Warhammer 40,000: Space Marine 2

Warhammer 40,000: Space Marine 2

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How would you make a Psyker class?
So that is the question. It´s not as easy as you would think. Would be boring to just shoot lightning out of your hands, when psykers can do quite a lot, like stop time, turn a marine to a bloody mist inside their armour with a wave of their hand, some exceptional psykers have dragged an entire ship through space etc but those are obviously very high caliber psykers and would not be implemented in the game.

One quote from a psyker in universe:

"I can pulp your flesh and snap your bones in less than a second, and without so much as lifting a finger. What is the power of technology compared to that?"

-Chief Librarian Vel'cona of the Salamanders

I would like atleast a stop time ability that would last for like 3-4 seconds as an aura ultimate ability that would recharge quite slowly. Then basic attacks would be lightning blasts and maybe a teleport, like a mages blink in WoW. Then obviously melee hacking with the force sword.
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Showing 1-15 of 17 comments
I would take away their ranged weapon and give them a phyker-orb instead.

They can place the orb using skill button and when use "aiming" the view snaps to the orb and they can do things depending on the perks selected. Like shooting some beams (have to be aimed in the orb-view of course) or setting up a timed trap or mb set up some AOE zones with buff/debuff etc..

These would make their gameplay distinctly different from other classes and also put an emphasis on situational awareness and spatial orientation for the players (a psyker should no doubt be adept in both).
Ishan451 Jan 16 @ 5:42am 
Originally posted by Leman Russ:
How would you make a Psyker class?

I wouldn't. I don't think it fits into this game. But if i absolutely had to, i would pick 3 abilities... like a Flamer (Witchfire), some AOE explosion (Witchfireball) and a Lance (concentrate Witchfire). Make people start out with the Witchfire... and in the personal perk tree (the very last line) you can select different shapes for your Psy Power). First Row would be an improved flamer... second Row would be an AOE Explosion ability and last row would be a Lance.

And otherwise it would be a 3 Armor Class, with Power Sword and Bolt Pistol. Maybe give it a Plasma Pistol as option.

Its perk Tree would largely resemble the Assaults, focused on regaining its ability use and making its abilities stronger, as well as being Tanky in Melee.
Last edited by Ishan451; Jan 16 @ 5:45am
Angarvin Jan 16 @ 7:50am 
Originally posted by Leman Russ:
How would you make a Psyker class?
Originally posted by Ishan451:
I wouldn't. I don't think it fits into this game.

i don't think a psyker can even operate normally under the shadow in the warp, not to mention the lord of change mocking about.
Originally posted by Angarvin:
Originally posted by Leman Russ:
How would you make a Psyker class?
Originally posted by Ishan451:
I wouldn't. I don't think it fits into this game.

i don't think a psyker can even operate normally under the shadow in the warp, not to mention the lord of change mocking about.

Their problem is PIERCING the warp, not using abilities within that area. There are dozens of psykers on the ship that do their job just fine.

I like Tao's idea. Make Psykers the 'engineer' class, where they toss out their orb of 'fun' and then 'fire' it to use up their energy (ammo) creating various effects based on the Orb type they choose. When the orb is not deployed, they can use it as a shield, absorbing attacks with their energy until depleted. Energy is returned by kills with the orb, or by holding the orb and 'channeling' kinda like how it works in Darktide. Their sidearm is for emergencies only, basically. This way, they dont compete for ammo with other classes (like Darktide), and they play differently enough that they wont just be a SM clone.
Last edited by Gamerzilla; Jan 16 @ 1:53pm
Angarvin Jan 16 @ 2:08pm 
Originally posted by Gamerzilla:
Their problem is PIERCING the warp, not using abilities within that area.
are you sure?
Originally posted by wiki:
the Shadow in the Warp creates fear and panic wherever it falls, instilling a pervasive dread into the minds of a prey worlds' defenders, plunging entire planets into misery and despair.
...
for luckless psykers of any intelligent race caught within this enervating effect, the malaise is magnified tenfold.
Should a psyker attempt to use their otherworldly abilities, the cerebral cacophony worsens even further; the psychic sound of a billion alien thoughts scratch at their mind, and unless they are particularly strong-willed they will be pitched into an insanity where they will repeatedly utter phrases in a tongue too alien to properly pronounce.
Originally posted by 9th edition:
Shadow in the Warp (Rule)
Description: Enemy PSYKERS must subtract 1 from any Psychic test they make if they are within 8" of any units with this ability. TYRANID PSYKERS are not affected.
Originally posted by warhammer 40000 commander:
Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
Originally posted by deathwatch: the achilus assault:
the Tyranids’ arrival heralds a blanket of psychic static that scratches at the mind. Normal citizens experience uneasiness and terrible nightmares, while psykers and any with a sensitivity to the Warp may be afflicted with severe headaches, uncontrollable screaming, bleeding eyes and even unconsciousness. The Shadow blocks most astropathic signals, complicates Warp travel, and may disrupt other psychic phenomena.

Originally posted by Gamerzilla:
There are dozens of psykers on the ship that do their job just fine.
where? i haven't seen any. are they mentioned in a dialogue?
Last edited by Angarvin; Jan 16 @ 2:18pm
Guardia Jan 16 @ 3:52pm 
Originally posted by Angarvin:
Originally posted by Gamerzilla:
Their problem is PIERCING the warp, not using abilities within that area.
are you sure?
Originally posted by wiki:
the Shadow in the Warp creates fear and panic wherever it falls, instilling a pervasive dread into the minds of a prey worlds' defenders, plunging entire planets into misery and despair.
...
for luckless psykers of any intelligent race caught within this enervating effect, the malaise is magnified tenfold.
Should a psyker attempt to use their otherworldly abilities, the cerebral cacophony worsens even further; the psychic sound of a billion alien thoughts scratch at their mind, and unless they are particularly strong-willed they will be pitched into an insanity where they will repeatedly utter phrases in a tongue too alien to properly pronounce.
Originally posted by 9th edition:
Shadow in the Warp (Rule)
Description: Enemy PSYKERS must subtract 1 from any Psychic test they make if they are within 8" of any units with this ability. TYRANID PSYKERS are not affected.
Originally posted by warhammer 40000 commander:
Whenever an opponent casts their first noncreature spell each turn, Shadow in the Warp deals 2 damage to that player.
Originally posted by deathwatch: the achilus assault:
the Tyranids’ arrival heralds a blanket of psychic static that scratches at the mind. Normal citizens experience uneasiness and terrible nightmares, while psykers and any with a sensitivity to the Warp may be afflicted with severe headaches, uncontrollable screaming, bleeding eyes and even unconsciousness. The Shadow blocks most astropathic signals, complicates Warp travel, and may disrupt other psychic phenomena.

Originally posted by Gamerzilla:
There are dozens of psykers on the ship that do their job just fine.
where? i haven't seen any. are they mentioned in a dialogue?

There´s some inconsistencies in lore about this and how strongly it affects psykers, for example space marine psykers in lore rarely have problems using their powers when tyranids are around. The Thousand Sons sorcerers seem to have no problem casting powers either in game even when tyranids are all around the place. But anyways warp shenanigans are always inconsistent in the lore, some psykers head explodes when the hive fleet gets too close and some can still use their abilities, I guess it depends on the psyker and how strong willed they are.
Ah yes, I'm sure this game is 100% faithful to your TABLETOP RULES... Oh wait, it already isn't! Now we can have Psykers! Yay!

Also, for all that tabletop ruleposting, you sure must not know much 40K Lore. EVERY SINGLE SHIP is piloted by a team of psykers, and battle barges have combat psykers as well.
Last edited by Gamerzilla; Jan 16 @ 3:56pm
I would start with giving them 4 load out spots

1 Primary fighting Style - would start with the basics of a sword/shield combo that can be charged , a Heavy Pole arm , Short range Fire ,Long range Lightning , Shadow Sniping.
2 Secondary Support - Carry a pistol ( of the types we have) , Psy Grenade ( infinite uses but on a cooldown as you throw a ball of psy energy) , Rune of warding ( grants damage reduction of incoming psy damage) , Psy crystal ( makes charging your abilitys faster )
2 Offensive power -
Channelling circle , you put a circle on the ground and charge faster and more damage while in it.
Lightning storm , point at location bring down lightning,
Fire storm, channel to cause the ground to burn
4 Defensive power -
Shield bubble - creates a bubble that blocks shots,
shield wall, creates a large wall in target direction.
armour of faith - target ally gets +2 armour pods as long as you concentrate , breaks if you are knocked down or otherwise incapacitated.

few examples
Originally posted by Leman Russ:
So that is the question. It´s not as easy as you would think. Would be boring to just shoot lightning out of your hands, when psykers can do quite a lot, like stop time, turn a marine to a bloody mist inside their armour with a wave of their hand, some exceptional psykers have dragged an entire ship through space etc but those are obviously very high caliber psykers and would not be implemented in the game.

One quote from a psyker in universe:

"I can pulp your flesh and snap your bones in less than a second, and without so much as lifting a finger. What is the power of technology compared to that?"

-Chief Librarian Vel'cona of the Salamanders

I would like atleast a stop time ability that would last for like 3-4 seconds as an aura ultimate ability that would recharge quite slowly. Then basic attacks would be lightning blasts and maybe a teleport, like a mages blink in WoW. Then obviously melee hacking with the force sword.
Like Jonah Orion, in DoW2: Chaos Rising! So much build diversity.. Staff options, force sword options, melee abilities, ranged abilities, support abilities, and defensive abilities.

Theres also Kill Teams twin stick shooter (that released alongside Space Marine 1), and Space Hulk Deathwing, from which to draw inspiration

They would be quite susceptible to the ruinous powers in later chapters.. Tzeentch would likely corrupt their souls

The game needs Tech Marines, Terminators, and Dreadnaughts too.. It desperately needs to expand the formula
Last edited by Rizilliant; Jan 16 @ 4:30pm
Axus Jan 16 @ 10:07pm 
Only thing I wouldn't want is to see them firing lightning/psychic energy as a primary weapon that doesn't do much damage. I don't want to see lightning as a ranged weapon substitute. Keep the psychic abilities as special abilities, not spammable, otherwise they look a lot less powerful.
Sifer2 Jan 16 @ 11:01pm 
The could implement them a number of ways the problem is if they wanted them to be lore accurate they would be overpowered. But probably I would replace their grenade with an ability toggle. A few different things like a warp lightning blast, a barrier that could temporarily hold back enemies but marines could walk through. And a targeted psychic attack that does a lot of damage or stuns a majoris enemy. All 3 would probably be on their own cooldowns. Weapon options would probably be Force Sword/Staff combo. With some of the moves letting you do warp lightning AOE attacks.
Harukage Jan 16 @ 11:38pm 
Since we are playing primaris marines and only 20 years into Indomitus crusade, just give us battle brother in librarian training. Acolytum or whatever it is called. Power level solved.
You can do the same for Apothecary. Just use Helix Adept, we even have mini for him.
Angarvin Jan 17 @ 12:03am 
Originally posted by Gamerzilla:
Ah yes, I'm sure this game is 100% faithful to your TABLETOP RULES... Oh wait, it already isn't! Now we can have Psykers! Yay!

Also, for all that tabletop ruleposting, you sure must not know much 40K Lore. EVERY SINGLE SHIP is piloted by a team of psykers, and battle barges have combat psykers as well.
no need to become all pissy, my guy.
i simply asked if you were sure. from your answer i gather that you weren't.
Originally posted by Leman Russ:
The Thousand Sons sorcerers seem to have no problem casting powers either in game even when tyranids are all around the place.
really? you think that firing a handfull of slow projectiles is them operating with no issues? i mean they can't even recast their shield once it's broken.
i think that they are extremely weak. to a point where a goat on a platter is a more dangerous foe than a tzeenchian sorcerer.
the psyker you're proposing in your OP sounds much stronger than that. to me at least.
Originally posted by Leman Russ:
warp shenanigans are always inconsistent in the lore, some psykers head explodes when the hive fleet gets too close and some can still use their abilities, I guess it depends on the psyker and how strong willed they are.
regardless of how saber houserule shadow in the warp i still think that a playable psyker doesn't really fit into this game. imo he will be impossible to implement properly.
if he's balanced - people will complain that he's too weak. if he's lorefull- people will complain that he's too strong. you can't offset his infinite ammo with squishiness because he's still a marine in the same armor as others; or with lackluster melee because, like you said, force sword.
i just don't see any way for a librarian to exist in this game organically.

that is ofc not to say that, if there is one and saber know of it, it wouldn't be cool to have a playable psyker.

but i'd rather not have a psyker and have something else, than have him and be disappointed in his implementation.
i say let saber use their time on something that can definitely work. like a tech-marine.
Last edited by Angarvin; Jan 17 @ 12:19am
Gamefever Jan 17 @ 12:19am 
Grey Knights are?
Space Marines.

I know I know, you never heard of them.
That's how the Inquisition likes it too.
Riqcrow Jan 17 @ 1:23am 
Librarian would be interesting, giving option for force sword and normal bolt/plasma pistol, "main weapon" would be psychic powers (selectable from different options). there are many good ones like Force Dome (either personal or squad shield), direct damage (Smite= lightning, Vortex of Doom) or buffs (inspire) or movement The Gaze of Infinity (teleport). Super abilities could be Veil of Time that stops/slows time within certain radius, allowing massive input of damage to enemies.

other classes would need changes aswell. For example librarian's shield would render bulwark useless, aswell as apothecary class for main healing. Bulwark would need some taunt ability instead (rapping weapon against his shield), and banner giving defence and attack boost for X duration, not affected by radius.
Last edited by Riqcrow; Jan 17 @ 1:26am
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Date Posted: Jan 16 @ 5:29am
Posts: 17