Cryokinetic Wyrd Primary Powers - Warhammer 40K Fantasy
 

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  1. #1
    Member TalismanOfVaul's Avatar
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    Cryokinetic Wyrd Primary Powers

    Wrote these a few years back . Recently revised but i would like some feedback please.

    Cryokinetic Wyrd Primary Powers

    1. Icy Breath

    Allows Wyrd to produce a blast of frigid air from his mouth, enveloping his opponent.
    Use flamer template. Icy breath inflicts a ST 4 hit and automatically pins foe due to the extreme cold.
    Foe can recover from pinning by rolling ≤ to Toughness on D6 as per normal rules.

    2. SnowStorm

    Wyrd lowers ambient temperature of the Underhive, causing a major snowstorm. Treat visibility as Thick Fog (Outlanders supplement page 62). All running requires an Initiative roll on D6 to avoid slipping over in rapidly settling snow. The Wyrd must roll ≤ Leadership on 2D6 each turn to maintain effect.

    3. Icy Daggers

    Allows the Wyrd to fire a jet of icicles. Use the below profile.

    SHORT RANGE: 0-8(+2), LONG RANGE: 8-16(-1), ST3, DMG: 1, SAVE: -2, AMMO: N/A, NOTES: 1 SUSTAINED DICE.

    4. Ice Sheet

    Allows the Wyrd to create a thick slippery layer of ice. Cast on a terrain piece, 1 level is affected and Wyrd must have LOS to that level. If it is cast on ground level, it creates a 6” x 6” template. Can create a floe of ice on liquid. Fast movement on the Ice Sheet becomes hazardous.

    MOVE INITIATIVE TEST

    UP TO 1”: NO TEST REQUIRED
    UP TO MOVE: ON D6
    RUNNING: ON 2D6, PICK HIGHEST
    SPRINTING: ON 3D6, PICK HIGHEST

    If failed, target falls and slides (1” if up to move, 2” if running, 3” if sprinting).

    In the case of Ice Sheet on levels, if a target slips over and slides off edge, they can make an
    Initiative test to avoid falling off!

    The Wyrd is immune to the effects of his own Ice Sheet, but must make a Leadership test each turn at a cumulative –1 to maintain the Ice Sheet.

    5. Hailstorm

    Causes a localised severe hailstorm to appear over an area. Place the Frag Template within 12” and within LOS of Wyrd. Only usable on targets out in open or on very tops of scenery. Each target under template is automatically hit and sustains D6 ST 2 hits.

    6. Chill Embrace

    Exposes 1 target within 12” and Wyrd LOS to a viciously bitter chill, causing rapid body cooling, formation of ice in blood and literally freezing target to death. Wyrd rolls 2D6 while target rolls D6 + Toughness.
    If target scores ≥ Wyrds roll, no damage is inflicted but target is pinned. If Wyrds roll is >, then the target sustains a ST 5 hit with no armour saves. If a wound is sustained, they automatically go out of action.

    Last edited by TalismanOfVaul; January 12th, 2010 at 17:19.

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  3. #2
    Junior Member Culexus's Avatar
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    though iv never actually used wyrds in game i do think this could be quite amusing esspecially if you combine ice sheet with hurl opponent lol. throw your opponent onto the ice sheet and watch them slide of the edge of a building.

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    Member TalismanOfVaul's Avatar
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    Quote Originally Posted by Culexus View Post
    though iv never actually used wyrds in game i do think this could be quite amusing esspecially if you combine ice sheet with hurl opponent lol. throw your opponent onto the ice sheet and watch them slide of the edge of a building.
    Indeed! Might require house ruling when certain situations occur unexpectantly with Ice Sheet. Using your example, what speed would someone be classed as moving if thrown onto the Ice Sheet? (D6" equals their move for these purposes?)

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    Junior Member Culexus's Avatar
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    yeah i was thinking the moment they hit the ice regardless of if they are taken ooa they slide an additional d6" if this takes them off the edge of a building then resolve that as normal in the event there is someone standing below.

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