After reading the Space Wolves' Codex I was disappointed that there wasn't a special
storm psychic power for Njal, "He then summoned up a psychic storm which shattered the remnants of the Chaos
forces, and brought vistory to the hard-pressed Space Wolves. In this way Njal earned his name of Stormcaller."
So, here are the rules for his Great Storm. They are based on the Eldar Eldrich Storm. Please have a read of them and tell me what you think of them, even give me some suggestions on how to improve on them. Send them to The Firewolf. Great Storm counts as one of Njal's Librarian powers. If Njal is part of the army he must have his Great Storm power. |
Force 3 + * | Range: 20" |
GREAT STORM |
Njal Stormcaller calls forth a great, howling storm of psychic energy which
sends troops and light vehicles flying.
The Great Storm, requires the expenditure of 3 force cards. The Great Storm starts with a radius of 0. One extra force card must be expended to give a radius of 2". Addition force cards may be expended giving an extra 2" of radius per force card. Place a marker anywhere within 20" of Njal. Roll a scatter dice for any models more than half under area covered by the Great Storm. If an arrow is rolled the model is flung in the direction indicated to the storm's edge and may not move or shoot in the next turn. If a "hit" is rolled the model suffers a S6 hit and is flung to the storm's edge as above. Light vehicles, eg. bikes, landspeeders, dreadnoughts, etc. will be flung as per models. If a "hit" is rolled the vehicle suffers a hit with an armor penetration of 6 + 2D6. Larger vehicles, eg. Rhinos and larger, will go out of control when they next move. But they cannot leave the area covered by the Great Storm. Once all rolls for the models and vehicles has been resolved, roll a scatter dice. The Great Storm and everything under it will move 2D6" in that direction and anything that comes into contact with it are sucked into the Great Storm. At he beginning of each subsequent turn roll the scatter dice and 2D6". The Great Storm remains in play until it leaves the table, Njal is slain or wishes to end it. While the Great Storm remains in play nothing can move, see or shoot through it. The psyker attempting to nullify Njal's Great Storm requires to expend an amount of force cards equal to the amount that Njal used to energize it. Also the psyker has to successfully nullify it twice with two separated Nullify cards. This power cannot be used in the first or second turn.
ONCE per game ONLY. Njal Stormcaller ONLY. |