Suggestion: Psyker Staffs' Strike To Push

So the problem with the special action: Strike attack on the various Psyker is that it does basically no damage or stagger. I had an idea that could make it useful while keeping the spirit of the magic stick intact: Increase the Stagger damage on the hit, and give it a phantom range ahead of the user. This phantom range will be indicated by a pulsing wave of psykic energy pushing from the staff as it does so. The damage can stay low, I don’t really care about the damage, but making it a push means that in an emergency you can push away a leaping Hound that managed to avoid other forms of CC. This push is just small enough to give the squishy psyker that little bit of crowd control boost necessary to improve his overall survivability

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I am not sure about the reason for the staff’s weapon special existing in the first place (at least in its current state).

It takes a long time for the attack to go through and it basically does nothing.
You can just swap to your melee to do a regular push, which is faster.

I would like for the staff weapon special to be turned into a lamp.
The psyker could hold a ball of energy in one hand, to light the way.
Potentially with the ability to throw that ball somewhere, so that it can keep lighting up an area for a while.

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Staffs, in tabletop and Dark Heresy are supposed to be force weapons with all the requisite power and damage that brings. I propose the following:

The special attack works exactly like the Obscurus or Deimos special attack. Allowing you to smash an elite with it on the fly without switching weapons and return to firing. This would be especially useful against dogs and muties who tend to come to the party at high speed in small numbers.

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Or how about a unique weapon special for each staff?

Purgatos could get a regular projectile as a weapon special (or fireball if you prefer).

Surge could have a lightning bolt as a long range projectile. I’m thinking boltstaff from VT2.

Voidstrikes special could change the trajectory of the fireballs to have an arc so you could hit enemies behind cover.

Trauma could have a projectile shield, similar to forceswords deflector, while holding down weapon special.

This is just stuff I came up with in 15sec each and even if you don’t like the individual ideas, the point is that the weapon specials could be something unique, cool and useful rather than a vestigial move.

If it was to stay a melee attack, make it do something special like being a guaranteed stagger (VT2 billhook)

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"Unqiue"could be a blend fo above? … Make “special” charge the staff like force sword, (I was just about to make a post on ‘hybrid’ weapons) and the next primary attack isisntead a melee (light or heavychargable) to amke use of the charging.

you ‘could’ also make it have right click to block/puch as usual for melee also, but some people might complain they get locked out of skills in bad situations until the charge ‘wears off’

Basically ‘Specials’ becomes a “temporarily make this a real melee weapon”.

My extension to this would be like a X pistol+Y melee combo where “Specials” instead of a push like pistols, would swap the dominant weapon[maybe even still do a push effect while it swaps] (yes I know weapon swap time is basically zero for these, but it doesn’t look/feel as cool lol):
So… Primary fires pistol, secondary can aim (or maybe block?)…press special now its a chainsword melee on primary, secondary block

Long story short, same sort of formula could start to apply to Psyker Staves,effectively defining a ‘hybrid’ melee/ranged weapon class!

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