CSM mutations
PinnedCSM - Some may be over the top, but should be balanced by abilities of other factions/classes.
Mutations:
Chaos Space Marines often having pledged their allegiance to various chaos gods gain access to eldritch mutations.
The second wargear slot opens up access to mutations based on a combination of class and Chaos Patron god. Mutations could also include a soft global cooldown and visible auras indicating activated abilities (red/purple/blue/green haze).
In the unlikely chance that you dont have a Chaos god allegiance and just hate the Imperium for the heck of it, you will still have access to a limited number of kits (tech decay and so on...lore accurate). This section will cover just mutations though...kits idea is extended from LSM.
Mark requirement is a debatable subject so going to leave it out a bit.
Khorne : Khorne favors melee combatants.
Ground Assault/Raptor
Undying rage : Marine becomes an unstoppable killing machine for next "5" seconds where blood must flow.
The champion becomes invulnerable for 5 seconds and at end of the rage HP is set to 1 + based of each kill done during the duration of berserkers rage Khorne grants the champion 35 HP back per kill. Movement speed is reduced by 8 % melee Atk boosted by 15 % .
During this effect champion cannot cap or interrupt cap. At the end of it he gains a "Sated" debuff that prevents mutation for another 55 seconds.
Sorcerer: Khorne abhors sorcery .
Null field: All targets within 15 meters of the sorc get a null barrier applied on them at time of cast, lasting 8 seconds. They can then move out of the 15 mtr range and still have the effect persist. Null field negates any tech/sorcery that is targeted on you. Same target cannot be recipient of Null field for next 60 seconds.
Mods for mutations: Feedback loop : For every spell successfully absorbed - heals target for a minor amount of HP.
Retaliation: For every spell successfully absorbed, inflicts a small amount of damage back to caster.
Nurgle- All classes. Grandfather Nurgle dosent discriminate among his followers.
Pestilent aura :
Passive : Withering Aura around 10 m of marine ....frnds have minor armor/toughness boost ...enemies have armor corroded by accelerated decay.
Active : Putrefaction: Can be activated on self or on enemy target/vehicle. Lasts 6 seconds. Cool down 50 seconds.
Self: Encrusts self in a shield of puss and rot that absorbs damage. Increases armor/toughness by 12 % for 6 seconds.
Enemy target: Disease and decays affects enemy target for 6 seconds reduces target Max HP by 15 % , slows target by 10 %. Target
gains "Auto immune response" buff preventing Nurgles afflictions for next 40 seconds.
Enemy Vehicle: Man or machine, none are spared from papa Nurgle. Slows vehicle by 30 % for 6 seconds. Vehicle gradually recovers movement speed.
Tzeentch:Lord of change grants his blessings to different followers in different ways. None can foresee the plans of the great deceiver .
Traitor / Havoc :
Malefic Ammunition: Entropy and randomness are gifts to the followers of Tzeentch to wield as they please. Lasts 8 seconds. CD 60 sec.
Next magazine of ammo or 15 rounds are infused with "random" elemental damage.
Warp fire: Sets target on eldritch fire preventing armor regen for next 8 seconds.
Lightning: Increases Penetration by 25 points.
Change maker : Reduces 1-2 ammo from current magazine of enemy . Forcing them to reload frequently.
If enemy is a melee combatant, reduces durability by 1-2 points per bolt.
Traitor Assault/ Raptor:
Doppelganger : Iconic spell that makes a clone of you for the next 5 seconds that has 35 % your HP/stats and does no damage. Disappears
when damaged or at end of 5 seconds, will mimic all moves you do, atks same target and remain on the ground . CD 60s.
Aspiring sorcerer:
Temporal Dislocation : After a brief 1.5 second channel, translocates sorc to destination point within 25 mts, during channel both source and destination glow is visible to everyone. Cannot displace within 12 meters of objectives/cap points. CD 50 s. If the position you are translocating to is occupied by the time you reach there, you die dealing minor damage to the destination area.
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