Monday, May 2, 2011

Culexus issues and the cult

One of the issues with the various temple assassins is the level of control exercised from a central authority. The advantage from a player perspective to being a member of an autonomous death cult or mafia like organisation is that you aren't beholden to some huge organisation that has some galaxy wide super-headquarters.
Of course, if you are interested in the politics of such a galaxy wide organisation, then a temple assasin is a good choice. If you want to choose your own missions, not so..

An issue with the Eversor and Culexus is that they are strongly anti-social. A fully fledged Eversor has a fear rating of 2. That's Tyrannosaurus Rex scary. The Culexus is worse. A Culexus does a range of things to those around him including lowering "leadership". I'd call that Fellowship and Willpower. By 25%. That's not a penalty on folks he's trying charm.. That's an effect on the orc warboss howling at his gretchin up to 25 meters away. That's causing traitor Black Legion space marines to think twice about following Abaddon's last command. It's dropping Eldrad Uthran, a millennia old farseer's chance of getting a spell off. This is some fairly serious mojo. And you can't turn it off, because you don't like it. Only folks like Noise Marines, Daemons and Tyranid Synapse creatures are immune and even they have their psychic powers dampened if not their resolve.


Of course this doesn't mean that you can't play one, just that it might not be allowed out a lot...
So when I say "Null Projection" what do I mean? well.

1. Soulless: -20, -25 or -30 to Fellowship in a radius equal to twice your willpower bonus in meters

2. Psychic Abomination: Fear rating 1, 2 or 3 to Psykers

3. Etherium: Any person wishing to target you must make a willpower test or choose a different target

4. Animus Speculum: 25 meter range psychic attack using the capacitive charge caused by the absence of connection to the warp. Like lightning it originates where it appears to strike. Willpower test to fire, Ballistic skill to hit, ignores armour, (is affected by fields) 1d10 for every success+twice willpower bonus. Firing is a half action and a free action for every psyker in range.

5. Life Drain: touch range, melee skill to hit (more like just getting really close), opposed willpower test, causes 1d10 wounds to the psyker irrespective of armour or toughness.

and then there is the psykout grenade and the psyocculum (counts as a mind impulse unit red dot scope for psykers ie +20 to hit)

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