Board Thread:Warhammer 40k Tabletop Gaming/@comment-8257990-20130529121246

Right, over the past few weeks I have been playing huge apocalypse sized games, both in Games Workshop and out. Over these past few weeks I have been developing rules for a mission in which the Sorcerer Alhendors plays a huge role every time (the forces of order basically win when they kill him but they have to complete a bunch of objectives before he becomes vulnerable) and I am struggling to come up with the two psychic lores that he can use, since this is Apocalypse and Alhendors forces are usually heavily outnumbered these powers need to be much much greater than the 6th edition ones but they need to follow the same or similar rules. The main problem I am having with them is that although they have to be powerful I don't want them two overpowered e.g. target vehicle automatically takes 5 penetrating hits or target unit is instantly destroyed with no saves etc. So I will be coming up with these powers myself but any suggestions would be much appreciated.

Here is the general idea of both lores so you know what to think like if you decide to help

Abyssal - Just like the Abyssal sorcerers Alhendors has spent many centuries honing his skills in maniplating and reading the Immaterium directly. Although this style prevents the use of standard psychic powers in Realspace the result can be just as deadly, if not more. Alhendors uses his mastery of manipulating the Immaterium directly to his advantage in combat and prefers to assault the opponents soul, and in turn mind directly, this requires constant levels of focus that cannot be achieved by weaker individuals but has one deadly and powerful advantage, because these powers have no presense in Realspace at all (all the assault take place in the Immaterium) this lore is able to completely ignore armour and, with only a handful of exceptions, any defences availiable to the opponent!

"Your wargear will not save you here Chapter Master, for I have already entered your very mind... You are mine, body and soul"

- Alhendors Du'un to  Master Sentinel of the Sentinels Of War 12th Chaper, 35th Milennium

- 'So for the Abyssal I would suggest: For the offensive'' very powerful abilities that focus on small areas but ignore most saves, such as focused witchfires that ignore cover/armour. For other powers I would suggest powerful focused Maldictions and Blessings that effect individuals, such as a Maldiction that reduces all the saves of a model (or armour if it's a vehicle) by two. -'''

Warp Conduit - The process of becoming an Abyssal sorcerer prevents the use of standard psychic powers in Realspace, yet there have been countless reports of Alhendors using warpfire based powers. Anyone who understands to even the smallest degree of the Abyssal lore knows that this should be impossible but Alhendors has found a way around this problem. Alhendors uses his ability to directly manipulate the Immaterium to his advantage here, this style of psychic combat always involves the tearing of the barriers between the Immaterium and Realspace, destroying it completely in smaller areas creating in a sense small temporary warpstorms, this feat requires so much concentration and psychic skill that none in the Forgotten Legion could successfully perform this other than Alhendors. And so with these small warpstorms Alhendors uses the raw Warp itself to smite his foes down with unmatchable power, although this particular lore can be seen as the most dangerous psychic lore to perform ever discovered, as even the most powerful of psykers can easily loose control over the energy of the pure Warp itself.

"You act as if the Immaterium is your ally Farseer, now let me show you what the Warp really is..."

- Alhendors Du'un to Farseer of unknown craftworld, 40th Milennium

'''--- For Warp Conduit I just suggest you go all out crazy, they could all be ridiculously over the top powers that would preferrably cover wide areas. This lore can be much more powerful than Abyssal but it should always have disadvantages such as they all recieve perils of the warp on double 6s 5s and 1s or maybe they weaken or damage him as he uses them e.g. to cast this power Alhendors must take a Stregnth 8 AP 2 hit ---'''

So anyways guys any help with this would be much appreciated, so if you want feel free to post any rules or even narrative for psychic powers.

Also any other rules or narrative for any part of the mission (could be for anything) that would also be taken into consideration and much appreciated. 