RUNIC POWERS LEVEL 3
DESTRUCTOR (Warlocks Only)
Range: 150 metres.
Duration: Instant.
The Seer unleashes a devastating surge of psychic power at his enemies. There must be a line of sight from the Seer to the target within 200 metres. The Destructor automatically hits resolving damage on Chart 4 ignoring all armour protections. If targeted against a group the psychic power will strike D6 creatures. If targeted against warp entities, such as Daemons for example, then damage is increased to Chart 5.
If targeted against psykers, including Daemons with psychic powers, then they must pass a Will Power test to avoid being unable to use any psychic powers for D6 rounds.
If the casting Seer fails the Force test in order to use this power, he suffers from psychic flux and is therefore unable to use any of his runic powers for D6 rounds in addition to any results from the Runic Flux table.
DOOM
Range: 30 metres.
Duration: Until nullified or see below
The Seer searches for the thread of destiny that spells the destruction of a single creature within 30 metres. Once a Doom has been placed upon a creature all hits caused by either shooting, hand-to-hand combat or psychic attacks automatically wound, i.e. Toughness is not subtracted after wound damage is determined (Light Wounds cause D3+3 wounds outright, for example).
Doom lasts until it is nullified or until the target is killed or until the Seer is wounded, in which case it is immediately nullified.
EXECUTIONER (Warlocks Only)
Range: 30 metres
Duration: Instant
The very powerful psychic attack allows the Eldar psyker to do battle in hand-to-hand combat any character within 30 metres. The Eldar's spirit suddenly materialises next to the desired target to attack and counts as charging. This is enough to cause fear. The combat is fought exactly as if the real Eldar character is fighting, including weapons and armour. Although the Eldar cannot be wounded in this combat if he loses a combat round, i.e. he suffers more wounds than his opponent or suffers a 'fatal' result, then Executioner is instantly nullified.
Executioner initially lasts for the first combat round. If the Eldar wishes to continue he must pass a Force test. If this test is failed then Executioner is instantly nullified.
FATE
Range: Personal.
Duration: 1 hour.
The Seer reaches into the future to see his destiny. Any hit which reduces the Seer's wounds total to less than 2 is instantly ignored; the Seer having already forseen it. Once such a hit is sustained by the Seer, the power is instantly nullified. Fate lasts for an initial 1 hour.
MATTER MANIPULATION 3
Range: 30 metres
Duration: Special
This ability allows a Seer 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 Seer will have to pass a Force test for each round that he wishes to use Telekinesis.
Additionally, this power can be used to scramble the workings of any medium/large objects with mechanical components, such as heavy weapons and small vehicles, within 24 metres. The target object will not function for D6+6 rounds.
PSYCHO-MANIPULATION 3 (Bone Seers Only)
Range: N/A
Duration: N/A
This power allows a Bone Seer to construct suits of mesh armour armour from psycho-sensitive material. Providing there is enough of this material, and enough time, a Bone Seer can eventually make a suit of mesh armour. A variety of Dex and WP tests should make throughout any construction process. Failure results in a piece of psycho-sensitive material being made 'psychically impotent', i.e. useless.
Additionally, this power grants the Bone Seer knowledge of the spirit-driven Eldar dreadnoughts and other similar Eldar hardware. These can be repaired by using this power.
There are other situations in which Psycho-Manipulation can be used. The power is not just for repairing or making armour. The Gamesmaster will have to improvise details where this power could come into action.
PSYCHO-SURGICS 3 (Spirit Seers Only)
Range: Touch
Duration: Instant
This enhanced verson of psycho-surgics allows the Spirit Seer to heal serious wounds. A character that is seriously wounded is healed of D6 wounds. Obviously, if a character is also disabled he will be restored to full ability as covered in Psycho-Surgics 2.
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.
THE WRAITH
Range: Personal
Duration: 1 hour per level
The Seer literally becomes his spirit self. His spirit stone absorbs his physical being leaving only his essence in the material world. In all respects the Seer becomes a ghost. In this ethereal state the Seer can pass through solid walls, and pass across difficult ground, including water, as if it were not there. The Seer may also become visible or invisible at will.
Whilst in an ethereal state the Seer may make no attacks or use any other runic powers. The Wraith lasts for 1 hour after which the Seer's spirit stone re-absorbs the Seer's essence thus making him whole again.
If a Seer attempts to re-use this ability, after he has already successfully done so, his spirit stone becomes dormant and this has the effect of reducing the Seer's characteristics by -10/-1. Only once 24 hours has passed can he attempt to use this power again.