Additional Psychic Powers

by Stephen Pearson

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 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.

 

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