in effect. Everytime the Invulnerable save is successful, select an unengaged enemy unit within 6" - that unit suffers a hit with the exact Strength and AP equal to that of the initial shot. If no such unit is in range, the Wound is still saved but no shot is deflected. This power will not reposition templates or blast markers.
Power Charge (Warp Charge 1)
A blessing power that targets the Psyker. Whilst in effect the Psyker gains +2 Strength and Toughness.
Storm Portal (Warp Charge 2)
A witchfire power with the following profile <12" S9 AP1 Heavy 1 3" Blast>. If the Psyker suffers PotW, there is no scatter and the blast marker is placed on top of his model.
Voltaic Eruption (Warp Charge 2)
A nova power with the following profile <12" S8 AP5 Assault D3>.
The Teraforce Chapter would still be able to forego these in order to access any of the disciplines (except Divination which Astartes can't use). I just wanted them to have their own powers which they don't have to roll for. As balance, they are mostly weaker than the rulebook's ones (for example, notice that Destructor Bolt doesn't have the Melta rule, which Molten Beam does).
\I'd like to run with these powers. I personally don't see them as anything OP (but I'm bias of course). I'd also like to see what others think of this idea.
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Psychic Powers for DIY Chapter
Started by
ShasVa
, Jul 13 2012 01:10 PM
#1
Posted 13 July 2012 - 01:10 PM
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