Here are the additional Psychic powers from Necromunda I said about.They are written as bare bones, as I haven't had chance to add the fluff yet. Any comments welcome.
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 targets 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 targets 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 targets 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 targets 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 |
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Crush |
½ targets toughness |
Ranged |
Does D3 levels of damage to a random location. |
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Fists
of Fury |
15 |
|
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. |
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Trip
up |
0 |
Ranged |
Target stumbles and must use their next successful action to recover their wits. |
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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 targets 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. |