I. Kappa-level heretic psyker
Are met relatively often and manifest an average or lower level of threat. Abilities:
- Warp Dash: are able to blink for substantial distance instantly, with 0.5s cast delay; uninterruptable; allows to reach any point (within its range) the psyker has line of sight to (can’t go through walls and floors, but can ignore boxes, furniture, partially destroyed walls and fences); at the start of the Dash a short blurred aftereffect is visible, pointing in the direction of their jump; if Dash’s trajectory comes through the player or near them, or the psyker lands in close proximity, their in-game “vision” blinks or blurs for fleeting moment, due to warp energies’ touch - this way they have better awareness of the situation; upon landing has 0.5-1s delay before trying to attack the player, giving them some time to react. The ability also has a sufficient cooldown and/or number of charges to still allow players to run them down when pursuing them
- Choke: at close range, will try to telekinetically choke the closest player, what disables and rapidly corrupts them (about the 2x of speed as when pinned by the Hound does), until somebody will either kill or stagger them, forcing them to loosen their grip
- Throw Debris: when hiding at range, will use telekinesis to throw debris at the players from their current position. When hiding closer to the group, will make debris around the players (including severed parts of killed enemies and their weapons) to levitate and then throw those at them from various directions (when no debris are present they are just created out of thin air - but then stay in the game (lie on the ground) for some time and reused for subsequent attacks if needed, allowing players to easier predict possible attack vectors). When hit, a player is staggered and suffers some damage. Both forms of attack are well-telegraphed, have a clear sound cue and not that hard to dodge if players are paying attention. Both also trigger unique voice lines in your and other characters around, in which they assume there is a heretic psyker nearby. When using their telekinetic abilities, Kappas also generate a visual effect around them in form of some blurred halo, thus helping player to find out their hiding position. In case of the 1st form of attack, debris are thrown from around their current location, helping players to figure out where to look for them.
Tactics:
Will keep low profile and keep distance whenever possible, using Warp Dash to break the contact if players try to approach them (so somewhat similar to Sniper, with a mix of Bomber). When at a safe distance from players, will assume well-covered/hidden position and proceed to using Throw Debris ability. If a player manages to catch up with them, use Choke ability as a last resort measure. In rare cases, when seeing a lone player away from their group, may decide to use Warp Dash offensively to close their distance and Choke them; when at it, will always try to teleport behind their back, so players need to keep an eye for the telltale signs of their arrival mentioned above. Are unarmored and have low HP, so very susceptible to ranged attacks (but will try to Warp Dash to cover if shot at, when possible).
II. Eta-level heretic psyker
Pretty rare and manifest significant threat. Abilities:
- Warp Dash: works the same
- Choke: works the same
- Throw Debris: works the same
- Void Blast: works similar to Psyker’s Void Blast staff’s 2nd attack, but has cooldown and replenishable charges with a cap. Will only use it when sees opportunity to hit 2+ players with it at once. While it’s casted, a sound cue is played and a red growing circle with an animation of whirling warp energies above it can be seen on the ground, giving away the targeted region.
- Warp Flames: works similar to Psyker’s Inferno staff’s attacks, with an added corruption effect (similar to Tox Flamer’s flame, but without setting ground on fire)
- Kinetic Shield: works similar to Psyker’s basic Barrier (so not a sphere form, just a force wall in front) and prevents ranged attacks from hitting heretics behind it, while allowing them shooting at players; will repel slower flying objects (like grenades); has a limited durability and can be destroyed with a few seconds of focused ranged fire, even faster with ranged warp-based attacks (like shards thrown by Psyker’s Assail blitz, or discharge from Psyker’s Force Greatsword, or by Inferno and Force Staff’s attacks); has no effect on melee attacks or Flamer; won’t prevent players from passing through it
- Psyonic Rebuke: upon being targeted with Brain Burst, will interrupt its cast and stagger the caster, then immediately respond with throwing debris at them
Void Blast, Warp Flames and Kinetic Shield won’t be casted while they are in covert mode, only when in support mode.
Tactics:
When alone and/or acting between waves, will behave close to Kappas, attacking the group from well covered positions and trying to hunt down and choke loners. When acting nearby big enough heretic regiments and/or during waves, they switch into support mode instead. They’ll stick in the middle of crowds of ranged enemies, setting Kinetic Shields to protect them and themselves from groups’ ranged attacks, while casting either Throw Debris or Void Blast, depending on the situation. When shot at and being unable to cast another Shield, will Warp Dash to safety and switch into covert mode until all its charges are replenished. When approached in close range and unable to flee, or when acting in support role around strong enough melee heretics’ regiment, will keep behind them while using Warp Flames and Void Blast attacks; if out of any other options, will use Choke as the last resort measure. Unarmored, but have substantial HP pool, representing their innate abilities of protecting themselves instinctively with warp energies.
