Primaris Psyker
Elite Advance
Bound Psyker and Ultimate Sanction, but I'm worried War Psyker may be overpowered, though the restrictions should keep it from being TOO devastating, since most of the truly bullshit powers are either full actions or require a high enough PR that with the overhaul rules concerning that they can't be used at half PR unless the Pysker has a base PR of 10, at which point they're hideously overpowerd anyways.
I also plan on going through the other games' sourcebooks for psychic powers that would go well as further advances for this.
Experience Cost: 750
Prerequisites:
Willpower 50
Psy Rating 5
Sanctioned Trait
Instant Changes:
Gain the Peer (Imperial Guard) OR Peer (Scholastica Psykana) talent
Gain the Offense OR Fieldcraft Aptitude
Primaris Psyker Talents:
- Meditated Restraint - Tier 3, Willpower, Defense - Primaris Psykers are trained to control their powers safely - or at least as safely as any human can. When making a Focus Power test, a Primaris Psyker may treat his maximum Psy Rating as half of what it normally is, rounded up (E.G. a PR 7 Psyker treats it as 4, meaning manifesting a power at PR 3 would only give a +10 to the Focus Power Test). When he makes this test, should he be forced to roll on the Psychic Phenomenon table, he subtracts 30 from what he would have rolled.
- Ultimate Sanction - Tier 3, Weapon Skill OR Ballistic Skill, Defense - When a Psyker within WP meters including the Primaris Psyker must roll on the Perils of the Warp chart, the Primaris may use his reaction (or a free action, if it is his turn) to immediately make a Single Shot or Standard Attack on that Psyker with a single ranged or melee weapon he is holding. The resulting roll of Perils is reduced by 10 x the number of wounds inflicted by the attack.
- War Psyker - Tier 3, Offense, Psyker - When a Primaris Psyker uses a half action psychic power with the Attack subtype using the Meditated Restraint talent, he may make a Single Shot or Standard Attack with a single ranged or melee weapon he is holding as free action as part of the attack.
Primaris Psychic Powers:
- Iron Hands - Cost: 300, Focus Power: -10 willpower, Full Action, Sustained: Free Action, Concentration, Range: Self; (Based on Ascension's Malleus HammerHand) The Psyker’s hands glow with otherworldly power as they are infused with a terrible strength. He is unable to hold any weapons, but he does not require them, as his fingers can gouge armour plating, and his fists can shatter ceramite. The Psyker's hands count as Deadly Natural Weapons dealing 1d10 Energy damage and gain the Force quality.
- Psychic Aim - Cost: 300, Focus Power: +0 Perception, Half Action, Sustained: Half Action, Concentration, Range: 5 x PR; The Psyker reaches out through the warp to guide his allies' shots to the heart of their targets. The Psyker selects a number of allies (which may include himself) up to his PR. These allies impose a -10 penalty to any attempts to dodge or parry their attacks while the power is active and they are within range of the Psyker.
- Fog of War - Cost: 300, Focus Power: +0 Willpower, Half Action, Sustained: Free Action, Concentration, Range: 10 x PR; The Psyker calls upon his powers to summon up a cloud of fog up to his PR in diameter. This cloud confers the general effects of Fog, Mist, Shadow, or Smoke as described on page 229 of the core rulebook, and persists for as long as he sustains the power. He may move it a number of meters equal to his PR at the start of each of his turns, but should the cloud move further away than the range of the power, it ends immediately.
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