Monday, November 9, 2020

Navigators

 

"To gaze into the Warp is to look into the abyss. To understand insanity itself is to become insane. Worst of all is the knowledge that while you are gazing upon it, the Warp is looking back at you and laughing."
Kartr Hollis, Nobilite Emissary

Navigators are both a human sub-species as well as a collectively powerful political organisation of the Imperium known as the Navis Nobilite, a guild of Imperial nobles that represents all of the Navigator bloodlines or Houses of the Imperium. The members of the Navis Nobilite are exempt from many Imperial laws, and even the Imperial Inquisition tends to be careful in the handling of individual Navigators due to the political power of the Navis Nobilite.

Navigator Houses are highly secretive and highly competitive organisations. They jealously guard the knowledge of safe Warp routes from each other. A House's fame and fortune depends on its ability to safely guide vessels through the Warp and the reputation for doing so that it maintains. The greater the reputation, the more influence and wealth its clients possess. The Imperial Navy, the Space Marine Chapters, Rogue Traders and other Imperial Adepta seek the services of the most reliable Houses.

A warband may include a Navigator, or even be led by one if you wish to create the personal army of a Navigator House. These are strange beings that stand apart from the wider Imperium and utilise psychic powers far different from other psykers - as such, they have their own rules presented here.

CREATING THE NAVIGATOR
A model may be upgraded with the Navigator Gene for the price listed below. 

Choose a base profile from the Necromunda sourcebooks as you would for any other character. Navigators tend to be void-born creatures not used to physical discomfort or close personal combat, so you should probably not choose one of the more... violent statlines. However, they are prone to mutation and some Houses may have a greater martial preference than others.

When choosing a profile, you must discard all Special Rules associated with said profile, as they are replaced with the Navigator Gene special abilities presented here. The only exception to this is Group Activation (X), which will represent the authority of the Navigator and the presence of their bodyguards - you may keep this rule, but it can only be applied to models defined as subservient to the Navigator, as agreed with the GM. 

Navigators may be equipped with weapons and wargear without restriction, though most will carry some form of staff. You may upgrade the statline of the Navigator and choose Skills (including Psychic Skills) as usual. They must always select at least one Psychic Mastery Level, though their available powers are limited by The Third Eye ability shown below. 

NAVIGATOR GENE - 25 Credits +50 Credits per Psychic Mastery Level

Special Abilities: 
The Third Eye
Navigators experience and utilise the power of the Warp far differently from other psykers. They must always choose The Lidless Stare as their first Psychic Power, and may only choose further powers from the Navigator Psychic Power list. 

"I have stared into the Abyss..."
All Navigators have witnessed the horrors of the Warp many times, because of this they may ignore any negative modifiers to Willpower and Cool tests. This does not include if their Willpower statistic has been temporarily reduced by a factor such as the Demoralise Psychic Power. 

Navigators are also resistant to Chaos, and may modify any roll they are forced to take on the Perils of the Warp table by their Psychic Mastery Level. 

Mutations
As well as the obvious third eye, many Navigator Houses display some form of mutation. These should be reflected in the statline of the Navigator, but if you have an idea for a more obvious mutation, discuss this with the GM. 

NAVIGATOR PSYCHIC POWERS

The Lidless Stare (Basic, Difficulty -)
The Navigator opens their Warp Eye, exposing those around them to horrifying visions of the Immaterium. Once cast, all enemy models within 12" that can draw Line of Sight to the Navigator's front arc must pass a Cool test or become Broken. Characters with the Navigator Gene or at least five Corruption Points automatically pass this test.  

Warp Gaze (Basic, Difficulty -)
The Navigator blasts raw Warp energy from their exposed Warp Eye. Once cast, the power is resolved as a Shooting attack with the same profile as a Heavy Flamer, but remove any reference to the Blaze trait. 

Temporal Distortion (Basic, Difficulty +3)
The Navigator can manipulate the tides of the Immaterium to affect time in the temporal universe. Once cast, the psyker may make an additional two actions this round. They may manifest additional Psychic Powers, aside from Temporal Distortion. 

Inertia (Double, Continuous, Difficulty -)
The Navigator affects the tides of the Warp, making it difficult for psykers to draw their power from the Immaterium. Once cast and for as long as it is maintained, all enemy psykers on the board suffer an additional +3 Difficulty when attempting to manifest a Psychic Power. 

Precognition (Basic, Difficulty +3)
The Navigators glimpses possible futures while gaxing into the Warp. The model gains one re-roll which it may use to re-roll any single D6 involving the character during the game. For example, this may be part of a Willpower Test, manifesting a Psychic Power, making a Shooting attack etc. 

Aetheric Doldrums (Double, Continuous, Difficulty +3)
A skilled Navigator can use this power to mark a point of calm in even the most tumultuous Warp Storm. Many Navigator Houses teach their progeny how to seek this calm in the Warp, as it may be the only thing that stops the Navigator from being torn to shreds and their soul devoured by daemons in the case of a failure in the Gellar Field.

Once cast and for as long as it is maintained, create a zone around the psyker with a diameter in inches equivalent to the points the power was passed by. Models with the Daemonic trait, or as agreed with the GM, may not enter this zone voluntarily and must leave if they can. Any Daemonic model that ends their activation in the zone suffer D6 S5 D1 hits with no AP modifiers and is pushed out of the zone. The psyker casting this power may not do any other actions while maintaining this power; if they Move, Shoot etc the power immediately ends.

















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