ADEPTUS POWERS LEVEL 3

BENEVOLENCE

Range: 100 metres
Duration: 1 round per level of mastery

The psyker enters the minds of his foes calming them down so that no hate or anger exists in them. Any group of D4 individuals per level of the psyker will be affected if they fail a Will Power test. If the test is failed then the individual feels quite serene and happy and doesn't feel inclined to shoot or fight in hand-to-hand combat. When this happens the effects are as follows:

  • The affected target finds it difficult to shoot with missile weapons suffering a -20 penalty to hit and loses -20 to Weapon Skill in hand-to-hand combat and cannot parry or dodge blow.
  • Any hand-to-hand combat attacks can inflict no more than light wound damage, regardless of weapon.

ENFEEBLE

Range: 50 metres
Duration: see below

This power may be cast at any creature or group. All target creatures which fails a Will Power test lose 1 point each of Strength and Toughness. Encumbrance allowance is halved and all movement penalties for obstacles are doubled. The effects last for 24 hours.

ETHEREAL SIGHT

Range: personal
Duration: D6x10 minutes

With this power the psyker momentarily vacates his physical body allowing his spirit to travel outside for a few moments. Whilst in this spirit-state the psyker cannot attack in any way or use any psychic powers, but he can scout ahead, walk through walls and doors and even drop below ground or travel across a chasm. As a spirit the psyker cannot be harmed by any technological weaponry and is invisible to all. Those with the skill Psychic Sense will be able to detect a presence but won't be able to see the psyker's spirit. Essentially Ethereal Sight is for scouting use and lasts for an initial D6x10 minutes.

Whilst Ethereal Sight is in use the psyker's body is vulnerable and prone. As soon as there is any danger to his body Ethereal Sight is instantly dispelled. Should the psyker's body be destroyed, during the power's duration, then his spirit is drowned by the warp killing him instantly.

FEAR

Range: 50 metres
Duration: 3D6 rounds

This power induces fear in any individual, or group, within 50 metres. Victims of this power must pass a Will Power test or become affected by fear. This means that an individual cannot shoot, or enter hand-to-hand combat, for D6 rounds. Those immune to psychological effects, such as Daemons, are unaffected by this power.

FORCE DOME

Range: 50 metres
Duration: D6 turns per level of mastery

The psyker conjures a dome of protective psychic energy, approximately 6 metres in diameter, over any target within 50 metres. The Dome gives an unmodifiable armour protection of 30% to all those within its boundaries. The Force Dome lasts for D6 turns per level of mastery or until the psyker chooses to end it.

HEAL

Range: personal or touch
Duration: instantaneous

A more powerful version of the level 1 power Heal. The casting psyker can heal himself or another character within touching distance. D10 wounds are restored automatically, including serious wounds, as they quickly dissolve or close up. Of course new limbs cannot be literally restored by the use of this power.

IRON GRIP

Range: 100 metres
Duration: special

The psyker uses the Force to psychically kill one of his enemies. The psyker holds out his hand and slowly begins to grip it tight, while at the same time his target chokes to death by unseen hands. The psyker needs full concentration do this becoming prone as a result and must also be able to see the target. To avoid the effects of Iron Grip the target must pass a Will Power test or be at the mercy of the casting psyker as he is slowly strangled. This causes D3 wounds per round until the target dies or the casting psyker is hit by a blow or shot or if the power is nullified. The target of Iron Grip may attempt to pass a Will Power test each round to shake off its effects.

MIND BLAST

Range: 100 metres
Duration: instant

A substantially more powerful version of the Mental Blow. Mental Blast can be targeted against anyone within 100 metres. Any target failing a Will Power test sustains a Damage Chart 4 hit to the head. This attack ignores all armour and any damage reduction modifiers.

NULLIFICATION

Range: 40 metres
Duration: Instantaneous

This psychic power may be cast against at any creature or group. After the Force test is passed (as with Nullify you do not roll on the Force Flux table for a failed Force test), the effects are as follows:

  • Psychic weapons (including some Eldar Ancient Weapons) and Force weapons, cease to function for that round unless their owner passes a Will Power test.
  • Any one psychic power effect within the maximum range of Nullification may be nullified (eg Mind Control, etc). If the psyker who created the effect is within 10 metres of it when Nullification is cast, he may pass a Force test to prevent it from being nullified.
  • Any psyker struck by this power must make a successful Will Power test or any powers currently maintained are nullified. In addition, if the Will Power is failed, that psyker may not use any further psychic powers for D6 rounds.
  • Any daemons or supernatural entities struck by this power must pass a Will Power test or lose 2D6 wounds.
  • Possesses struck by this power must pass a Will Power test or be cast out from their host body.

TELEKINESIS 3

Range: 30 metres
Duration: Special

This ability allows a psyker to manipulate objects of up to 1000 encumbrance points. This ability can also be used to lift human-sized people off the ground at a range of 20 metres. Up to two people can be lifted 3 metres off the ground at any one time and can be thrown up to 10 metres away causing a Chart 2 hit as they fall. A single hand-to-hand combat weapon, like a sword, can be telekinetically controlled to fight in combat. The weapon will fight with a WS equal to the psyker's Force level.

A psyker will have to pass a Force test for each round that he wishes to use Telekinesis.

TELEPATHY 3

Range: Special
Duration: Special

This ability enables the psyker to establish two way contact between himself and another individual within 500 metres. The individuals remain in contact for as long as both parties wish, but the link is severed if either suffers wound damage.

WARP CURSE

Range: 50 metres
Duration: 1 round per level of mastery

This allows the psyker to place a curse upon his enemies. If targeted against a group it will effect D3 individuals per level of the psyker. A Will Power test must be passed to avoid the effects of Warp Curse. Those effected have their armour protection value doubled making it easier for shots to penetrate, i.e. a conversion field has a rating of 50% instead of 25% and mesh armour will have a rating of 60% instead of 30%. Force fields will have a 50% chance of being destroyed; their vital components being totally shredded.