Psychic Abilities

A psychic power requires one action to use unless otherwise stated. The chance of success is equal to to their Wp with the following modifiers.

Concentration – +10% to chance of success for every action spent concentrating. Characters concentration is lost as soon as they perform any other action, is pinned, stunned, or does anything else besides concentrate.

Ranged – -1%  for every yard between the psyker and the target.

Line of sight – I f the character has a line of sight to the target they get +20% to their chance of using the power successfully. If the target must be in line of sight his modifier has no effect.

Difficulty rating – Deduct the difficulty rating from the chance of success.

 

Automatic successes and failures

An unmodified 01-05 always succeeds and 96-100 always fails.

 

Psychic overload

If a psyker fails a test then they lose D10 from their Wp for every full 10% they failed by.

 

Risky action

If failed the psyker loses 2D10 Wp.

 

Psychic Bolts

Normal shooting modifiers apply to psychic bolts unless otherwise stated.

 

Nullification

Any enemy psyker may attempt to nullify the power. This is a free action. The other player must declare they are nullifying the power before it is cast. They take a Wp test and the amount they pass by is a negative modifier to the casters Wp test. Nullifying a psychic power has the same risks of psychic overload.

 

Persistent abilities

At the start of every subsequent turn the psyker must pass an unmodified Wp test or the power ends immediately. This doesn’t use up any of the psykers actions. If the psyker goes out of action the power ends immediately. If an enemy psyker passes a nullify test the power ends immediately.

 

Disciplines

Although psykers powers are wide and varied they tend to belong to one of the five main disciplines. Psykers usually specialise in one type, but usually learn powers from other disciplines as well.

 

Miscellaneous Powers

Not all powers belong to one of the five main disciplines.

Name

Difficulty

Type

Description

Detection

0

-

The character is immediately aware of everyone within 2D6 yards. This can be increased, by adding +5 to every extra D6 yards the character wishes to cover.

Gaze Of Death

10

Psychic Bolt

Type

Rng

Mode

Acc

Dam.

Shots

Reload

Weight

Special

5

Semi (5)

-

2D6+3

-

-

-

 

 

Biomancy

Name

Difficulty

Type

Description

Blood Boil

½ target’s toughness

Ranged

Pick an enemy character in sight. The victim suffers injury to the head and chest equal to one level of damage for every 20% or part of 20% the test is passed by. Armour and forcefields have no effect on blood boil.

Choke

½ target’s toughness

Ranged

Victim stunned for D6 turns. If this number is greater than 1/10th of victims toughness they fall unconscious for the rest of the battle.

Enfeeble

½ target’s toughness

Ranged & Persistent

The amount the psyker passes the test by is the amount deducted from the targets strength whilst the power lasts. Character reduced to S zero or less fall unconscious.

Hammerhand

5

Persistent

Must use on himself. When he makes an unarmed attack his strength is doubled and he  counts as using an improvised weapon.

Regenerate

20

 

Must be within 1 yard (or use it on himself) of the character he wishes to help. If passed it counts as having made a successful recovery action.

Storm of Lightning

5

Psychic Bolt

Type

Rng

Mode

Acc

Dam.

Shots

Reload

Weight

Special

10

full (8)

-

2D6+4

-

-

-

Warp Strength

5

Persistent

If successful the characters strength is increased by the amount they passed the psychic test by.

 

 

Telepathy

Name

Difficulty

Type

Description

Demoralise

0

Ranged

The victim must pass a Nv test or be pinned with a negative modifier equal to the amount the Wp test was passed by.

Distraction

10

-

Victim stunned for one turn but doesn’t fall prone.

Embolden

15

Ranged & Persistent

Pick a friendly character but not the psyker. Add +50% to their Nv value.

Enforce Will

½ target’s Wp

Ranged

Force an enemy character to perform one action, but it may not directly injure the target character. (Fire on comrade, step in view & drop weapon are all valid actions)

Mesmerism

20

Ranged & Persistent

Choose one enemy character in sight, they can’t do anything and count as stunned (but not prone).At the start of every subsequent turn the target can break free if he can pass a Wp test.

Mind Scan

10

Ranged

Psyker counts as having dodge against shooting attacks from victim until end of next turn. Doubles chance of parrying attacks by character until next turn. Successful mind scan could tell psyker of location of objective.

Psychic Shriek

5

Ranged

Victim must take a Wp test. If failed he is stunned for 1 turn for every 10% (or part) the test is failed by. If the roll is more than twice their Wp then they fall unconscious.

Psi-Track

15

Persistent

When used the psyker uses this skill he is aware of everyone on the table, and homing onto one person. They must nominate a character to focus on. They become aware of what they are doing and where they are and what they have done. If he loses contact he no longer knows what they are doing. They can only detect creature with a living mind, and can tell whether it is deamonic, a psyker or has psychic equipment.

Puppet Master

20

Persistent

The psker may do nothing else whilst this power is in affect. The victim must take a Wp test and if failed he is partly taken over by the psyker. He may attempt to break free at the start of every subsequent turn by passing a Wp test. Whilst being under the psyker’s control they count as being on his side. Control is not total. –1 from the speed and –25% from any tests to perform actions whilst under the psykers control.

Telepathy

5

(Ranged)

Placed sending

Ranged. May communicate what could be said in a single action.

Broadcasting

Message picked up by everyone within the number of yards equal to the amount the Wp test was passed by. They can specify a maximum range but this incurs and additional –10% to the test.

Terrify

10

Ranged

Target must take a Nv test as if they were faced by a terrifying character, with a negative modifier equal to the success of the Wp test.

 

 

Telekinesis

Name

Difficulty

Type

Description

Machine Empathy

5

Ranged

Pick a piece of weapon or equipment. For every 10% or part the Wp test is passed by the object is useless for that many turns. If the score is 1/10th or less of the require score the target is permanently affected. This skill can also be used to pick locks, etc. The more complicated the task the higher negative modifier.

Psychic Impel

0

Ranged

Used on enemy within line of sight. They suffer 2D10 yards of knockback and fall prone.

Psychic Shield

15

Persistent

Psyker counts as having an extra D10 forcefield armour on all locations.

Psychic Ward

10

Persistent

Psyker counts as having an extra D6 forcefield armour on all locations.

Telekinesis

Object’s weight

Ranged

The GM must decide how much the object to be picked up weighs.

Pistol weighted objects weigh 10 to 15, rifles any where between 20 to 50, and so on. It can be moved a distance equal to the psykers Wp/10. Alternatively it can be thrown in the air (see shooting section for rules on throwing weapons) using the starting point of the object and the psykers Wp instead of strength.

If such an object hits a person the damage caused is shown below, with a strength bonus using his Wp (+1 damage for every full 10 over 50)

 

Telekinesis Damage Table

 

Weight

Damage Caused

1-15

D3

16-25

D6

26-45

D10

46-70

2D6

71-90

3D6

91+

2D10

 

 

Pyromancy

Name

Difficulty

Type

Description

Blinding Flash

0

Ranged

Pick a point within line of sight of the psyker. Any character friend or foe (not psyker) who has line of sight to this point must pass an initiative test or be stunned(but not prone) for D3 turns.

Burning Fists

0

Persistent

Any unarmed close combat attacks made by the psyker may set fire to the target using the rules for flamers.

Fireball

5

Psychic Bolt

Type

Rng

Mode

Acc

Dam.

Shots

Reload

Weight

Special

C

single

-

3D6+4

-

-

-

Firestorm

10

Psychic Bolt

Type

Rng

Mode

Acc

Dam.

Shots

Reload

Weight

Special

B

Single

-

D10

-

-

-

 

 

Daemonology

Name

Difficulty

Type

Description

Banishment

20

Ranged

Deamonic creature must pass a Wp test with a negative modifier equal to the amount the Wp test was passed by. If failed the daemonic character adds D3 to his injury total for every 10% or part of the test was failed by. If he scores more than double the roll required he is banished back to the warp instantly. Against a psyker they have a chance to lose a random ability equal to the amount the test was passed by.

Instability

20

Persistent

Whilst unstable they don’t react with the physical world in any way. They can walk through walls, etc. Psychic attacks and weapons affect the unstable psyker as normal. However he is totally unable to attack or communicate with others. He may not attempt to use any psychic powers as it would tear him apart. He glows slightly so add 20% to chances of character being seen.

Sanctuary

10

Persistent

If successful it affects a radius around the psyker equal to his Wp/10. Any daemonic creature inside the sanctuary or trying to enter it must pass a Wp test. If failed add D3 to its injury total and is knocked to the edge of  the sanctuary away from the charcter and is stunned for the rest of that turn. Any daemonic creature within the sanctuary at the end of the turn suffers D3 additional points to their injury total.

Teleportation

20

Ranged

The psyker may move himself or another person (or person sized and weighted object) to another part of the battle field. Besides the range penalties deduct 1% for every half yard they want to move the target. If the test is failed the target is teleported in a random direction 1 yard for every 10% or part of the test is failed by. If this puts the target in impassable terrain it is destroyed outright!

Vortex Of Chaos

25

Ranged

Mark the target point, the vortex extends D3+1 yards form this point. Any character partially within that area must pass a strength test (96+ automatically fails) or be sucked in. A character in a vortex of chaos has a 10% chance of being destroyed. Else they are deposited back on the table top 2D10 yards away in a random direction and stunned for D6 turns.

 

Additional Powers

 

Miscellaneous

Name

Difficulty

Type

Description

Lucky Aura

15

Persistant

Can force one re-roll per turn that directly affects them (i.e. to Hit rolls at them, Location rolls on them, etc.)

Throw Voice

5

Ranged

The psyker can make his voice appear to come from X yards away. (X is the range used in the power).

Jog Trigger Finger

¼ target’s Strength

Ranged

Can jog the targets trigger finger causing them to fire off a shot in a random direction. If the scatter dice shows a hit they shoot themselves. Work out hits from shooting as normal.

 

Biomancy

Name

Difficulty

Type

Description

Bleed

½ target’s toughness

Ranged & Persistent

 If successful they cause a random location to bleed. The bleeding will only stop when the power ends.

 

Telepathy

Name

Difficulty

Type

Description

Double

10

Ranged & Persistent

Target sees two of the psyker. If in combat the psyker can break from combat with no test. If the psyker is shot at by the target roll to see if it is his double or him who is hit. (There is a 50% chance of hitting either)

Hallucinations

10

Ranged

Target is affected as if he had just succumb to a hallucinogenic grenade.

Invisibility

½ target’s Wp

Ranged & Persistent

Target can no longer see anyone but himself. He may attempt to break free at the start of every subsequent turn by passing a Wp test.

Mental Strength

15

Ranged & Persistent

May increase one Stat. of a friendly character by 2D10 whilst the power is in effect.

“You can fly”

½ target’s Wp

Ranged

If the target is within two yards of an edge they will jump off unless they can pass a Wp test. Treat damage from falling as normal.

 

Telekinesis

Name

Difficulty

Type

Description

Crush

½ target’s toughness

Ranged

Does D3 levels of damage to a random location.

Fists of Fury

15

 

Type

Reach

Damage

Parry Penalty

Close Combat

0

3D10

-30%

Add 3D10 to the psykers WS and strength and they count as having the following weapon on both fists.

 

It can destroy parrying non- power or force weapons just like power weapons.

Trip up

0

Ranged

Target stumbles and must use their next successful action to recover their wits.

Zen Shootist

10

Persistent

Psyker becomes one with their weapon and can fire using their Wp instead of BS. Shot modifiers modify Wp instead of BS as well.

 

Pyromancy

Name

Difficulty

Type

Description

Flame Wall

20

Persistent

If successful it affects a radius around the psyker equal to his Wp/10. This wall of flame around him  (the height of a man) cannot be shot through. He must stand still the turn he wants to used this or add +2% difficulty for every yard walked or crawled and +5% for every yard ran or sprinted. Once the power is in effect he must stand still. Anyone in close combat will automatically break off and if they are in range of the flame they will take a hit exactly as if a flamer had hit them. It counts as a shot for the purposes of close combat.

Spontaneous Combust

½ target’s toughness

Ranged

D3 random locations on the target are now on fire.

 

Daemonology

Name

Difficulty

Type

Description

Freeze Time

20

Persistent

Can freeze time for short periods of time making it appear as if they can move twice as fast as normal. The psykers speed is doubled whilst this power is in effect.

Spiderman

15

Persistent

Can manipulate warp space/ real space barriers in such a way as to be able to climb any surface as if there were a ladder there.

Chameleon

20

Persistent

The psyker phases rapidly in and out of warp space blending in with the surroundings. There is a –20% modifier to hit in combat and from shooting.