Wednesday, November 11, 2020

Psychic Powers

These rules are somewhat modified from the basic Necromunda system, giving it a little more complexity and depth. 

PSYCHIC POWERS
During a game, Psykers are activated just like any other fighter, with the exception that they may attempt to manifest a Psychic Power as an action. 

A Psychic Power may be (Simple), (Basic) or (Double) action depending upon the complexity of the power. 

Each Psyker has a Psychic Mastery Level denoted on their statline. This indicates how powerful they are, specifically how many Powers they may choose from, and how many Power Dice they generate. A Level One Psyker may choose one power, Level Two may choose two, etc.

Each Psyker has an individual pool of two Power Dice plus one per Psychic Mastery Level they have. These are generated at the start of each round. Thus, a figure with Psychic Level Three has three Powers, and generates five dice per round. 

Manifesting a power is done by rolling equal to or above their Willpower (after modifications) on a combined number of D6, referred to as Power Dice. 

Each power also has a Difficulty, which will modify the target Willpower roll and may make a power harder or easier to manifest. This will be listed in brackets as a number, such as +3. Where applicable, this is applied to the score needed to pass the Willpower test and successfully cast the power. 

For example, a psyker with a Willpower of 7+ wishes to cast a power with a Difficulty of +3. They will need to roll 10 or above to successfully manifest the power. 

A Psyker may use any number of their Psychic Dice during an Activation, or keep them for later to try to Disrupt an enemy psyker. This is detailed in Psychic Duels below. Unused Power Dice are discarded at the end of the round. 

Additionally, Psykers have access to a unique action:

CONCENTRATE (Basic)
If the fighter seeks to manifest a Psychic Power with their subsequent action, add 1 to the result of the dice roll. 




USING PSYCHIC POWERS
The Psyker must declare how many Power Dice they are using and which Power they have chosen to manifest. They may choose as many Power Dice as they have in their pool. Once rolled, they must equal or exceed the target Willpower statistic (after modifiers). If sucessful, the action and the Psychic Power is resolved. Regardless of success or failure, the Power Dice are removed from the pool until the next round.

Using Psychic Powers is not without risk. Rolling double 1 (regardless of the number of Power Dice used) will result in the failure of the Power and a roll on the Perils of the Warp Table.

If the roll includes double 6, the power takes effect and cannot be Disrupted via Psychic Duels. The psyker must then roll on the Perils of the Warp table.  

If you roll double 1 and double 6, ignore the double 1. 

They may attempt to manifest multiple powers in one Activation, limited by Power Dice and the class of the Action (Basic, Simple etc.). Once you have attempted to manifest a Power, regardless of success or failure, you may only attempt again if it is classed as a (Simple) action. 

Psychic Powers may be manifest while the character is Engaged, and do not generate a Reaction attack. 

CONTINUOUS POWERS
Several powers are listed as Continuous - once manifested, they are maintained by a sliver of concentration. As long as the Psyker is not Seriously Injured, Broken, or subject to some other condition as decreed by the GM, they may expend one Power Dice per turn to maintain a single Continuous power. They will continue to benefit from the effects of the power without having to roll again and test to manifest. If they do not or cannot spend the Power Dice, the power ends at the beginning of their activation.




PSYCHIC DUELS
Whenever a psyker attempts a Psychic Power or is maintaining a Continuous Power, a Standing and Active or Pinned and Prone enemy psyker within 18" may attempt to Disrupt the power. The disrupting psyker may wait to see the result of the initial attempt before deciding how to act. If the enemy psyker is Seriously Injured or Engaged in combat they may not attempt to Disrupt. 

To Disrupt, the psyker may use any Psychic Dice they have available that have not yet been used that round. Rolled and added together, the total must beat that of the casting Psyker. If so, the power is disrupted and fails. If it is equal to or lower than the original casting value, the disruption has failed and the Power Dice discarded. 

Attempts to Disrupt can be as dangerous as manifesting powers. Any roll including double 1 will result in the disruption failing, and the psyker suffering Perils of the Warp. Double 6 will result in automatic disruption and, as above, a roll on the Perils of the Warp table. 

Multiple psykers may not "pool" their Power Dice to Disrupt together, they must roll seperately. 




PERILS OF THE WARP
Consult the table below...

2D6 Result

2-3 - A Tear in Reality!
Centre a 5" Templater over the Psyker. Any model touched by the template automatically suffers one wound with no saves of any kind allowed, and the psyker is removed from the table. The GM will decide their fate!

4-5 - Immaterium Inverse
The psyker becomes the target of the power (regardless of range, and ignoring Templates). If the power is beneficial, the psyker instead becomes suffers a S6 D2 hit. This ignores armour saves, and they become Pinned

6-7 Seared by the Flame
The psyker immediately suffers one wound, with no saves of any kind allowed. Their current activation ends and they become Pinned. 

8-9 - Whispers from the Warp
The psyker becomes subject to the Insanity condition - place an Insanity marker on the model and roll on the Insanity table the next time they activate. Their current Activation ends. 

10-11 - Warp Surge
The psyker may immediately try to manifest the power again, using the same number of Power Dice for free. They may choose a different target to the original attempt, if appropriate. This additional manifestation can trigger Perils of the Warp again. If attempting to Disrupt, they may instead immediately manifest one of their own powers as a free action, using the number of Power Dice as they had allocated to the disruption. After this is resolved, the psyker suffers a S4 D1 hit, ignoring armour saves, and is Pinned

12 - Daemonic Possession
The Psyker increases their Movement, Strength, Toughness and Attacks by 3 and their Weapon Skill to 2+. They drop all their weapons and now count as having D2 AP-1 unarmed attacks. They are now controlled by the GM for the rest of the game! Who knows what the future holds...




PSYCHIC POWERS
The psyker may choose one Power for each Psychic Level you have chosen. Several of these powers have two or more names, representing how very different looking powers may have the same result. Feel free to rename powers that match your psyker's methodology, or discuss new ones that have not made an appearance here. 

Assail (Basic, Difficulty -)
Immediately make a ranged attack against an enemy fighter within 12". If hit, move the target D3" in any direction - if they were Standing, they become Prone and Pinned after moving. If they come into contact with another Standing fighter or any terrain, they stop moving and suffer a S3 D1 hit. If they come into contact with another fighter, that fighter also suffers S3 D1 hit and becomes Prone and Pinned

Banishment (Basic, Difficulty +3)
Target one enemy model with the Daemonic trait, or target agreed with the GM. They must be within 9" and Line-of-Sight. The Daemon must pass a Willpower Test, or suffer wounds equal to the amount they have failed by, with no armour saves allowed. 

Beastmaster (Pre-Game, Continuous, Difficulty +3)
This Psychic Power must be manifested before the game begins. If successfully cast and as long as it is maintained, the psyker is accompanied by up to three animal companions that follow the rules for Pets from the Necromunda sourcebook. These should be agreed with the GM beforehand, but most Pets would make for appropriate familiars. If the power cannot be maintained or ends for whatever reason, the animals are immediately removed from the board. 

Blood Boil / Freeze (Basic, Difficulty -)
Choose one enemy fighter within 18" and Line-of-Sight of the psyker. They must take a Toughness Test. If passed, the fighter is Pinned. If failed, the fighter sufferes one immediate Wound with no armour saves allowed, and are then Pinned.

Burning Fist (Basic, Continuous, Difficulty -)
Once cast and as long as this power is maintained, the psyker counts any unarmed close combat attacks as having the Melta Trait and gain +1 Strength. 

Demoralise / Sap Will (Basic, Difficulty -)
Target one enemy model within 12" and Line-of-Sight. They must immediately take a Willpower test on 2D6 and compare to the total scored by the psyker when manifesting this power. If they pass and equal or beat the psyker's casting score, the power has no effect. If they fail, the affected model reduces their Cool or Willpower (psyker's choice) for the rest of the encounter by 3. 

Enfeeble (Basic, Continuous, Difficulty +3)
Pick a target model within 18" and Line-of-Sight of the psyker. Once cast and as long as the power is maintained, the target suffers -2 to their Strength and Toughness. This cannot reduce them below 1, though when combined with a Flesh Wound or other source the afflicted model may go Out of Action. If they are rendered Out of Action while affected by this power, they do not return to the game if the power is not maintained or ends for any reason. 

Enforce Will / Dominate (Basic, Difficulty +3)
Choose one enemy fighter within 18" and Line-of-Sight of the psyker. They must take a Willpower Test. If passed, the fighter is Pinned. If failed, the psyker may immediately activate the enemy fighter out of sequence as if he was a friendly model and carry out a single action. This may not deliberately harm the fighter (such as walking off a ledge) but they can, for example, choose to shoot a model on their side. Once completed, the enemy fighter is then Pinned

Fly / Bounding Leap (Basic, Difficulty -)
The psyker may immediately move as if equipped with a Grappling Hook. The model must land on a secure footing with room for their base to fit.

Force Blast (Basic, Difficulty -)
Any enemy fighters within 3" of the psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test. If the test is passed, the model is placed Prone at the edge. If failed, they will fall. If the movement is interrupted by a wall or another figure, effected fighters are immediately Pinned and take a hit equal in Strength to the distance rolled. 

Freeze Time (Double, Continuous, Difficulty +3)
All fighters within 6" of the psyker (but not including the psyker) may only take a single action while this power is maintained. 

Gaze of Death (Basic, Difficulty -)
The psyker may immediately resolve a single Shooting attack with Range 24", S6 D2 AP-1. This requires Line-of-Sight and follows all standard shooting rules. There are no accuracy modifiers for range, and the Firepower Dice is not required as this power cannot run out of ammo.

Hammerhand (Basic, Continuous, Difficulty -)
The psyker counts as being armed with a two-handed Arc Hammer (see House of Iron) for as long as this power is maintained. Any other close combat weaponry the psyker carries may not be used while this power is in effect. 

Levitate (Basic, Continuous, Difficulty -)
For as long as this power is maintained, the psyker's Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls and may not end their movement overlapping any terrain, anothers fighter's base. They cannot be Pinned, unless the power ends for any involuntary reason, in which case the figures falls to the ground and is immediately Pinned and Prone. This power does not affect Line-of-Sight or cover. 

Machine Empathy (Basic, Continuous, Difficulty -)
Once cast and for as long as this power is maintained, the psyker gains a bonus of 3 to any Interaction tests involving complex machinery (at GM's discretion). This may be combined with other bonuses. 

Machine Curse (Basic, Difficulty -)
Target one enemy model within 12" and Line-of-Sight. They must immediately make an Ammo check for a single weapon in their possession, chosen by the psyker. 

Precognition (Basic, Difficulty +3)
The model gains one re-roll which it may use to re-roll any single D6 involving the character during the rest of the encounter. For example, this may be part of a Willpower Test, manifesting a Psychic Power, making a Shooting attack etc. 

Psychic Ward (Basic, Continuous, Difficulty -)
The psyker or a friendly model within 6" receives a 5+ invulnerable save that cannot be modified, as long as this power is maintained. This save may only be taken against attacks against the Front Arc of the model.

Quickening (Basic, Difficulty +3)
Once cast, the psyker may make an additional two actions this round. They may manifest additional Psychic Powers. 

Regenerate (Double, Difficulty -)
The psyker immediately regains D3 Wounds, or removes D3 Flesh Wounds. This may be cast on a friendly model within 6" and Line-of-Sight, but only regenerates one Wound or Flesh Wound.

Sanctuary (Double, Continuous, Difficulty +3)
This power may not be chosen by a Daemonhost or other daemonic entity.

Once cast and for as long as it is maintained, create a zone around the psyker with a diameter in inches equivalent to the points the power was passed by. Models with the Daemonic trait, or as agreed with the GM, may not enter this zone voluntarily and must leave if they can. Any Daemonic model that ends their activation in the zone suffer D6 S5 D1 hits with no AP modifiers and is pushed out of the zone. The psyker casting this power may not do any other actions while maintaining this power; if they Move, Shoot etc the power immediately ends.  

Scouring (Basic, Difficulty -)
If successfully cast, the psyker may immediately make a Shooting attack as if armed with a Flamer. This follows all the normal rules for Shooting attacks, including Template placement, but cannot run out of ammo. 

Storm of Lightning (Basic, Difficulty +3)
If successfully cast, the psyker may immediately make a Shooting attack as if armed with a Storm Welder (see House of Chains for stats). This follows all the normal rules for Shooting attacks, including Line-of-Sight and range, but cannot run out of ammo. It is still considered Unstable.

Telekinesis (Double, Difficulty +3) 
The psyker may move any unfixed piece of scenery such as a crate, barrel or barricade, or an Unengaged fighter the number of inches equal to the amount the power was sucessfully cast by. For example, if they required a 7 to manifest and rolled a 10, they may move the object 3". 

The terrain piece or model must be within 18" and Line-of-Sight. It may not be larger than half a Munitorum Container. Should there be a collision, all models involved suffer a Strength 2+1 hit for each inch travelled. This attack is Damage 1 for every six inches or part thereof travelled. 

The psyker may try to move a larger item, up to the size of a Munitorum Container. The distance moved is halved, but the Strength and Damage suffered during any collisions is doubled.

Visions of Torment (Basic, Difficulty -)
Choose one enemy fighter within 12" and Line-of-Sight of the psyker. They must take a Cool Test. If passed, the fighter is Pinned. If failed, the fighter is immediately Broken

Ware / Possess (Double, Difficulty +3)
Pick a friendly fighter within 18". That fighter can immediately make two actions as though it were their turn to activate, even if they are not Ready. If they are Ready, these actions do not remove their Ready marker. A friendly model may only be possessed once per game. 

Warp Strength (Basic, Continuous, Difficulty +3)
The psyker receives a bonus to their base Strength value of +1 for every point the power was sucessfully passed by. This can be combined with weapon and wargear bonuses as normal. 




PSYCHIC SKILLS
Channelling
The psyker may gift one Power Dice to another friendly psyker on the board as a free action, so long as that friendly psyker has this Skill as well. This may be used multiple times if there are multiple psykers working together, but only once per psyker per activation. The gifting of Power Dice is done at any point during the activation of the psyker, and can be done as part of a Group Activation. 

Master of the Dark Arts
The psyker may ignore the first Perils of the Warp result suffered per game. The power will still automatically fail or succeed depending on the dice results. However, every time this skill is used, they gain one Corruption Point. 

Psychic Link
The psyker may select a single member of their warband (without the Null ability). They may use this fighter for Line-of-Sight and range purposes when manifesting a Psychic Power, as if the psyker were in the place of the "Linked" model. The "Linked" model does not benefit from any of benefical psychic powers unless explicitly stated. The "Linked" model is automatically Pinned at the end of the psyker's activation. 

Raw Power
The psykers generates one additional Power Dice per round. 

Skilled Practitioner 
The psyker knows one additional Psychic Power. 

Soul-Bound
The first time the psyker suffers a Perils of the Warp incident, they may modify the 2D6 result by their Psychic Mastery Level. This cannot bring it above 12 or below 2. 





















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