PSIONICS

The use of psychic powers is encompassed by the term psionics. Individual creatures capable of employing such powers are described as psychic or as psykers. There are, of course, countless other names applied to these creatures (some rather derisory). Within human society they may be called witches, warlocks, telepaths or any one of countless other names.

PSYCHIC MASTERY

Some psykers are more powerful than others, this is reflected in their psychic mastery or mastery for short. There are four grades, each corresponding to a progressively more powerful individual. So, for example, a first mastery psyker is the least powerful, whilst a fourth mastery psyker is the most powerful.

It would be possible to imagine psykers of even greater powers than those encompassed by the fourth grade od mastery - the Emperor of the Imperium is an individual of that rank, and many psykers believe the voids of warp-space to be populated by comparable entities. However, for our purposes the four grades will suffice.

PSIONIC LEVEL

As psychic powers are used the psyker will tire. If he continues to use his powers he will literally run out of energy and will have to rest before he can use his abilities again. This psychic energy is measured for game purposes in psychic points, or just psi-points. The maximum number of psi-points a character may hold at one time is called his psionic level, or psi-level.

This chart summarises the typical amount of energy available to an average psyker of each of the mastery grades. The random column shows how you can generate a random psi-level for a psyker of a given mastery.

Mastery Psi-level Random Psi-level
Mastery 1 10 3D6
Mastery 2 20 6D6
Mastery 3 30 9D6
Mastery 4 40 12D6
As a psyker uses his abilities, psi-points are deducted from his total until he has none left.

PSYKER ABILITIES

There are 40 distinct psychic powers or abilities described in this section. Not all psychics can use all of the powers described. Very few psychics have more than 10 distinct abilities. The number of abilities is limited by the creature's intelligence characteristic, the normal maximum being 10.

A psyker can only employ abilities of a level equal to or less than his own mastery. So for example, a character with a mastery of 2 may employ only level 1 and level 2 psychic abilities.

GENERATING PSYCHIC ABILITIES

The number of abilities can be taken from the chart below. This gives typical values and a randomly generated number to be used if you prefer.

Mastery Typical number Random number
Mastery 1 3 1D6
Mastery 2 6 2D6 (max 10)
Mastery 3 9 3D6 (max 10)
Mastery 4 10 4D6 (max 10)
There are several ways of determining abilities for a psychic creature. When he works out the scenario, the GM can decide for himself what abilities psykers should have. Alternatively, the player can be allowed to select his own abilities, up to the number indicated. The third way is to generate the abilities randomly.

To determine which abilities are possessed by a psyker roll on the random charts, noting down the abilities on a piece of scrap paper. If an ability is rolled twice the result may be ignored. No creature may have more abilities than its intelligence characteristic. If the intelligence characteristic is lowered, for some reason, then random abilities will be lost to bring the total in line.

RANDOM ABILITY CHARTS

Random psychic abilities can be generated from each level using a D10. Random levels can be determined using a D4. Random determination between three or two levels can be made using any appropriate dice (such as a D6).

Level 1 Level 3
1 Aura of Resistance
2 Cure Injury
3 Hammerhand
4 Immunity from Poison
5 Mental Blow
6 Steal Mind
7 Telekinesis 1
8 Telepathy 1
9 Teleport 1
10 Wind Blast
1 Aura of Recalcitrance
2 Animate Weapon
3 Cause Confusion
4 Cause Fear
5 Destroy Aura
6 Mental Blitz
7 Rout
8 Telekinesis 3
9 Telepathy 3
10 Transfer Aura
Level 2 Level 4
1 Aura of Protection
2 Ectoplasmic Mist
3 Jinx
4 Mental Bolt
5 Rally
6 Sense Presence
7 Smash
8 Telekinesis 2
9 Telepathy 2
10 Teleport 2
1 Aura of Invulnerability
2 Change Allegiance
3 Cure Wounds
4 Limbo
5 Mental Blast
6 Stasis
7 Strength of Mind
8 Telekinesis 4
9 Telepathy 4
10 Temporal Distort

INNATE PSYCHIC ABILITIES

All psykers are sensitive to psychic vibrations and auras, and have certain abilities because of this. These are additional to the normal 'level' abilities and do not count towards the individual's maximum number of psychic abilities. A psyker can employ one of these abilities during his turn, he may not use another ability at the same time. Innate abilities work automatically and do not require the expenditure of psi-points - there is no need to test for success.
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Psychic Sense. If a psychic touches an object which has psychic powers, or which has been affected by psychic powers, this will be apparent. The psyker will not be aware of the function or purpose of the power, only that it is present. A psyker will be able to sense that another creature is psychic by touching, such as shaking hands.

Psychic Awareness. A psyker who remains totally inactive for an entire turn, neither moving, fighting, or using other psychic powers, will be aware of the presence and rough direction of any other psykers within 48".

ABILITIES

Each ability includes the following information.
Level Abilities are divided into 4 levels of complexity equivalent to the 4 grades of mastery. Level 1 abilities are the easiest to use and require least expenditure of psi-points, level 4 abilities are the hardest and require the greatest expenditure of psi-points.
Psi-points When a psyker attempts to employ his powers he uses energy in the form of psi-points, the psi-points are deducted from the psyker's remaining psi-point total.
Description Description Each ability is different in its effects, range, etc.

USING AN ABILITY

A psyker may attempt to employ any of his abilities during the psionics part of his turn. If the psyker has 12 or more psi-oints remaining he can use his powers without testing for success - they will always work. If the psyker has less than 12 points remaining then he must test to see if his powers work or not.

Test for success by rolling 2D6. If the result is equal to or less than the psyker's remaining psi-points the ability can be used. A score of more than the psyker's remaining psi-points indicates that the ability has failed.

After attempting to use psychic powers, and whether the psyker succeeds or fails, deduct the psi-points required for the ability from the remaining total.

THE PSYCHIC SAVE

Any individual suffering from psychic attack may attempt to make a saving throw. The player rolls 2D6 for each model affected. If the score is equal to or less than the model's will power the ability has no effect. If the score is more than the will power the save has failed and the ability has full effect.

AUGMENTED SAVES

A psyker under psychic attack may use psi-points to augment his own psychic saving throw. Before making his saving throw the player must declare how many psi-points he is going to use to augment his save. Each psi-point used adds one to the psykers will power for the purposes of that save. After the save has been resolved the will power returns to normal, and the psi-points used to augment it are deducted.

ENHANCED ATTACK

A psyker making a psychic attack may use psi-points to lower his target's will power. The psyker declares how many psi-points he is using, and the target's will power is temporarily reduced by one for each psi-point. Once the save has been determined the target's will power reverts to normal.

Where an enhanced attack and an augmented save are to be made at the same time it is best to have each player secretly write down the number of psi-points used in each case. A character's own will power temporarily lowered or increased during psionic attack is altered only for the purposes of the psychic save.

RESTING AND REGAINING PSI-POINTS

A psyker who rests from the beginning of his turn until the beginning of the next turn regains 1 psi-point. Resting psykers must be totally inactive, they cannot move, fight or even speak.

INTELLIGENCE AND ABILITIES

Psykers are limited in the number of abilities they can have by their intelligence. No psyker may have more than he has intelligence. Innate abilities do not count towards the total.

PSYCHIC ENGINEERING

A psyker draws power from within himself. Psychic power is inherent in many living organisms and can be channeled or retained within specially constructed objects. Weapons designed to channel or enhance psychic powers are usually called force weapons after the force - a common term for psychic energy and its use. A typical weapon of this kind is the force sword.

For a thousand days the great barge of the Adeptus Astronimica sailed towards earth. The the thirteen holds, each as cavernous as a temple nave, our human cargo sent up great wailing and moaning. There where over two thousand souls bound for service, men, wonam, and children; young and old; the sick and the sound. Only the children did nok know. But I am a psyker like them and i know thier pain. I felt the chains as if they where uppon my own limbs. I knew their fate, they had been tested and found wanting, they where too vulnerable, too dangerous to live. I am a guardian of the Adeptus Astronomica. Souls such as these I carry to the Emperor's table.

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LEVEL 1 ABILITIES

Aura of Resistance
Level 1 Psi-points 2
Description: Auras are powerful emanations that protect the psyker from harm. The aura provides a physical barrier - a sort of force-field - that gives the psyker a basic saving throw of a 6 on a D6. This can be combined with existing armor as a +! Save. Auras may be destroyed by some psychically attuned weapons and so are not a guarantee of invulnerability. A character may only bear one aura at a time, and can remove his own aura whenever he wishes. Bearing an aura does not prevent a psyker from using other abilities.

Cure Injury
Level 1 Psi-points 3
Description: This ability can be used by the psyker to heal either himself or one character by touch. 1 wound is instantly restored to the character. This ability will not work on a character who is suffereing from more than 1 wound - it will not even heal a single wound.
A psyker who attempts to use this ability and fails will cause 1 wound rather than heal: there is no psychic or other saving throw. This ability will not work on a creature that is already slain.

Hammerhand - combat attack 1
Level 1 Psi-points 2
Description: This ability allows the psyker to channel raw psychic energy through his body - turning him into a powerful fighter. He may fight in hand-to-hand combat with twice as many attacks as normal, and blows struck will be at +2 strength. The ability takes effect immediately and lasts until the psyker is wounded, when it is destroyed.

Immunity from Poison
Level 1 Psi-points 2
Description: This ability gives the psyker the power to transmute poisons and other harmful chemicals into harmless ones. This power may be given to the psyker himself or any other single creature within 3". It takes effect immediately and gives the bearer complete immunity from poisons, animal venoms, choke, hallucinogen, scare, stun, toxin and virus grenades, needler chemicals, frenzon and stimulants for the remainder of the day.

Mental Blow - mental attack 1
Level 1 Psi-points 1
Description: This ability enables the character to directly attack the mind of his target with a bolt of mental energy - a sort of psychic punch! Target restrictions apply in the same way as for normal missile fire. A mental blow has a maximum range of 24". There is no need to roll to hit, the blow automatically hits its target, causing a hit with a strength of 3. A damaging strike causes D3 wounds. A psychic save can be attempted, but no armor saving throws are allowed.

Steal Mind
Level 1 Psi-points 4
Description: This ability enables a psyker to reach into the mind of an enemy and to temporarily disconnect all higher functions. The victims appears to be a slavering idiot, remaining aware of what is happening, although unable to do anything about it. The target must be within 12". The victim can do little other than sit on the ground, gibber, dribble and eat grass. The effect is only temporary, lasting for D6 of the affected model's turns. The dice can be rolled by the GM in secret, and the result not revealed until the effect wears off.

A mindless creature cannot defend itself and has a defensive WS of 1. It will move randomly at half-pace.

Telekinesis - telekinesis 1
Level 1 Psi-points 1
Description: Telekinesis is the power to move objects by pure will. A psyker with this ability may move any one unsecured object within 12", weighing a kilo or less, up to a distance of 6". Alternately, the object may be made to hover, or suspend itself in mid-air. Most hand-held equipment, including grenades, weigh less than a kilo, and lever pulling and button pushing can be achieved by means of this ability.

Telepathy - telepathy 1
Level 1 Psi-points 1
Description: This ability enables the psyker to establish momentary one-way contact between himself and another individual within 24". A brief message may be given - the equivalent of about 10 words.

Teleport - teleport 1
Level 1 Psi-points 3
Description: A psyker with this ability can use it to teleport a distance of up to 24". This happens immediately, the model disappearing and rematerializing all within the psionic portion of the turn. Characters cannot teleport through walls, solid objects, etc.

Wind Blast
Level 1 Psi-points 2
Description: The psyker generates a sudden and powerful disturbance of the atmosphere by releasing a burst of psychic energy. The wind blast is treated like an area weapon with a radius of 2" - but does not deviate. Maximum range is 24".

Troops hit will be knocked to the ground and may not move or fire. The effect lasts for as long as the psyker wants, so long as the character does not use other abilities, move or is engaged in hand-to-hand combat. Troops behind hedges, walls, in buildings or cover of any kind are not affected. If the blast is directed into units which are engaged in hand-to-hand combat both sides will be affected: the total number of combat hits caused by each side duringt he next round of combat will be halved (round down).

LEVEL 2 ABILITIES

Aura of Protection (+2 aura)
Level 2 Psi-points 3
Description: This is an improved version of the aura of resistance (level 1). The aura of protection operates identically except that the psyker receives a basic saving throw of 5 or 6 on a D6. This can be combined with existing armor as a +2 save.¨

Ectoplasmic Mist
Level 2 Psi-points 4
Description: The psyker draws energy from himself and fuses it into a gray, cold and cloudy fog called an ectoplasmic mist. It is placed by the player anywhere on the gaming table. Troops caught in the mist cannot see out of it or through it, and troops outside cannot see into it or past it. Troops inside move at half-rate. The mist will last for 2D6 turns, and disperses at the end of the last turn. The GM should keep a record of how long the mist will last: this can be determined secretly if desired.

Jinx
Level 2 Psi-points 4
Description: This is a very general ability, allowing the character to interfere with mechanical, electric, hydraulic or similar mechanisms. It can be used to fudge a door so that it won't open, a weapon so that it cannot be fired or a vehicle so that it goes out of control. Conversely, it can be used to open a locked door or repair a broken system. Once used, the target remains 'fudged' unless a psyker uses the same ability to reverse the process. The ability can only be used on one item at a time, and has a range of 24".

Mental Bolt - mental attack 2
Level 2 Psi-points 4
Description: This is a powerful version of the mental blow. A mental bolt enables the character to attack the mind of his target with a bolt of mental energy. Target restrictions apply in the same way as for normal missile fire. The maximum range of a mental bolt is 24". There is no need to roll to hit, the bolt automatically hits its target, causing a hit with a strength of 4. A damaging strike causes D4 wounds. A psychic save can be attempted, but no armor saving throws are allowed.

Rally
Level 2 Psi-points 4
Description: This ability enables the psyker to form a brief telepathic link with the minds of his colleagues, banishing fear and panic from the minds of routing troops. Only one unit may be affected. At the end of the turn, when a unit would otherwise test to rally, the unit is rallied automatically - without recourse to a dice throw. No psychic saving throw is made.

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Sense Presence
Level 2 Psi-points 3
Description: This ability enables the psyker to sense the presence and location of living creatures within 12" of himself. This ability can be used to locate a hidden target prior to shooting at it - in which case the character takes his 'psionic' part of the turn out of sequence (before he shoots).

Smash
Level 2 Psi-points 3
Description: This ability utilizes raw psychic energy to destroy material objects, such as a door or wall. It will not work on a living creature. The psyker must touch the surface to be affected. The ability causes a strength 10 hit on the target, causing D4 wounds/damage if successful.

Telekinesis - telekinesis 2
Level 2 Psi-points 3
Description: using this improved version of the telekinesis ability a psyker may move any one or more unsecured objects weighting less than 10 kilos in total up to a distance of 6". This ability has a range of 12". Alternately, the object may be made to hover, or suspend itself in mid-air. An assortment of loose objects can be employed as a missile attack causing a strength 3 hit, and D4 wounds/damage is successful.

Teleport - teleport 2
Level 2 Psi-points 6
Description: This is a longer-ranged, more powerful version of the first level teleport ability. It allows a psyker to teleport a distance of up to a mile in any direction. This is achieved immediately, the model disappearing and rematerializing all within the psionic part of the turn. He is able to teleport through walls, solid objects, etc, so long as the thickness of interposing matter is no more than a meter.

LEVEL 3 ABILITIES

Animate Weapon
Level 3 Psi-points 6+2 per turn to maintain
Description: This ability allows a psyker to pass on a little of his power into an inanimate object - such as a weapon. The weapon, or other single piece of equipment, can now act independently of either the psyker or other operator. Where appropriate the weapon can be considered as having a profile of M6, WS6, BS6, S4, T6,I6, and A1. The weapon can not only fire on its own accord but may move about, floating in the air if it has no obvious means of propulsion. The effect lasts until the beginning of the psyker's following turn. After the fist turn the psyker must expend a further 2 psi-points to maintain the effect until the psionic part of his following turn. This does not prevent him from using other psychic powers at the same time.
Aura of Recalcitrance (+3 aura)
Level 3 Psi-points 3
Description: This is a greatly improved version of the aura of resistance. It operates in the same way, except that it allows the psyker a basic saving throw of 4, 5 or 6 on a D6. This can be combined with existing armor as a +3 save.

Cause Confusion
Level 3 Psi-points 5
Description: This ability opens up the target unit's mind to a barrage of confusing, conflicting and thought-destroying data. The unit becomes instantly confused, as if it had just failed a confusion test. A subsequent test is made during each succeeding turn until the unit makes a successful save.

Cause Fear
Level 3 Psi-points 5
Description: The psyker induces fear into a unit of troops within 24". The unit becomes subject to fear against all potential hand-to-hand combat opponents, and must make the appropriate psychological test whenever they charge or are charged.

The unit receives an initial psychic saving throw to see whether the ability takes hold or not.

Destroy Aura
Level 3 Psi-points 4
Description: This ability enables the psyker to make a direct attack against another character bearing an aura of levels 1 or 2. The maximum range is 24" The character does not receive a psychic saving throw, the aura is instantly dispelled. Note that this ability does not affect auras of a higher level. Mental Blitz - mental attack 3
Level 3 Psi-points 6
Description: This is a powerful version of the mental bolt. A mental blitz enables the character to directly attack the mind of a target using a bolt of mental energy. Target restrictions apply in the same way as for normal shooting. The maximum range of a mental blitz is 24". There is no need to roll to hit, the bolt automatically hits its target, causing a hit with a strength of 6. A damaging strike causes D6 wounds. A psychic save can be attempted, but no armor saving throws are allowed. Rout
Level 3 Psi-points 6
Description: This ability is the inverse of the rally ability. The psyker forms a brief telepathic link with the target unit, instilling a sense of unreasoning fear and panic. This ability is used against a whole unit. Maximum range is 24". The unit will rout automatically if it fails a psychic saving throw, as if it had just benn routed during hand-to-hand combat. This does not affect any other units in any way, not even units in combat with the one being routed.

Transfer Aura
Level 3 Psi-points 5
Description: Auras can only be created by and around the psyker himself. However, an existing aura can be transferred onto any other character within 2".

Telekinesis - telekinesis 3
Level 3 Psi-points 6
Description: Using this much-improved version of the telekinesis ability, a psyker may move any one or more unsecured objects with a total weight approximately equivalent to that of a small vehicle. The ability has a range of 24" and the distance moved can be up to 12". If used against a moving small vehicle it must test to go out of control. Alternately, the object may be made to hover, or suspend itself in mid-air. An assortment of loose objects used as a missile attack causes a strength 5 hit, and D6 wounds if damage is scored.

Telepathy - telepathy 3
Level 3 Psi-points 6
Description: This ability enables the psyker to establish two way contact between himself and another individual within 24". The individuals remain in contact for as long as both parties wish, but the link is severed if either suffers wound damage.

LEVEL 4 ABILITIES

Aura of Invulnerability (+4 aura)
Level 4 Psi-points 8
Description: This is the most powerful version of the aura of resistance. It operates in the same way as the level 1 aura except that it gives the psyker a basic saving throw of a 3,4,5 or 6 on a D6. This can be combined with existing armor as a +4 save.

Change Allegiance
Level 4 Psi-points 8
Description: This ability allows the psyker to tamper with the fundamental personality of the target unit or character, changing motivations and loyalties. The ability has a range of 24". The target has a normal psionic saving throw. If affected, the target changes sides for the rest of the day, and can now be controlled by the player as if it was one of his own units/characters.

Cure Wounds
Level 4 Psi-points 10 per wound
Description: This ability can be used by the psyker to heal either himself or one character by touch. 1 wound is instantly restored for each 10 psi-points used.

This ability will not work on a slain creature.

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Limbo
Level 4 Psi-points 8
Description: This ability enables the psyker to disassemble the physical part of himself, turning into a phantasm. As such he is absorbed into the psychic universe, unable to act upon or even realize what is happening in the 'real' universe. The psyker remains in this incorporeal state for D6 days, after which he may rematerialize anywhere within the universe. Alternately, he may remain as a phantasm, adrift upon the psychic winds for as long as he chooses. The use of this ability has a weakening effect upon the psyker. Every time it is used D6 points are lost from the psi-point total.

Mental Blast - mental attack 4
Level 4 Psi-points 10
Description: This is the most powerful of all the mental attacks enabling the character to directly attack the mind of his target with a bolt of mental energy - a sort of psychic punch. Target restrictions apply in the same way as for normal shooting. The maximum range of a mental blast is 24". There is no need to roll to hit, the blow automatically hits its target, causing a hit with a strength of 8. A damaging strike causes D6 wounds. A psychic save can be attempted, but no armor saving throws are allowed.

Stasis
Level 4 Psi-points 12
Description: This ability allows the psyker to alter the laws of time and space, temporarily creating a stasis comparable to that caused by a stasis grenade. The range is 24", and an area is affected with a radius of 2". Models failing their saving throw within the affected area will remain in stasis for a period of approximately 24 hours, and may not do anything at all during this time. Other models may not fire or move through the stasis during this time.

Strength of Mind
Level 4 Psi-points 6
Description: This ability channels psychic energy into the mind of the psyker, allowing him to increase one of his personal characteristics (Ld, Int, Cl and WP) by 1. This can take levels above the theoretical maximum of 10. The effect lasts for the rest of the day, and will have worn off by the next morning. This ability cannot be used repeatedly, so long as one characteristic remains enhanced the ability will not work again.

Telekinesis - telekinesis 4
Level 4 Psi-points 9
Description: The most powerful form of the telekinesis ability. This allows the psyker to move any one or more unsecured objects with a total weight approximately equivalent to that of a large vehicle (two medium, or three small vehicles). The range of the ability is 24" and the distance moved can be up to 12". If used against moving vehicles they must test to go out of control. Alternatively, the object may be made to hover, or suspend itself mid-air. An assortment of loose objects used as a missile attack causes a strength 7 hit, and D10 wounds if damage is scored.

Telepathy - telepathy 4
Level 4 Psi-points 8
Description: This ability enables the psyker to establish two-way contact between himself and any or all individuals within 24". The individuals remain in contact for as long as all parties wish, but the link will be severed if any suffers wound damage.

Temporal Distort
Level 4 Psi-points 12
Description: The psyker can utilize his powers to create a disturbance in the fabric of space, causing repetitions and negations in the time stream. A skillful individual can manipulate this to his advantage.

Once this ability has been used, the psyker can alter the game sequence in any of the following ways. At the end of that turn all the models on that side may repeat any one part of the turn sequence - moving, shooting, hand-to-hand combat or psionics. If repeating hand-to-hand combat only models on the same side as the psyker strike blows. Alternately, during the enemy's next turn, the psyker can cause all the models on that side to miss a part of the sequence. If hand-to-hand combat is missed the enemy may not strike blows, but the psyker's own side still fights as normal.

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