Chaos Psychic Powers

By WatchCaptainGothicus, in Deathwatch House Rules

We are running a Chaos Space Marines game using the Deathwatch rules and have developed a number of houserules. I have already posted our collection of Daemon weapons and Chaos relics over on the Dark Crusade Forum ( www.fantasyflightgames.com/edge_foros_discusion.asp ), but it ocurred to me I should probably post our houserules here instead because even though we're playing CSM we are still using the Deathwatch system, and Deathwatch GMs may want to use these rules for antagonists (or Black Shields...). So here are some psychic powers developed from classic Chaos powers from the Chaos Codices. Constructive feedback is welcome.

Important Note: some of the flavor text is from the 2002 CSM codex, by Andy Chambers, Pete Haines, Andy Hoare, and Phil Kelly. This is noted where this is the case.

Chaos Psychic Powers

Chaos Consumes All (1000 XP)
Action: Reaction
Opposed: Yes
Range: 5 X PR
Sustained: No
The Sorcerer reaches out and attempts to pluck the very soul from his enemy, leaving little more than a withered husk in his wake. This is a sight that may put the bravest of troops to flight (Description from the 2002 CSM codex).

If the Sorcerer slays an enemy in a combat round, either by dealing a killing blow to an adversary or damaging a horde’s magnitude, he may make a Focus Power Test as a reaction to devour his dying foe’s departing soul. If successful, he heals PR Wounds and gains the Fear 1 trait until the end of the combat. Multiple successful uses of the power stack to a maximum of Fear 4. This cannot heal critical damage or heal the character above his maximum wounds, and cannot be used on soulless creatures

Chaos Reigns (Word Bearers Power) (Rank 4, WP 50, 1,500 XP)
Action: Full
Opposed: Yes
Range: 10 metres x PR
Sustained: No
Description: The Word Bearer recites a litany to the Ruinous Powers, speaking daemonic words that burn the minds of the unfaithful and subject the lackeys of the Emperor to the soul-shredding energies of the warp. This power can affect a number of targets equal to the Word Bearer's PR.
Those affected will become Stunned (see page 261 Deathwatch Core) for one Round. Targets who revere the Emperor (Gm's discretion) are more seriously affected by this power and will in addition suffer 1d10xPR Explosive damage and be thrown 5xPR metres away from the Sorcerer. Finally, minor daemons within the vicinity are beckoned from the Warp by the use of this power and are invited to possess anyone wounded by the initial attack, who are at -10 WP to resist the possession. The alignment of the summoned Daemons is determined by the Mark of the sorcerer: Daemonettes for Slaanesh, Plague Bearers for Nurgle, Bloodletters for Khorne, and Pink Horrors for Tzeentch. Those with the Mark of Chaos Undivided may choose from among these.

Gift of Chaos (Rank 5, WP 50, 1500 XP)
Action: Half
Opposed: Yes
Range: 5 metres X PR
Sustained: No
The sorcerer unleashes a whirling flash of Chaos energy, which envelops the target and rapidly mutates them. As the power of Chaos flows through the target, the unfortunate victim's bones writhe, its flesh distorts and agonising mutations tear the enemy apart. (Description from the 2002 CSM codex)

The sorcerer makes an opposed Focus Power test against an enemy within range. Should this power test succeed, compare the sorcerer’s degrees of success with the target’s Toughness bonus. Should the sorcerer’s remaining degrees of success equal or exceed the target’s Toughness bonus, then the target undergoes a hideous and instantaneous transformation into a Chaos Spawn (see Dark Heresy: Disciples of the Dark Gods 158). His personality is utterly destroyed, and he becomes the immediate servant of the sorcerer (Note: those who are able to do so can resist this transformation by burning a fate point). Against a horde, this power does damage to magnitude equal to the Sorcerer's PR and creates an equal number of Chaos Spawn.

Lash of Submission (Requires Mark of Slaanesh) (Rank 5, WP 50, 2000 XP)
Action: Full
Opposed: Yes
Range: 30 metres X PR
Sustained: No
Description: A glowing whip of immaterial energy snakes out from the sorcerer's hand and lashes across the battlefield. Those caught within its ethereal baits are momentarily in thrall to the sorcerer’s will (Description from the 2002 CSM Codex).

This power can target a number of enemies equal to the sorcerer’s Fellowship bonus X PR, all of whom must make a contested roll against the sorcerer. The sorcerer rolls only once and his degrees of success are compared to the targets individually. In order to speed things up, the GM may choose to roll only once for groups of enemies, using the highest WP score amongst them. Those who fail will immediately move up to full speed +1 metre per PR of the sorcerer. This move is controlled by the sorcerer, with the following restrictions: the victims cannot move through impassable terrain, into deadly terrain, and the victims cannot be moved into melee range with the sorcerer or his allies (within 1 metre). After this movement is complete, the victims must make a WP test (-10) to avoid Pinning. The sorcerer can target hordes with this power if his PR is equal to the first digit of their magnitude.

Mass Mutation (Rank 3, WP 50, 1500)
Action: Half
Opposed: No
Range: 5 metres X PR
Sustained: Yes
Description: The sorcerer summons daemonic energies from the warp to empower his allies (Description from the 2002 CSM codex).

All allies within range gain one of the following daemonic gifts, until the beginning of the sorcerer’s next turn (or longer if sustained):

Roll 1D5:

1.Daemonic Strength (Unnatural Strength X1)
2.Daemonic Visage (Fear 1)
3.Daemonic Resilience (Unnatural Toughness X1)
4.Daemonic Aura (Personal Forcefield with a rating of 33)
5.Daemonic Mutation (gain the Multiple Arms Trait)

Nurgle's Rot (Nurgle only) (Rank 3, WP 40, 1500 XP)
Action: Full
Opposed: No
Range: 5 metres X PR
Sustained: No
Description: Gurgling praise to Grandfather Nurgle, the sorcerer belches forth a disgusting miasma of disease (Description from the 2002 CSM Codex).

All enemies within range take 1d10XPR impact damage with the Toxic Quality. This attack always has a Pen of 0, regardless of the sorcerer’s PR. Enemies may make a dodge test against the effects of this power (see Deathwatch core 238-239 for dodging Area Effect Attacks). Against hordes, this power deals an additional +1d10 hits (for a total of PR +2d10 damage to the horde’s magnitude).

Pink Fire Of Tzeentch (cost: 500)
Action: Half
Opposed: No
Range: 50m x PR
Sustained: No
Effect: Calling on his patron god, the Sorcerer unleashes a torrent of Warp fire upon his foes (Description from the 2002 CSM Codex).
He may pick a point within range and engulf it in a cloud of flame with a radius of 2 metres x PR. All those within the area will suffer Id 10 Energy damage X PR. In addition, all those within the area of effect must make Challenging (+0) Agility Test or be set on fire (see page 260).

Warptime (Rank 3, 1500 XP)
Action: Free Action
Opposed: No
Range: Self
Sustained: Yes
Description: The sorcerer surrounds himself with dimensional instability, which warps the passage of time and grants the target the opportunity to place his attacks with supernatural precision (Description from the 2002 CSM Codex). Whilst this power is active, the character may re-roll a number of attack and damage rolls per turn equal to his PR.

Wind of Chaos (Rank 2, 1000 XP)
Action: Full
Opposed: No
Range: 30m
Sustained: No
Description: This power takes different forms depending on the Sorcerer. Worshippers of Nurgle project a stream of bilious, acidic slime that burns and infects the target, while sorcerers of Slaanesh create a golden cloud that sets every nerve end alight with rapturous agony (Description from the 2002 CSM Codex).This power functions exactly as a shot from an Astartes Heavy Flamer, save that it adds the Warp quality.

There are plenty more Chaos house rules where this came from if people are interested demonio.gif

You are a pioneer my good man. I have interest aplauso.gif

I don't have any of these books to reference or any real idea for conversion concepts so anything ya wanna share is awesome!

WatchCaptainGothicus said:

Warptime (Rank 3, 1500 XP)
Action: Free Action
Opposed: No
Range: Self
Sustained: Yes
Description: The sorcerer surrounds himself with dimensional instability, which warps the passage of time and grants the target the opportunity to place his attacks with supernatural precision (Description from the 2002 CSM Codex). Whilst this power is active, the character may re-roll a number of attack and damage rolls per turn equal to his PR.

Might I suggest changing the last sentence from "...re-roll a number of attack and damage rolls" to "re-roll a number of attack or damage rolls." That will cut down the number of re-rolls by half, but I doubt very many Chaos Sorcerers will have more than 2-3 attacks per round, even at high level. That change should help speed up game play. Now for a question about the power, can a character keep re-rolling the same attack up the maximum number of re-rolls allowed by his PR or is their a limit to how many re-rolls you can spend on an attack or damage roll?