PSIONICSThe 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 MASTERYSome 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 LEVELAs 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.
PSYKER ABILITIESThere 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 ABILITIESThe 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.
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 CHARTSRandom 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).
INNATE PSYCHIC ABILITIESAll 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".
ABILITIESEach ability includes the following information.
USING AN ABILITYA 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 SAVEAny 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 SAVESA 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 ATTACKA 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-POINTSA 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 ABILITIESPsykers 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 ENGINEERINGA 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.
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