[quote=@Jbcool] Okay, with all due respect, it is things like this that make me want to GM your character out of existence. He appears to have near-infinite power(s), apparently from all over the goddamn spectrum of psychic powers, is also capable of close-quarter fighting because of both being an Ork AND due to his force weapon. The very fact that you can't find a way to NOT paste two Astartes - the Emperor's most capable warriors - without flooding a place with genestealers should really give you some indication that you've gone too far. Feel free to write a rebuttle, in fact I would be happy if you did, as to why I shouldn't just plant the entire Preceptory of Sororitas right on his head. [/quote] I asked you what source we're using. For exactly this reason, I asked you what we're using as the core reference for this campaign. In 40k the table top game, space marines are Pansies. They're pushovers that will reliably be killed by the most basic ork weirdboy power. A shot from a hot-shot lasgun will punch through their armor, and has a pretty good chance to just take him out of combat. In addition, on the table, force weapons are standard-issue psyker wargear. Anything that outranks a wyverian psyker has one. As for why I can't think of any solution that doesn't result in the death of two marines... That would be because any offensive power I have as a basic reference for a frame of scale that would be used against a lightly armored, fairly feeble enemy, would just kill them. I wasn't the one who allowed a psyker. I'm sorry you were unaware of the power of sorcerer/librarian/weirdboy level psykers. However, nothing I've had Urgrugg do would be outside the realm of completely realistic and even very safe depiction of psyker power, for even a low-level weirdboy. If you want to kill him, fine. You didn't know what you were giving me access to. Without realizing it, you gave me access to a great deal of power, and threw a piss-ant in front of him that was important to the plot. It's your right as GM to direct the RP as you see fit. However, make no mistake. I did nothing wrong here. Everything I've said Urgrugg could do, he could do on the table top, all while being considered a less potent combatant than a tech-marine. Your dissatisfaction with him is entirely your own fault, because you underestimated the power of psykers, of any race, and severely overestimated the potency of space marines. Now, I'm fully able to play Urgrugg as what he is; A very powerful ally, who's easily manipulated and exists as a glass cannon in combat, while being a tank overall. However, that plan only works if people are willing to work with him. A group that's supposed to be dedicated to chaos, made up 50% by people who notedly Aren't devoted to chaos, does not allow for that possibility. If you're going to get mad at someone for not following the rules, maybe don't stick your foot in your mouth and selectively decide to ignore how half your 'chaos' party is still devoted to their Imperium-loyal faction.