ADEPTUS POWERS LEVEL 4 DESTROY DAEMON (Inquisitors and Librarians only) Range: 40 metres The psyker does battle with any daemon within 40 metres intent on banishing it back to the warp. This is a form of psychic missile so there needs to be line of sight in order for Destroy Daemon to work. The psyker rolls 2D6 and adds his mastery level to the result; the daemon rolls D6 and adds its current number of wounds divided by 5 to the result rounding up to the nearest whole number. If the Psyker's score beats the daemon's score the daemon is instantly destroyed. If the scores are drawn the daemon loses 3D6 wounds. If the psyker's score is lower than the daemon's then the psyker has just failed. If the daemon's score is twice that of the psyker's then the psyker loses D6 wounds. IMAGE PROJECTION Range: none With enormous strength of will, the psyker uses the Force to clone himself and project this image to confuse his enemies. The more images of himself the psyker wishes to project the more warp energy is needed. By passing the original Force test to use this power, a psyker can project one image. By passing the same test, with an additional penalty of -10, the psyker can project another image, -20 for a second image and so on. If the second test is failed to produce another image then the psyker fails to control the energy needed and only the first image is produced. There is no need to roll on the Force table for failed Force tests because the psyker was successful in controlling the warp energy in the first place - he simply failed to produce another image. A maximum of 5 images may be projected at any one time. Each image is identical to the psyker and can move independently but must remain within 2 yards of the casting psyker. An enemy can see through the illusion if he passes a Will Power test first but at -30 because of Image Projection being a level 4 power. INVISIBILITY Range: personal Invisibility, like Teleportation, is a dangerous power to use as it takes the psyker deeper into the warp. Indeed by using this power the psyker actually walks for a short time into the warp itself making himself invisible to the material world, even scanners can't detect him as he is in another dimension altogether. Those with Psychic Sense will be able to detect a psychic presence but won't be able to properly see the invisible psyker. 1. While invisible the psyker can attack and use weapons normally but cannot use any psychic powers until Invisibility's duration ends, until the casting psyker chooses to end it or until it is nullified. 2. In hand-to-hand combat the invisible psyker strikes with a +30 bonus to hit and blows against him have a -50 penalty to hit. The psyker may also snipe from a position but although his weapon will also be invisible the shot itself, the burst of energy from the nozzle, won't be. This means that an enemy can fire in the general of the burst but with a shooting penalty of -30 to hit. Invisibility lasts for 5D4 minutes after which the psyker becomes visible as he suddenly re-emerges into the material world. This has the effect of fear when this happens. LEVITATION Range: Personal With this power the psyker can float in mid-air as he rides the invisible currents of the force. Upon using this power, the psyker can levitate in any direction for 48 metres. Levitation lasts for as long as the psyker can successfully pass a Force test per round. If the psyker fails then he must pass a Will Power test. If this is passed then the psyker expertly controls his descent. If the Will Power test is failed then the psyker completely loses control and plummets to the earth. How much damage the psyker suffers depends on how high the character levitated. Whilst the psyker is in levitation he may only use level 1 psychic powers as the concentration needed for this power is immense. MIND CONTROL Range: 50 metres This ability allows the psyker to temporarily control an individual's mind. The psyker must be able to see his target to use this power. Once the Force is controlled, with penalties as normal, the psyker can attempt to control the mind of anyone within 50 metres. The intended target must pass a Will Power test to avoid the effects of Mind Control. A failed Will Power test results in the target being completely under the influence of the casting psyker. The psyker can command his target to kill himself, to fall of a cliff, anything he wants; an immediate Will Power test is permitted should the target be forced to kill himself. Mind Control lasts for as long as the psyker can pass a Force test each game turn (minute). Whilst using this power the psyker may do nothing else and becomes prone. Should the casting psyker fail to control the Force then he cannot use this ability for 24 hours. MENTAL STRIKE Range: 200 metres The most powerful version of Mental Blow (see above). Mental Strike can be targeted against anyone within 200 metres. Any target failing a Will Power test sustains a Damage Chart 5 hit to the head. This attack ignores all armour and any damage reduction modifiers. MIND WIPE Range: 3 metres or touch The psyker must be within 3 metres or in touching distance to make use of this power. If the victim fails a Will Power test he or she will be under the effect of Mind Wipe. Roll a D6 to see the effect. At each stage the previous effects also apply (a roll of 3 includes the effects of 1 and 2, etc): 1. The victim forgets that the characters are enemies
(whether or not he thought they were beforehand). The victim will also feel very disorientated for 2D6 rounds after the Wipe. The effects of Mind Wipe will begin to wear off, from 6 downwards, after Stage x D4 days, at one stage every two days. Mind Wipe does not work on fantastically alien creatures such as Genestealers and Tyranids or creatures that are from the warp or are not alive. SPHERE Range: 40 metres The Sphere is a bubble of warp energy that suddenly materialises around the target. Anyone inside the Sphere must pass a Will Power test or remain trapped, unable to shoot, use psychic powers, for D6 turns. The Sphere will effect 4D4 individuals in a group. TELEKINESIS 4 Range: 40 metres. This power allows the psyker to manipulate almost any object as the power of the Force flows through him. Objects as heavy as small to medium sized vehicles can be lifted 1 metre off the ground. This power has a range of 40 metres. D3+1 people can be lifted 3 metres off the ground and thrown up to 20 metres away causing a Chart 2 hit as they fall. A psyker will have to pass a Force test for each round that he wishes to use Telekinesis. TELEPATHY 4 Range: Special This ability enables the psyker to establish two-way contact between himself and a number of individuals, equalling D6+4 people, within 500. The individuals remain in contact for as long as all parties wish, but the link will be severed if any suffers wound damage. TELEPORTATION Range: personal The most dangerous, and difficult, psychic power to use is Teleportation. The psyker is consumed by the warp itself and taken to another point of the material world altogether. This is perilous to the point of insanity and a psyker will only use this power as a last resort as the daemons of the warp converge upon him.... A failed Force test instantly consigns the psyker to the warp as he becomes part of the very energy he sort to control, i.e. he's dead but a fate point will reverse the result. If the psyker successfully controls the Force then he may appear at any point in the material world within 100 miles of his original position. WARP SURGE Range: personal The psyker attempts to absorb total warp energy. If the Force is successfully controlled then the psyker has all his characteristics increased by +2 or +20 as appropriate. The effect lasts for 24 hours. A failed Force test results in the psyker's soul being weakened and loses -2/-20 to all characteristics, as appropriate, for 24 hours in addition to any results from the Force Flux table. |