Only War Psyker Powers

Psyker Power List

BIOMANCY

Those psykers who specialise in Biomancy have learned to influence the biological energies of living beings. They have learned to manipulate not just their own flesh, but that of their allies and enemies.
Example Minor Manifestations: Slightly alter the psyker’s physical appearance for a short time. Sense the pulse rate of another character nearby.
Power Cost Prereqs Description
Smite 200xp None Psychic Barrage of Lightning
Iron Arm 400xp Endurance, Strength 35+, Toughness 35+ Unnatural Toughness and Unnatural Strength Traits with ratings equal to half his Psy Rating, rounded up
Enfeeble 100xp Toughness 35+ Stun Target for one round
Endurance 300xp Toughness 30+ A number of allies in range equal to the psyker’s Psy Rating, plus the psyker himself, recover Wounds equal to half the psyker’s Psy Rating, rounded up. They also may immediately overcome the effects of Pinning.
Life Leech 400xp Enfeeble, Toughness 40+ Nominate one target; if the target fails to resist the power, he suffers 1d10 + Psy Rating Toughness Damage, and the psyker gains Unnatural Toughness (1), +1 for every full 5 points of Toughness damage the power inflicts.
Warp Speed 500xp Psy Rating 5 The psyker gains the Unnatural Weapon Skill, Unnatural Ballistic Skill, and Unnatural Agility Traits, all at values equal to his Psy Rating.
Haemorrhage 400xp Psy Rating 4, Smite If the target fails to resist the power, it suffers Energy Damage equal to the psyker’s Psy Rating plus one additional Damage per Degree of Failure on its Toughness Test; this Damage ignores Toughness Bonus and Armour.

DIVINATION

Diviners seek to discern the hidden past and know the course of future events. Their abilities allow them to look into the Immaterium to find the answers they seek. However, to look upon the Warp is taxing and even dangerous, often leading to insanity for those not fully prepared to embrace the glory of the aethyr.
Example Minor Manifestations: Gain a vague feeling about future events. Cause a small event of fortune or misfortune to befall a nearby character (finding a lho-stick on the ground, tripping on a root).
Power Cost Prereqs Description
Prescience 200xp Psyniscience Rank 1 For the duration of this power, a number of allies within range equal to the Psyker’s Psy Rating, plus the psyker himself, gain a bonus to their Weapon Skill and Ballistic Skill equal to twice the psyker’s Psy Rating. Allies affected by this power lose its benefit as soon as they move out of range.
Foreboding 200xp Psyniscience Rank 1 In any situation where the psyker would be called upon to make an Evasion Test, he may instead attempt to use this power. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion Test.
Forewarning 400xp Foreboding For the duration of this power, a number of allies within range equal to the Psyker’s Psy Rating, plus the psyker himself, gain a bonus to all Evasion Tests equal to twice the psyker’s Psy Rating. Allies affected by this power lose its benefits as soon as they move out of range.
Misfortune 300xp None The psyker nominates a single target in range and line of sight who opposes this power with a Willpower Test. If the target fails to resist the power, misfortune follows it wherever it goes. For the duration of this power, the target’s Armour points are reduced in all locations by half the psyker’s Psy Rating, rounded up. Additionally, the target’s weapons jam on any Attack in which they fail to hit their target.
Perfect Timing 300xp Prescience For the duration of this power, a number of allies within range equal to the Psyker’s Psy Rating, plus the psyker himself, ignore the effects of cover when firing on a target. If their attacks would hit a location on the enemy that would benefit from cover, that benefit is ignored. Allies affected by this power lose its benefits as soon as they move out of range.
Precognition 400xp Perfect Timing The psyker gains a number of re-rolls equal to his Psy Rating that last until the beginning of the his next Turn. For the duration of that Round, whenever an ally in range, or the psyker himself, rolls a Test or Damage Roll, the psyker may spend one of these re-rolls to allow that ally to re-roll all dice involved in that Test or Damage Roll. If the psyker is killed or rendered unconscious before the beginning of his next Turn, all remaining re-rolls are lost.
Scrier's Gaze 200xp Psyniscience Rank 2 To begin the ritual, the psyker must spend at least thirty minutes using assorted psychic foci to concentrate his vision—drawing Tarot cards, casting runes, gazing deep into fire, the methods to this are as varied as the stars of the Imperium. At the end of this thirty minutes, the psyker makes his Focus Power Test to project his vision over the battlefield. Each Degree of Success reveals more information, as explained on Table 7–4: Scrier’s Gaze Results.

PYROMANCY

The righteous flames will burn away the wickedness, both without and within. Pyromancers are feared by all whom serve with them. They are exactly what the Generals want from their psykers: utter destruction in the most visually potent manner.
Example Minor Manifestations: Create a small flame in the palm of the psyker’s hand. Cause all of the candles in a room to simultaneously go out.
Power Cost Prereqs Description
Flame Breath 300xp Psy Rating 3, Spontaneous Combustion This power is a Psychic Barrage that deals 1d10+2 Energy Damage, +2 per point of Psy Rating, with a Pen of 0 and the Flame Quality.
Fiery Form 400xp Fire Shield, Psy Rating 4 While this power is in effect, all of the psyker’s melee attacks deal addition Energy Damage equal to his Psy Rating and gain the Flame Quality. In addition, at the end of each of the psyker’s Turns in which he sustains this power he emits a Psychic Blast centred on himself with a radius equal to his Psy Rating. All creatures within the area of effect, with the exception of the psyker, suffer 1d10 + Psy Rating Energy Damage with a Pen of 0 and the Flame Quality.
Fire Shield 300xp None While this power is in effect, any creatures in range and line of sight that successfully hit the Psyker with an Attack immediately suffer Energy Damage equal to the psyker’s Psy Rating, this Damage is not reduced by Armour or Toughness.
Inferno 500xp Molten Beam, Psy Rating 5, Sunburst This power is a Psychic Blast with a radius equal to the psyker’s Psy Rating. All creatures caught in the blast suffer 2d10 Energy Damage, +3 per point of Psy Rating, with a Pen of 0 and the Flame Quality.
Spontaneous Combustion 200xp None This power is a Psychic Bolt that deals 1d10+2 Energy Damage, +2 per point of Psy Rating, with a Pen of 0 and the Flame Quality.
Sunburst 400xp Flame Breath, Psy Rating 4 This power is a Psychic Storm that deals 1d10+2 Energy Damage, +2 per point of Psy Rating, with a Pen of 0 and then Flame Quality.
Molten Beam 400xp Flame Breath, Psy Rating 4 This power is a Psychic Bolt that deals 1d10+5 Energy Damage, +3 per point of Psy Rating, with a Pen equal to twice the psyker’s Psy Rating, and the Melta quality.

TELEKINESIS

Those psykers who focus on telekinesis use mental energy to directly influence the material world around them. These Telekines are capable using the sheer force of their mind to shield themselves from attacks, strike out at their foes with invisible energy, and even shred the thick armour of enemy vehicles.
Example Minor Manifestations: Cause a small object to float or move across a room. Tap a squad-mate on the shoulder from across the room.
Power Cost Prereqs Description
Assail 200xp None This power is a Psychic Bolt that deals 1d10 + Psy Rating Impact Damage with a Pen of 2. If the psyker scores at least three Degrees of Success on the Focus Power Test, the target is also thrown 1d5 metres away and knocked prone (certain especially large targets such as battle tanks, Greater Daemons, and Titans are immune to this at the GM’s discretion).
Crush 300xp Assail The psyker nominates a single target in range and line of sight who opposes this power with a Toughness Test. If the target fails to resist the power, it suffers 1d10 + Psy Rating Impact Damage with a Pen of 2 to the Body Location and counts as being affected by the Snare Quality with a value equal to half the psyker’s Psy Rating rounded down.
Gate of Infinity 400xp Psy Rating 5 Opens a teleportation gate between two points.
Objuration Mechanicum 300xp Assail The psyker chooses a point anywhere within range and line of sight. This power creates a Haywire Field (see page 170) centred at this point with a radius in metres equal to the psyker’s Psy Rating.
Shockwave 300xp Assail This power is a Psychic Blast centred on the psyker with a radius equal to the psyker’s Psy Rating. Any creature within the area of effect, with the exception of the psyker, suffers 1d10 + Psy Rating Explosive Damage with Pen 0 and is pushed directly away from the Psyker a number of metres equal to the psyker’s Psy Rating.
Telekine Dome 300xp Psy Rating 4 The psyker chooses a point in range and line of sight, and creates a dome of invisible energy centred on that point with a radius equal to half the psyker’s Psy Rating, rounded up. All allies standing inside the dome gain a number of Armour Points equal to the psyker’s Psy Rating to all Locations against any attack that originated outside of the dome’s radius. However, enemies may still physically pass through the dome at no penalty.
Vortex of Doom 400xp Crush, Objuration Mechanicum, Psy Rating 5, Shockwave The psyker chooses a point in range and line of sight, and creates a vortex of energy centred on that point that starts with a radius of 2 metres. Anyone who is touching the vortex at the end of the psyker’s Turn must take 2d10 Energy Damage, +2 per point of Psy Rating, with a Pen equal to the vortex’s current radius in metres+ Psyker Power Rules.

TELEPATHY

Telepathy is one of the most important psychic disciplines in the Imperium. It allows millions upon millions of worlds to stay connected. In addition to their unparalleled powers of communication, telepaths posses the capability to manipulate the minds of others. They can tear away the sanity of their target, mould their thoughts like clay and bend their will.
Example Minor Manifestations: Gain fleeting glimpses into a nearby character’s thoughts. Cause a nearby character to hear whispering voices.
Power Cost Prereqs Description
Psychic Shriek 300xp Psy Rating 3 Psychic Bolt that deals 1d10+2 Explosive Damage, +2 per point of Psy Rating, with a Pen of 0 and the Concussive (1) Quality.
Dominate 200xp Willpower 40+ The psyker nominates a number targets in range and line of sight up to half his Psy Rating (rounded up) who opposes this power with a Willpower Test. Those targets that fail to resist the power must follow a simple command given by the psyker. Some example orders include “Flee,” “Fall,” or “Attack your friend.” If the command is a potentially suicidal act, the targets receive a +20 to their Willpower Tests. In all cases the command must be achievable in a single Round.
Mental Fortitude 300xp Fearless For the duration of this power, a number of allies within range equal to the Psyker’s Psy Rating, plus the psyker himself, count as having the Fearless Talent. Allies affected by this power lose its benefits as soon as they move out of range.
Puppet Master 400xp Dominate The psyker nominates a single target in range and line of sight with total Wounds no greater than 3 times the psyker’s Psy Rating, who opposes this power with a Willpower Test. If the target fails to resist the power, it is controlled by the psyker like a puppet.
Terrify 400xp Hallucination The psyker nominates a single target in range and line of sight who opposes this power with a Willpower Test. If the target fails to resist the power, it must roll on Table 9–5: shock, adding +10 times the psyker’s Psy Rating to the roll in place of the normally addition for Degrees of Failure, and immediately apply the effects.
Invisibility 400xp Agility 30, Psy Rating 4 The psyker nominates a single target within range and line of sight, this could be the psyker himself. For the duration of the power, the target counts as being Trained in the Stealth Skill, and gains a bonus to Stealth Tests equal to +5 times the psyker’s Psy Rating. Additionally, all ranged attacks made against the target suffer a penalty equal to –5 times the psyker’s Psy Rating.
Hallucination 200xp None The psyker nominates a single target in range and line of sight who opposes this power with a Willpower Test. If the target fails to resist the power, it must roll on Table 6–7: Hallucinogenic Effects, and immediately apply the effects. The effect rolled on the table lasts for a number of Rounds equal to half the psyker’s Psy Rating, rounded up.

PSY RATINGS

Psy Rating (PR) is a raw measure of a psyker’s power and his ability to draw power from the Warp. The higher a psyker’s PR, the more powerful he will be. PR usually ranges from 1 (a novice Imperial psyker or petty Warp-witch) to 10 (a monstrous Greater Daemon or masterful Eldar Farseer), though in some extremely special cases it may go higher still. PR is used to determine the potency of all psychic powers, such as range, area effect, or Damage. To have any access to psychic powers, a character must have a PR of at least 1.
A starting Sanctioned Psyker has a Psy Rating of 2. Unlike other characteristics, however, Psy Rating is increased by spending Experience Points in a similar manner to gaining Talents. This represents the character’s natural potential, his training, and his growing connection to the Warp.

USING PSYCHIC POWERS

When a psyker, such as Sanctioned Psyker, wishes to use a psychic power, he must first choose how much power he is pouring into the ability, and any other methods he is using to draw upon and focus the power of the Warp. Then he must make a Focus Power Test (typically, but not always, a Willpower Test, modified by the difficulty of the power and the character’s effective Psy Rating), to see if it manifests. Finally, if the Test is successful, the power will take effect. Depending on how much energy the psyker used and what methods he used to bolster his efforts, there may be additional consequences. The step-by-step process for using a psychic power is described below:
Choose the power level (Fettered, Unfettered or Push): The power level at which the psyker uses his power (reflecting how deeply he is drawing from the Warp) influences the likelihood of the psyker successfully manifesting the power, and also determines whether there are any unwanted side effects such as Psychic Phenomena.
Make a Focus Power Test: In most cases, this is a Willpower Test (though there are some exceptions), the difficulty of which depends on the power, and which is modified further based on the power level chosen. In some cases, determined by the specific power, the target may Oppose this Test (see page 31 for Opposed Tests).
Apply the Effects: Depending on the psyker’s final Psy Rating (as determined by the power level he has chosen), the power will have variable effects, such as increased range, area of effect, or Damage. Depending on the factors described above, the power may also generate Psychic Phenomena or even Perils of the Warp.

PSYCHIC STRENGTH

Whenever a psyker uses a power, he is drawing energy from the Warp and channelling it into physical effects. However, opening such a conduit to the Warp is always dangerous, and the psyker incurs a chance of causing disturbances in the Warp that have undesired side-effects. In extreme cases, these disturbances may even lead to the opening of an uncontrolled rift between reality and the Warp, with potentially fatal consequences. By minimising the amount of power he draws, a psyker can reduce or eliminate the chances of side-effects such as Psychic Phenomena or Perils of the Warp (see page 227).
Alternatively, he can draw deeper from the well of the Warp to boost his powers beyond his normal capabilities. Of course, such power always comes with greater risk of unleashing unintended effects or even summoning unwanted visitors from beyond. The precise effects of Psychic Phenomena vary based on the nature of the psyker: The Sanctioned Psykers of the Imperium, the Librarians of the Space Marines, and the traitorous Sorcerers of the Chaos Space Marines draw on less power but may use it more safely, while unsanctioned witches and mortal wyrds are subject to harsher effects, but can draw more deeply in return, and those who are not mortal (that is, those with the Daemonic Trait) remain largely unperturbed by such trivial fluctuations of the Warp, and suffer far less severe effects. These varying effects are described on Table 7–1: Psychic Strength.
When a psyker uses a power, he has a choice of using it at one of three different levels:
Fettered: The psyker holds back his full power and carefully channels energy from the Warp, hopefully using just enough to manifest the power but not enough to trigger unnatural or dangerous effects. When any psyker uses a power at the Fettered level, he must make a Focus Power Test (see below) to manifest the power. The limited power involved means that the psyker must halve his PR (rounding up) when determining the bonus applied to the Focus Power Test and any effects the power has. However, regardless of the results of the Focus Power Test, there is no risk of triggering Psychic Phenomena.
Unfettered: The psyker puts the full weight of his ability into the power and embraces the raging powers of the Warp. When a Psyker uses a power at the Unfettered level, he must make a Focus Power Test (see below) to manifest the power. As he is using his full natural ability, he uses his full PR when determining the bonus applied to his Focus Power Test and any effects the power has. However, should he roll a double (that is, both the tens dice and the units dice come up with the same number), he will suffer from an unexpected surge in the Warp and must roll on Table 7–2: Psychic Phenomena. Note that it is possible for a psyker to successfully pass his Focus Power Test (thus successfully activating the power) and still suffer Psychic Phenomena.
Push: The psyker draws deeply and greedily from the Warp, and hurls as much power forth as he possibly can in an attempt to manifest truly wondrous and terrifying effects. When using a power at the Push level, he must make a Focus Power Test (see below) to manifest the power. As the psyker is drawing deeply and recklessly from the Warp, he may add +1 to +3 (or more depending on the type of the psyker; this is detailed on Table 7–1: Psychic Strength) to his Psy Rating when determining the bonus applied to his Focus Power Test and any effects the power has. However, regardless of the Test’s result, the psyker will automatically generate a significant disturbance in the Warp and must roll on Table 7–2: Psychic Phenomena and modify the result depending on the psyker’s nature as described in Table 7–1: Psychic Strength. Additionally, Pushing a power is taxing—if a psyker using this level of power rolls a double on his Focus Power Tests, he suffers a level of Fatigue from the effort.

Table 7–1: Psychic Strength

Class of Psyker Fettered (Psy Rating/2) Unfettered (Psy Rating) Push (Psy Rating +1 to +3/+4/+5) Sustaining Powers
Bound: Sanctioned Psykers and Astropaths, sorcerers, Librarians, and Chaos Space Marines Make a Focus Power Test, counting Psy Rating as half normal. No chance to manifest Psychic Phenomena. If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table. May add up to +3 to Psy Rating when Pushing. Roll on the Psychic Phenomena Table, adding +10 to the total. +10 to all rolls on the Psychic Phenomena Table, decrease Psy Rating by 1 per power.
Unbound: Wyrds, renegade psykers and mortal sorcerers Make a Focus Power Test, counting Psy Rating as half normal. No chance to manifest Psychic Phenomena. If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table (see page 227), adding +10 to the total. May add up to +5 to Psy Rating. Roll on the Psychic Phenomena Table at +5 per +1 PR added, up to a maximum of +25. +10 to all rolls on the Psychic Phenomena Table, decrease Psy Rating by 1 per power.
Daemonic: psychic daemons, Daemonhosts, and daemon princes May not use powers at the Fettered level. If the psyker rolls doubles during a Focus Power Test, roll on the Psychic Phenomena Table adding +10 to the total. The psyker is not affected by the result unless the result causes Perils of the Warp, though those around him may be. May add up to +4 to Psy Rating. Roll on the Psychic Phenomena Table at +10 per +1 PR added, up to a maximum of +40. The psyker is not affected by the result unless the result causes Perils of the Warp, though those around him may be. +10 to all rolls on the Psychic Phenomena Table, decrease Psy Rating by 1 per power. The psyker is not affected by the result unless the result causes Perils of the Warp, though those around him may be.

FOCUS POWER TEST

Any use of a psychic power begins with a Focus Power Action (see page 245), which requires a Focus Power Test to determine whether or not the power manifests successfully, and how potent its effects are. The amount of time this action takes is determined by the power being used, and may be a Free Action, Half Action, Full Action, or Reaction. In most cases, a Focus Power Test is a Willpower Test, modified by the difficulty of the power being used, and the Psy Rating of the psyker, which grants a +5 bonus to the Test for every point of Psy Rating the psyker uses for that power. If this Test is passed, the power has manifested, while failing the Test means that the power does not manifest and nothing happens, though the Action is still used regardless of whether the power takes effect.
A result of 91 or higher always indicates failure, regardless of any other factors. In many cases, the number of Degrees of Success scored when passing the Focus Power Test determines some of the effects of the power—when this is the case, it will be noted in the power’s description.
Many powers also indicate an Opposed Test, especially when used against an unwilling foe. If the Focus Power Test is an Opposed Test, the psyker must successfully pass the Test and gain more Degrees of Success than at least one of his opponents to activate the power. Note that even if the psyker loses the Opposed Test and does not activate the power, he still can generate a disturbance in the Warp if using the power at Unfettered or Push level.

EXAMPLE

Chalse Bishopstead is a neophyte Sanctioned Psyker with a Willpower of 32 and a Psy Rating of 2. When using his psychic powers at the Push power level, Chalse’s Focus Power Tests (before being modified by the power) that use Willpower will succeed on 47, 52, 57 or less (Willpower 32, + Psy Rating 3, 4, or 5 x 5).

RESISTING ENEMY PSYCHIC POWERS

If they are attacked by enemy psychic powers, psykers have far better mental defences than “normal” people, using the power of the Warp to fight back. When making an Opposed Focus Power Test to resist a psychic attack, a psyker may select a power level (Fettered, Unfettered or Push), and add his resultant Psy Rating to the Willpower Test to resist the enemy power. However, if resisting at Unfettered or Push level and his roll is a double, this generates Psychic Phenomena, in just the same way as the attacker.

PSY RATING IN PSYCHIC POWERS

Unless specifically stated otherwise, all modifiers in a power equal to Psy Rating are based on the Psy Rating used when manifesting the power. This means that if the psyker manifests a power at the Fettered Level, a power that has effects based on Psy Rating is going to do less than if he Pushes.

SUSTAINING PSYCHIC POWERS

Some psychic powers can be sustained for a prolonged period of time, as noted in their description. A psyker may sustain such powers without the need to make further rolls, taking only a small amount of effort to sustain a single power. However, attempting to maintain multiple powers at once becomes increasingly taxing, dividing the psyker’s attention between several simultaneous effects and requiring ever greater amounts of concentration.
Any power that can be sustained has a listed Action which defines how much effort the power requires to sustain—for example, a power with a Sustain Requirement of Half Action requires a Half Action each Turn to sustain its effects. If the psyker is only attempting to sustain a single power, this is enough to maintain the effects. Any power that does not have the required Action spent to sustain it ends at the end of the psyker’s Turn.
Sustaining multiple powers is more difficult and more tiring. Any character attempting to sustain two or more powers at once must spend the longest Action from the Sustain Requirements of all the powers being sustained, and reduces the effective Psy Rating for each power by the number of powers being sustained. More perilous still, the amount of energy the psyker is attempting to wield becomes unstable, swiftly going out of control at the most minor slip of concentration. Should the psyker cause Psychic Phenomena while sustaining more than one power, then he must add +10 to the result rolled on Table 7–2: Psychic Phenomena for every power after the first being sustained.

CUMULATIVE EFFECTS

Modifiers, Characteristic increases, and other benefits generated by psychic powers do not stack with each other—only the highest applies. They do stack with non-psychic bonuses, such as those granted by equipment and environment.

RANGE AND LINE OF SIGHT

Unless noted in its description, a psychic power that directly targets an individual or thing requires a psyker to have line of sight toward (or otherwise be “aware” of ) the target. The target must also be within the power’s stated range.

DETECTING PSYCHIC POWERS

Psykers are attuned to the Warp around them, able to sense the currents and eddies caused by other psykers dipping into the flow of the Immaterium. When psychic powers are in effect in a psyker’s presence, he can make a Psyniscience Test in order to determine their source (see page 129 for details on the Psyniscience Skill and its uses).

PSYCHIC BOLTS

A number of powers produce blasts or bolts of energy that inflict direct harm in a manner not dissimilar to a weapon. Powers of this type all follow the same basic rules. The psyker must nominate a single target within range and line of sight; if the Focus Power Test is successful, then the target has been successfully hit. There are three further variations on this: Psychic Barrages, Psychic Storms, and Psychic Blasts. Psychic Bolts of all kinds may be dodged as if they were any other kind of ranged attack. A successful Dodge Test is sufficient to avoid a normal Psychic Bolt. Dodging a Psychic Storm or Psychic Blast is resolved in the same way as dodging Auto-Fire or Area Effect Attacks (see page 244).

PYSCHIC BARRAGE

A Psychic Barrage is a cluster of bolts of energy, similar to a semi-automatic weapon. If the Focus Power Test succeeds, then the psyker produces one psychic bolt for the initial Degree of Success, plus one for every two additional Degrees of Success. The number of hits scored in this manner may not exceed the psyker’s effective Psy Rating when using this power. The first hit must strike the initially chosen target, while any subsequent hits may strike either the initial target or any other targets within two metres, providing all of the targets are within range and line of sight.

PSYCHIC STORM

A Psychic Storm is many bolts of energy, similar to an automatic weapon. If the Focus Power Test succeeds, then the psyker produces a number of psychic bolts equal to the number of Degrees of Success. The number of hits scored in this manner may not exceed the psyker’s effective Psy Rating when using this power. The first hit must strike the initially chosen target, while any subsequent hits may strike either the initial target or any other targets within two metres, providing all of the targets are within range and line of sight.

PSYCHIC BLAST

A Psychic Blast detonates to cover a wide area, affecting multiple targets simultaneously. The psyker must nominate a single point in space anywhere within range and line of sight. If the Focus Power Test is successful, then every target within the radius of the Psychic Blast is hit by the power.

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