Here is the update to the powers, with the feedback and suggestions taken into consideration.
Psychic Powers
All Apostles of Malevolence may use one psychic power a turn. The only exception is if they have been upgraded to a Master of Sorcery, and then the Apostle may attempt to use two powers a turn. All psychic powers are used following the rules given in the Warhammer 40,000 BRB.
Apostles of Malevolence may choose from the following Powers:
Vortex of Chaos: The Apostle conjures up a vortex of pure Warp energy and hurls it at his enemies, reeking havoc amongst their lines. This is no small task and is fraught with risk as the Warp is fickle.
The Vortex of Chaos is a shooting attack. Place the small blast touching the base of the caster, then roll 3D6 +2 for the distance traveled. If triple ones are rolled something has gone horribly wrong, place the template over the caster, he and anyone else touched by the template are hit; if triple sixes are rolled, add one more D6 to the distance, then resolve hits. Any model hit by the Vortex template takes a single Strength 7, AP 2 hit that ignores cover. Vehicles hit by the Vortex follow the normal damage procedure. LOS is only required for the first unit in the Vortex’s path.
Warp Lightning: The Apostle shoots powerful bolts of lightning from his fingertips, arcing into the enemy leaving a wake of incinerated bodies.
Warp Lightning is a shooting attack with the following profile.
Range-36, Strength- 8, AP-4, Type-Assault D3+1
If all the hits scored against the target unit cause wounds, the Warp Lightning will ‘Arc’ into the nearest enemy unit within 6 inches; this can only happen once. If the target is a vehicle all the hits must either glance or penetrate to ‘Arc’.
Storm of Chaos: The Apostle summons up a virulent hurricane of Warp energy, impeding their vision and movement on the field of battle.
The Storm of Chaos is a shooting attack with a range of 24 inches. If hit the target unit counts all terrain, even clear terrain as if it were both difficult and dangerous. In addition the target unit also confers a 4+ cover save to any unit that they shoot at in their shooting phase. These effects last until the beginning of the next Soul Reapers turn.
Possession: The Apostle summons and allows a daemon to temporarily possess him; turning him into a psychotic killing machine.
Possession is cast at the beginning of the Soul Reapers turn. If successfully cast the Apostle gains +2 Strength, +1 Toughness, +1 Initiative and +2 Attacks until the beginning of the next Soul Reapers turn.
At the start of the next Soul Reaper turn the Sorcerer must take a toughness test. If he fails he takes one wound with no saves as even his super human constitution is unable to handle the strain of the possession.
Chains of Torment: The Apostle creates small warp rifts under his foes, launching ethereal chains that rend flesh to the bone in an attempt to drag the targets into the warp.
The Chains of torment is a shooting attack that may target any non-vehicle unit, with the following profile:
Range-18, Strength-6, AP-5, Type-Assault D6+1, Pinning
- Vortex of Chaos…………………..30pts
- Warp Lightning…………………...30pts
- Storm of Chaos…………………....10pts
- Possession………………………......25pts
- Chains of Torment……………….20pts
All thoughts and feedback welcome, please try to keep it constructive.
Much better and more in line with what I personally think Chaos Powers should be. I still am thinking that Warp Lightning needs to be worded differently for the arc portion. Let me give it some thought.
ReplyDeleteIs that better?
ReplyDeleteMuch better. For a second I thought I was reading a technical manual for military equipment! :-)
ReplyDelete