588th tactical fighter Squadron “Night Witches”

Homeworld- void born

Characteristic Modifiers: +3 to 2 of the following: Willpower, Intelligence, Perception, Agility 

Starting Skills: All void born characters start with Common Lore (Tech), Linguistics (Low Gothic), Navigate (Stellar), Operate (Aeronautica), and Tech-Use. 

Charmed: It is said that the void born, even those confined to a stationary orbital station, are touched by their proximity to the stars and to the Warp. Such tales attribute unnatural luck to the void born, and misfortune for others. Whenever a void born character spends a Fate Point (but not burns a Fate Point), he rolls 1d10. On a roll of 9 or 10, the Fate Point does not count as being spent, even though the character gains the chosen benefit. 

Ill-Omened: Characters born aboard void stations often seem unusual to those from the firm ground of a planet. Life amongst the machinery and cramped corridors of a void station is quite different to life beneath an open sky, and is confining even by the standards of a hive world. Additionally, void born characters are often appear unnaturally pale and gaunt. This unwholesome air, combined with the insular, clannish ways of many void born, often causes difficulties when interacting with non-void born regiments. Void born characters suffer a –10 penalty to Interaction Tests made to interact with characters who are not also void born. 

Void Accustomed: Void born characters have experience moving about in zero-gravity environments, whether by dint of special training, mechanical failures, or the simple necessities of life on an orbital station. Void born characters do not treat zero gravity as Difficult Terrain. In addition, the Agility Test to stay on-target when making a Charge or Run Action in zero gravity is only Difficult (–10) for void born characters. 

Wounds: Void born characters begin play with –1 starting Wound.

Aerial Squadron

Cost: 4 points

Characteristic: +3 Agility, +3 Intelligence, +3 Perception, -3 Weapon Skill, -3 Strength, -3 Toughness

Starting Skills: Common Lore (Imperial Navy), Operate (Aeronautica)

Starting Talents: Push the Limit

Standard Kit: 1 Naval Pistol (Mars Pattern) and two reloads per player, 1 Grav-Chute per player, 1 Flight-Suit per player, 1 Clip & Drop Harness per player, 1 Deadspace Earpiece per player, 1 Void Suit per player, 1 Anointed Maintenance Kit per player, 1 rechargeable Lamp-Pack per player, 1 Knife per player, 1 Sling Bag per player, 1 Water Canteen per player, 1 Grooming Kit per player, 1 set of Cognomen Tags per player, 1 Instructional Handbook per player, 1 Respirator, 2 days supply of combat sustenance rations, 1 Multi Compass per player.

Special: Due to the nature of aerial combat squadrons, comrades are an uncommon sight, and as such members of this regiment type do not have any conrades. In addition, members of this regiment do not gain the standard regimental kit. Additionally (at the GM's discretion), In true Ace-Combat fashion, each member of the squad may select an aircraft and weapons loadout at the start of each mission.

Commander: Maverick 

The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his peers, but his attitude and his daring make him beloved by his men, who see their leader as one of them, rather than one of “the officers.” So long as he leads, they will follow him anywhere.

Starting Talents: Resistance (Fear)

Training Doctrine: Ace Pilots

The 588th focus on turning their pilots into elite pilots, building up their skills rapidly in the crucible of war.

Starting Aptitude: Agility, fieldcraft

Equipment doctrine: Cyber-Enhanced

This regiment has very close ties with the Adeptus Mechanicus, or perhaps is even of the Lathe Worlds. In either case, the regiment believes in the superiority of the machine over flesh, and its members gladly accept the blessings of the Omnissiah to replace their biological parts. From bionic limbs to enhanced senses, these cybernetic enhancements serve to increase the regiment’s abilities in battle.

Standard Regimental Kit: All characters in this regiment begin with a Good Craftsmanship MIU

Equipment Doctrine: Chameleoline

The regiment’s duties require them to move unseen across the battlefield, and for this reason, they have been equipped with colour-shifting chameleoline, which helps them blend in with their surroundings.

Standard Regimental Kit: The regiment's vehicles are equipped with chameleoline coating

Subpono Unique: Well Educated

Subpono rejects the ministorum’s belief in blessed ignorance, instead believing that only by knowing the threats they face can man be able to fight them. This draws the unwanted attention of the ecclesiarchy, but makes the guardsmen more knowledgeable than others. Though with some strange behaviors, perhaps knowing too much is indeed a curse.
Starting Skills: Common Lore (pick one), Scholastic Lore (pick one). Forbidden Lore (pick one), Linguistics (High Gothic)

Starting aptitude: intelligence (if you already have intelligence, you can pick knowledge)
Starting Insanity: 1d5
Starting corruption: 1d5

Regimental Drawback: Cloud of Suspicion 

Whether justified or not, this regiment as come under close scrutiny. The members of this regiment know that their movements are being watched by someone, and that the someone does not like them. A siege mentality has spread throughout the regiment, along with paranoia and anxiety. Officers see spies and informants everywhere and newly conscripted guardsmen are viewed with deep suspicion and hostility as their new squad mates assume they are undercover agents with sinister purposes.

Untimely Inquiries: Whenever this regiment fails in an operation or the Squad fails to complete a mission or achieve a critical objective, the power with a worrisome interest in the regiment rears its ugly head, at the Game Master’s discretion. When such an investigation takes place, even on a regimental level, every member of the regiment suffers a –5 penalty to Willpower Tests until the interference concludes due to the stress that it causes. 

Talents: Enemy (Ecclesiarchy), Paranoia.

Regimental Drawback: Iconoclasts

The Adeptus Ministorum, commonly known as the Ecclesiarchy, brings the word of the Emperor to the millions of worlds of the Imperium. In a religion that spans the galaxy, it is unavoidable that there are differences in worship and belief. This, the Ecclesiarchy accommodates; in fact, on many worlds the form that veneration of the Emperor takes is adapted from the traditions of the planet’s indigenous culture. Many drastically different beliefs are sanctioned by the Ecclesiarchy in order to ensure compliance and professed faith in the Imperial Creed; what the citizens of one world might consider blasphemy is a matter of inviolable doctrine on another. Yet in spite of this, there are those communities, cultures, and worlds that do not meet the Ecclesiarchy’s criteria for faithfulness. This could be due to minor divergences of theology that put the local faith at odds with the sector synod, or could be a cultural aversion to or rejection of the Imperial Creed. Such is most often the case on those worlds with limited Imperial contact, and few societies openly reject the Imperial faith, for to do so is to invite retribution from the Adeptus Ministorum or worse still, the Inquisition. However, a world’s native population might pay lip service to the Imperial Creed while secretly worshiping the gods of their ancestors, or might slowly subvert the teachings of the Ecclesiarchy, bringing their ceremonies further and further from the Imperial Truth. For whatever reasons, the Adeptus Ministorum views this regiment as dangerously far from the proper faith, either due to a lack of spirituality or a mode of worship too far from the accepted norm. Depending on the current state of affairs, the Ecclesiarchy might take extra measures to ensure obedience and piety with numerous priests, confessors, and other forces attached to the regiment (possibly against the wishes of its own commanding officers), or it might distance itself, weighing options or working behind the scenes to ensure the regiment is properly martyred to the Imperial Cult before it can spread its dangerous beliefs to others. 

In the Shadows of the Ecclesiarchy’s Light: Rightfully or no, the Ecclesiarchy views this regiment with suspicion, seeing their religious practices (or lack thereof ) as dangerously iconoclastic. Characters from this regiment suffer a –10 penalty to all interaction tests with the representatives of the Ecclesiarchy. For such regiments, it is common for the Adeptus Ministorum to attach additional Priests, Confessors, and other representatives, particularly if they feel the regiment is not yet beyond salvation. However, such forces are sure to experience problems dealing with the regiment. Player Characters with the Ministorum Priest Speciality suffer a –10 penalty when interacting with NPC members of this regiment, including Comrades, but excluding the Ministorum Priest’s own Comrade (it is assumed that his Comrade is either one of the few in the regiment loyal to the Ecclesiarchy’s teachings, or is also an outsider). At his discretion, the GM might additionally apply this penalty to other PCs with ties to the Ecclesiarchy. The GM is encouraged to introduce additional narrative complications based on the specific nature of the regiment’s relationship with the Adeptus Ministorum.

Creating a Night Witch

Starting Characteristics: 

2d10+20, reroll 1’s, assign as you want, can reroll 1 stat roll, but must take the second result or reroll all stats, but must take the second result.

+3 to 2 of the following: Willpower, Intelligence, Perception, Agility. 

+3 Agility, +3 Intelligence, +3 Perception, -3 Weapon Skill, -3 Strength, -3 Toughness

Starting XP: +300

Starting skills: Common Lore (Tech, pick one), Linguistics (Low Gothic, High Gothic), Navigate (Stellar), Operate (Aeronautica) +10, Tech-Use, Scholastic Lore (pick one), Forbidden Lore (pick one), Common Lore (Imperial Navy)

Starting Talents: Charmed, Ill-Omened, Void Accustomed, Resistance (Fear), Step Aside, Push the Limit, Paranoid, Enemy (Ecclesiarchy), in the Shadows of the Ecclesiarchy’s Light.

Starting Aptitudes: Intelligence, Agility, Fieldcraft

Starting Insanity: 1d5

Starting Corruption: 1d5

Starting wounds: Void born characters begin play with –1 starting Wound.

Standard Regimental kit:

Doctrine: The regiment's vehicles are equipped with chameleoline coating, Good Craftsmanship MIU

Aerial Squadron: 1 Naval Pistol (Mars Pattern) and two reloads per player, 1 Grav-Chute per player, 1 Flight-Suit per player, 1 Clip & Drop Harness per player, 1 Deadspace Earpiece per player, 1 Void Suit per player, 1 Anointed Maintenance Kit per player, 1 rechargeable Lamp-Pack per player, 1 Knife per player, 1 Sling Bag per player, 1 Water Canteen per player, 1 Grooming Kit per player, 1 set of Cognomen Tags per player, 1 Instructional Handbook per player, 1 Respirator, 2 days supply of combat sustenance rations, 1 Multi Compass per player.

Additional: 30pts

Squad logistics rating: 10

Elijah-Pattern Lascannon

Designed to destroy even the heaviest of Tanks, this Lascannon variant is fitted with an expanded energy Capacitors and  additional focusing lenses and an advanced aiming cogitator, making it an incredibly dangerous weapon when given time to line up a shot. As it is aimed the gunner holds down the first of two triggers, which begins the energy spooling and focusing systems, when it is ready they hit the secondary trigger, which fires the blast. The weapon is bulkier than a standard las cannon due to these additions, and is prone to overheating if the first trigger is held down too long

Name

Elijah-pattern Lascannon

Class

Heavy

Damage

5d10+10

Range

300m

RoF

S/-/-

Reload

2 Full

Type

E

Pen

10

Clip

5

Availability

Very Rare

Special

Proven (3), Accurate, +2 Damage and Lance when it is fired with the benefit of an Aim Action, Overheats, Rare Model (Subpono)

Weight: 57kg

Lightning Fighter

The Lightning fighter craft is mainly used by the Imperial Navy for establishing air superiority due to its increased maneuverability over the Thunderbolt. It is often seen and heard plummeting from orbit or being scrambled from naval bases.

Name: Lightning Fighter

Type: Flyer Manoeuvrability: +20

Tactical Speed: 1,000mCruising Speed: 1,200 kph

Structural Integrity: 25Size: Enormous (6)

Armour: Front 20, Side 20, Rear 20

Vehicle Traits: Flyer, Enclosed, Environmentally Sealed

Crew: Pilot

Carrying Capacity: None

Guns

Twin-linked Hull mounted “Elijah-pattern” Lascannons (Front Facing; 300m; S/-/-; 5d10+10 E; pen 10; Clip 30; Twin-linked, Accurate, +2 Damage and Lance when it is fired with the benefit of an Aim Action, Overheats)

Hull Mounted Long-barreled Autocannon (Front Facing; 500m; S/3/-; 3d10+8 I; pen 6; Clip 200: Reliable)

Missiles (pick one)

  • Four Hellstrike Missiles (Front Facing; 3000m; S/-/-; 3d10+17 X; Pen 7; Clip 1; Blast (5), Concussive (0), Proven (3), homing (2))

  • Six Skystrike Missiles (Front Facing; 3000m; S/-/-; 3d10+11 X; Pen 6; Clip 1; Concussive (0), Proven (3), Anti-Air, homing (3))

Thunderbolt Tactical Fighter

The most common fighter in the Imperial Navy, the Thunderbolt is reliable, durable, and heavily armed, albeit less maneuverable than the Lightning

Name: Thunderbolt Fighter

Type: Flyer Manoeuvrability: +10

Tactical Speed: 900mCruising Speed: 1,100 kph

Structural Integrity: 30Size: Enormous (6)

Armour: Front 25, Side 25, Rear 20

Vehicle Traits: Flyer, Enclosed, Environmentally Sealed

Crew: Pilot

Carrying Capacity: None

Guns

Twin-linked Hull mounted Elijah Lascannons (Front Facing; 300m; S/-/-; 5d10+10 E; pen 10; Clip 30; Twin-linked, Proven (3), Accurate, +2 Damage and Lance when it is fired with the benefit of an Aim Action, Overheats)

Two Hull-mounted Twin-linked Autocannons (Front facing; 300m; S/3/-; 3d10+8 I; Pen 6; Clip 60; Reload 2 Full, Twin-linked, Reliable)

Payload (pick two)

  • Four Hellstrike Missiles (Front Facing; 3000m; S/-/-; 3d10+12 X; Pen 7; Clip 1; Blast (5), Concussive (0), Proven (3), homing (2))

  • Six Skystrike Missiles (Front Facing; 3000m; S/-/-; 3d10+11 X; Pen 6; Clip 1; Concussive (0), Proven (3), Anti-Air, homing (3))

  • Six Tactical Bombs (1 slot) (No Facing; *; S/-/-; 3d10+11 X; Pen 6; Clip 1; Concussive (0), Proven (3), Blast (6), Bomb)

  • Six Napalm Bombs (1 slot) (No Facing; *; S/-/-; 2d10+16 E; Pen 6; Clip 1; Concussive (0), Proven (3), Blast (10), Flame, Bomb)

Vendetta Heavy Gunship

The Vendetta Heavy Gunship is a Valkyrie attached to Imperial Guard units which, in addition to the increased armour, are equipped with three Twin-linked Lascannons, and used as a tank hunter after dropping off any unit being transported by it. Furthermore, it still retains the ability to mount two Heavy Bolter door guns. Despite their impressive firepower, Vendetta Gunships lack the flexibility of Vulture Gunships, which are chosen more often for deep-range attack, strafing and urban assault missions.

Name: Vendetta Gunship

Type: Flyer Manoeuvrability: +20 / +10

Tactical Speed: 20m / 800mCruising Speed: 550 kph

Structural Integrity: 30Size: Massive (7)

Armour: Front 30, Side 30, Rear 26

Vehicle Traits: Skimmer, Flyer, Enclosed, Environmentally Sealed, Reinforced Armour

Crew: Pilot, Co-Pilot, (2 Door Gunners)

Carrying Capacity: 12 Imperial Guardsmen plus wargear.

Weapons

Three Pilot-operated Twin-linked “Elijah-pattern” Lascannons (Front Facing; 300m; S/-/-; 5d10+10 E; pen 10; Clip 30; Twin-linked, Accurate, +2 Damage and Lance when it is fired with the benefit of an Aim Action, Overheats)

Options

A Vendetta Gunship may replace up to two Twin-linked Lascannon with two Pilot-operated Hellstrike Missiles (Front Facing; 300m; S/-/-; 3d10+12 X; Pen 7; Clip 1; Blast (5), Concussive (0), Proven (3), homing (2)).

A Vendetta Gunship may have Door mounted Heavy bolters (Facing Left/Right, Hull mounted; 120m; -/-/10; 2d10+2 X; Pen 5; Clip 500; Reload Full, Tearing)

Special Rules

Skimmer/Flyer Hybrid: This aircraft is capable of hovering in one place via powerful vector thrust engines for extended periods of time, but also traveling long distances while utilizing aerodynamic principles. It may act as a skimmer or a flyer at the pilot’s discretion. If there are two stats, the first will be in skimmer mode, while the second is in flyer mode.

Availability: Near Unquie (Rare Model: Imperial Navy) 

Vulture Gunship

The Vulture Gunship is a purpose-built variant of the Valkyrie STC; a high-speed, low-level hunter-killer, capable of mounting a wide range of payloads to carry out its assigned mission. Commonly used in a close protection role for air-to-surface Imperial Guard deployments for regiments such as the Drop Troops of Elysia, the Vulture is also assigned to strafing missions against massed infantry formations and lightly-armoured vehicles.

Name: Vulture Gunship

Type: Flyer Manoeuvrability: +20 / +10

Tactical Speed: 20m / 800mCruising Speed: 550 kph

Structural Integrity: 30Size: Massive (7)

Armour: Front 26, Side 26, Rear 25

Vehicle Traits: Skimmer, Flyer, Enclosed, Environmentally Sealed, Reinforced Armour

Crew: Pilot, Gunner

Carrying Capacity: None

Weapons

Turret mounted Long-barrelled Heavy Bolter (180m, -/-/10; 2d10+6 X; Pen 5; Clip 200; Reload Full; Tearing)

One of the following fixed weapon systems:

  • Pilot-operated Twin-linked Autocannon (Front Facing; 300m; S/2/5; 3d10+8 I, Pen 6, Clip 240 Reload 4 Full, Twin-linked)

  • Pilot-operated Twin-linked “Elijah-pattern” Lascannons (Front Facing; 300m; S/-/-; 5d10+10 E; pen 10; Clip 30; Twin-linked, Accurate, +2 Damage and Lance when it is fired with the benefit of an Aim Action, Overheats)

  • Pilot-operated Twin-linked Multi-laser (Front Facing; 150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable, Twin-linked)

  • Two Pilot-operated Missile Pods (Front Facing; 250m; S/-/-; Clip 20; Reload 4 Full; Twin-linked; They may be loaded with Frag Missiles (2d10+12 X; Pen 2; Blast (5), Concussive (0), Proven (3)), or Krak Missiles (3d10+18; Pen 8; Concussive (3), Proven (3))

One of the following Hull mounted weapon systems:

  • Two Pilot-operated Missile Pods  (Front Facing; 250m; S/-/-; Clip 20; Reload 4 Full; Twin-linked; They may be loaded with Frag Missiles (2d10+12 X; Pen 2; Blast (5), Concussive (0), Proven (3)), or Krak Missiles (3d10+18; Pen 8; Concussive (3), Proven (3))

  • Two Pilot-operated Hellstrike Missiles (Front Facing; 3000m; S/-/-; 3d10+12 X; Pen 7; Clip 1; Blast (5), Concussive (0), Proven (3), Homing (2))

  • Six Pilot-operated Hunter Killer Missiles (Front Facing; 3500m; S/-/-; 3d10+11 X; Pen 6; Clip 1; Concussive (0), Proven (3), Homing (3))

  • Six Pilot-operated Skystrike Missiles (Front Facing; 3000m; S/-/-; 3d10+11 X; Pen 6; Clip 1; Concussive (0), Proven (3), Anti-Air, Homing (3))

  • Eight Pilot-operated Tactical Bombs (No Facing; *; S/-/-; 3d10+11 X; Pen 6; Clip 1; Concussive (0), Proven (3), Blast (5), Bomb)

Options

The Vulture Gunship may replace both the fixed weapon systems and Hull mounted weapon systems and instead have a Pilot-operated Twin-linked Punisher Gatling Cannons. (Front Facing; 300m; -/-/20; 1d10+5 I; Pen 4; Clip 2,000; Storm, Twin-linked). Increase the Rarity to Near Unique.

Special Rules

Skimmer/Flyer Hybrid: This aircraft is capable of hovering in one place via powerful vector thrust engines for extended periods of time, but also traveling long distances while utilizing aerodynamic principles. It may act as a skimmer or a flyer at the pilot’s discretion. If there are two stats, the first will be in skimmer mode, while the second is in flyer mode.

Avenger Strike Fighter 

Name: Vulture Gunship

Type: Flyer Manoeuvrability: +5

Tactical Speed: 900mCruising Speed: 900 kph

Structural Integrity: 35Size: Massive (7)

Armour: Front 26, Side 24, Rear 24

Vehicle Traits: Flyer, Enclosed, Environmentally Sealed

Crew: Pilot, Gunner

Carrying Capacity: None

Guns

Twin-linked Hull mounted “Elijah-pattern” Lascannons (Front Facing; 300m; S/-/-; 5d10+10 E; pen 10; Clip 30; Twin-linked, Accurate, +2 Damage and Lance when it is fired with the benefit of an Aim Action, Overheats)

Hull Mounted Avenger Bolt Cannon (Front Facing; 400m; -/-/6; 2d10+12 X; pen 8; Clip 320: Tearing, Storm)

Payload

6 tactical bombs or 2 Hellstrike Missiles or 2 Hellfury Missiles or 2 Missile Launchers, and a set of twin-linked Autocannons or a set of twin-linked Multi-Lasers.

Lore

Subpono station lies in orbit around Zerikav II, the station is not officially controlled by the mechanicus, but has strong ties to it. One side effect of the close ties is that, on Subpono station the Emperor and the Omnissiah are generally seen as one and the same, with no distinction between them, while the Mechanicus generally holds that the emperor is the physical manifestation of the Omnissiah, the people of Subpono station see the physical form others call the emperor as the manifestation of the singular entity that is the Emperor/Omnissiah. [Culturally, Subpono has Japanese, Russian/Lithuanian, and Jewish/Israeli roots.] Subpono was the last stop the Emperor visited before reaching Prospero, indeed, it was the Subpono who told the Emperor where he could find the Primarch Magnus the Red. Before the heresy, Subpono and Prospero were close partners, sharing knowledge and trading goods. Many of Magnus’ arcane tomes were copies from the Subpono archives, and Subpono troops fought alongside the Thousand sons during the great crusade.

Legends of the heresy: Subpono secretly warned Prospero of the Space Wolves’ approach, unaware of the full situation. When they learned of Prospero’s destruction, Subpono prepared to defend its existence, but the attack never came, the Wolves had been called back. Subpono later learned of what had happened, and dubbed Magnus “the betrayed.” While the other fallen Primarchs are regarded with disdain, Magnus is seen as a tragic figure, and a cautionary tale against reckless action, even that done with good intentions. The Wolves are not welcome in the Zerikav system. The Horus Heresy is seen as the failings of mankind denying Humanity the world to come, but they believe that one day the Emperor will return to bring about the Messianic age. Malcador the Sigillite is often viewed as the return of Elijah the Prophet.

The 588th tactical fighter squadron
Rabbis are the name for the Subpono’s local branch of the ministorum, well learned, they spend time studying the Subpono holy texts, which are carried as scrolls.

The Subpono faith believes dead bodies to be spiritually unclean, and as such Subpono equipment and vehicles lack the skull adornments and skull symbology common in the rest of the Imperium.

House Rules

EVERYONE IS A PSYKER

We are using the pre-errata rules for the Scatter quality, so enjoy all of the hits at point-blank

D8 for scatter direction

instead of extra d10’s, Accurate provides +2 damage per DoS

You may try to request an upgrade in craftsmanship for one of your items instead of making a normal requisition test, roll a +0 logistics test (poor to normal) -30 logistics test (for normal to good) or -50 (good to best) [benefits for superior pattern apply] [ignore modifiers for rarity]

Psykers may engage in psychic combat against an enemy psyker, full action opposed +0 willpower focus power test, 1d10 E damage ignoring armor and toughness per net DoS to the loser’s head.

Weapons with the Overheats quality overheat whenever they would jam, not on a 91+

Weapons fired on Maximal gain the unreliable quality

Stuff from Yindafel Apocrypha may be legal, ask for it and I’ll approve/disapprove it on a case-by-case basis

Flirtation and the like is ok, ERP is to be kept into PMs (of course, the other player must consent)

Will be awarding FP at specific points in the campaign

Represent the regiment well in CR, I don’t want to hear about you causing a problem

You may spend/burn a fate point to invoke “rule of cool,” but confirm it with me first.

If a weapon has two sources of the reliable quality and one source of the unreliable quality, it still counts as having the reliable quality, and vice versa

Resistance (fear) grants +10 to pinning tests as well
Guardian Talent does not require the use of a fate-point. It only costs a reaction

Dodging spray weapons, like dodging blast weapons, requires the dodger to be able to escape the AOE or get into cover (with a half move), if the dodger moves to cover, the attack hits them but they get full bonus from cover to the area hit by the attack.

Nade changes: 

frags are 2d10+4, pen 0, proven (3), blast (5)

Firebombs are blast (5)

Kraks are blast (1/2)

When you fire one of an Aircraft’s weapons, you can fire it’s other weapons at a -30 penalty, this penalty becomes -10 if you have two-weapon wielder

Homing (X): +30 when used with a lock-on, -30 when used without, -10 times X penalty to dodge
installing a psychic weapon replaces one of the existing weapons on the aircraft (your choice)

Comrade Stats

WS

BS

S

T

Ag

Int

Per

WP

Fel

32

35

32

32

38

38

37

35

25

Movement: (3/6/9/12) Wounds: 9

Armour Flight Vest (Body 2)Total TB: 3Total DR: 8 (3+5)

Skills: Dodge (Ag), Common Lore (Tech, Imperial Navy, pick one), Linguistics (Low Gothic, High Gothic), Navigate (Stellar), Operate (Aeronautica) +10, Tech-Use, Scholastic Lore (pick one), Forbidden Lore (pick one)

Talents: Charmed, Ill-Omened, Void Accustomed, Resistance (Fear), in the Shadows of the Ecclesiarchy’s Light, Close-Quarters Battle, Push the Limit

Equipment: Standard Regimental Kit

Specialties:

Biomancer

Characteristic Bonus: +5 Willpower, +5 Toughness

Starting Aptitudes: Toughness, Defence, Perception, Psyker, Strength, Willpower. 

Starting Skills: Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Biologis), Medicae.

Starting Talents: Iron Jaw, Up to 500 xp worth of Biomancy Powers (see Chapter VII: Psychic Powers), Weapon Training (Las or Solid Projectile, Low-Tech). 

Starting Traits: Psyker (PR 2)

Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff. 

Wounds: 10+1d5

Diviner

Characteristic Bonus: +5 Willpower, +5 Perception

Starting Aptitudes: Intelligence, Fieldcraft, Perception, Psyker, Knowledge, Willpower. 

Starting Skills: Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Scholastic Lore (Cryptology), Awareness. 

Starting Talents: Warp Sense, Up to 500 xp worth of Divination Powers (see Chapter VII: Psychic Powers), Weapon Training (Las or Solid Projectile, Low-Tech). 

Starting Traits: Psyker (PR 2) 

Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff. 

Wounds: 6+1d5

Pyromancer

Characteristic Bonus: +5 Willpower, +5 Ballistic Skill

Starting Aptitudes: Ballistic Skill, Finesse, Perception, Psyker, Offense, Willpower. 

Starting Skills: Common Lore (Adeptus Astra Telepathica, War), Forbidden Lore (Psykers), Psyniscience, Intimidate. 

Starting Talents: Rapid Reload, Up to 500 xp worth of Pyromancy Powers (see Chapter VII: Psychic Powers), Weapon Training (Las or Solid Projectile, Low-Tech, Flame). 

Starting Traits: Psyker (PR 2) 

Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff. 

Wounds: 8+1d5

Telekine

Characteristic Bonus: +5 Willpower, +5 Agility

Starting Aptitudes: Ballistic Skill, Finesse, Perception, Psyker, Tech, Willpower. 

Starting Skills: Common Lore (Adeptus Astra Telepathica, Tech), Forbidden Lore (Psykers), Psyniscience, Tech-use. 

Starting Talents: Technical Knock, Up to 500 xp worth of Telekinesis Powers (see Chapter VII: Psychic Powers), Weapon Training (Las or Solid Projectile, Low-Tech). 

Starting Traits: Psyker (PR 2) 

Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff. 

Wounds: 8+1d5

Telepath

Characteristic Bonus: +5 Willpower, +5 Charisma

Starting Aptitudes: Social, Fellowship, Perception, Psyker, Leadership, Willpower. 

Starting Skills: Common Lore (Adeptus Astra Telepathica), Forbidden Lore (Psykers), Psyniscience, Scrutiny, Command. 

Starting Talents: Heroic Inspiration, Up to 500 xp worth of Telepathy Powers (see Chapter VII: Psychic Powers), Weapon Training (Las or Solid Projectile, Low-Tech). 

Starting Traits: Psyker (PR 2) 

Specialist Equipment: Data-slate, psy focus, Best Craftsmanship staff. 

Wounds: 8+1d5

Special rules: Psychic Aircraft Equipment

Each Psychic power in the core book will unlock an aircraft weapon or system based on the power, weapons replace hardpoints, each aircraft can hold a number of psychic systems equal to its pilot’s Psy Rating +1
If a system specifies a “Living Target,” then it can target members of the crew of any vehicle in range and Line of Sight

Psychic weapons do not jam, but cause phenomena in the same manner as psychic powers, and can be used at fettered, unfettered, and push power levels

Vehicle weapons with the Force quality get +5 to hit, +2 Damage, and +2 Pen per point of Psy rating the Pilot has

Biomancy

Smite: 

Bio-Lightning Cannon

Range: 200m x PR

Arc: front

RoF: -/PR/-

Damage: 3d10+8 E

Pen: 6

Qualities: Force, Shocking

Iron Arm: 

Bio-Metal coating

Aircraft gains 2 x PR AV to all facings

Enfeeble: 

Bio-disruptor

Action: Half Action

Focus Power: Challenging (+0) Opposed Willpower Test

Range: 100 metres x Psy Rating

Arc: front, sides

Sustained: no

Subtype: Attack, Concentration

Description: The psyker lashes at his target with tendrils of Warp energy. The vile power quickly strips the victim of vitality, draining its spirit with every caress.

The psyker nominates a single living target in range and line of sight who opposes this power with a Toughness Test. If the target fails to resist the power, it is Stunned for one Round. In addition, it gains a number of levels of Fatigue equal to half the psyker’s Psy Rating, rounded down.

Endurance: 

Bio-Sustainer

Action: Half Action

Focus Power: Difficult (–10) Willpower Test

Range: 100 metres x Psy Rating radius

Sustained: No

Subtype: Concentration

Description: Extending his will over his allies, the psyker reaches into their bodies to mend their flesh and reinvigorate their will to fight by ridding their bodies of fatigue. Psykers trained in this power have been known to turn the tides of entire battles. A number of allies in range equal to the psyker’s Psy Rating, plus the psyker himself, recover Wounds equal to the psyker’s Psy Rating, rounded up. They also remove a number of levels of fatigue equal to the degrees of success the psyker scored on the focus power test

This power is incredibly taxing and requires at least 12 hours of recovery before it may be used again.

Life Leech: 

Bio-drainer

Action: Full Action

Focus Power: Difficult (–10) Opposed Willpower Test

Range: 100 metres x Psy Rating

Arc: Front, Sides

Sustained: No

Subtype: Attack, Concentration

Description: The psyker latches on to his target’s life force and tears it from the hapless victim’s body. The psyker absorbs this stolen essence, using it to reinvigorate and bolster his own flesh. The psyker nominates a single living target in range and line of sight who opposes this power with a Toughness Test. If the target fails to resist the power, he suffers 1d10 + Psy Rating Energy Damage, ignoring armor and toughness, and the psyker recovers 1 wound for every full 3 points of damage the power inflicts.

Warp Speed: 

Chrono-accelerator

Action: Half Action

Focus Power: Difficult (–10) Willpower Test

Range: 100m x psy Rating

Arc: 360

Sustained: Free Action

Subtype: Concentration

Description: The immaterium flows through the psyker, allowing him the means to defy the limits of time, hastening his movements and reflexes far beyond the range of any human. He becomes but a blur to his enemies, striking out with lightning speed. The psyker or another single living target in range and line of sight gains the Unnatural Weapon Skill, Unnatural Ballistic Skill, and Unnatural Agility Traits, all at values equal to his Psy Rating. In addition, the Psyker’s (or the target’s) Aircraft gains +5 to its maneuverability and +100 to its tactical speed per point of Psy Rating the Psyker Possesses

Chrono-disruptor

Action: Half Action

Focus Power: Difficult (–10) Opposed Willpower Test

Range: 100m x psy Rating

Arc: 360

Sustained: Free Action

Subtype: Concentration, attack

Description: The immaterium flows through the psyker, allowing him the means to defy the limits of time, the psyker uses this power to slow down the enemy, leaving them an easy target for his allies. The psyker nominates a living target in range and line of sight who opposes with a +0 willpower test, on a success the target’s Aircraft reduces its maneuverability by 5 and its tactical speed by 100 for every point of Psy Rating the Psyker Possesses

Haemorrhage: Electro-burst system, Bio-Bomb

Bio-Bomb 

Range: N/A

RoF: S/2/-

Damage: 2d10+8 E

Pen: 4

Qualities: Blast (5d5), Toxic (PR), Corrosive, Bomb, Force

Electro-burst system

Action: Half Action

Focus Power: Difficult (–10) Willpower Test

Range: Self

Sustained: No

Subtype: Concentration, attack

Description: The Psyker channels extreme amounts of psychic energy before unleashing it, filling the air around the psyker’s aircraft with aetherial lightning,

This power is a Psychic Blast centred on the psyker with a radius equal to the psyker’s Psy Rating x100. Everything within the area of effect, with the exception of the psyker and their aircraft, suffers 5d10 Energy Damage with Pen equal to PR and the Force and shocking qualities.

Divination

Prescience: 

Precognitive targeting system

Action: Half Action

Focus Power: Challenging (+0) Psyniscience Test

Range: 100 metres x Psy Rating radius

Sustained: Half Action

Subtype: Concentration

Description: The psyker taps into the immaterium, using its energies to spread his senses over the battle, seeing what is, what has been, and what will be. By focussing this Warpsight to a razor’s edge he can guide his allies’ aims, directing their attacks to strike home. 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 5 times the psyker’s Psy Rating. Allies affected by this power lose its benefit as soon as they move out of range.

Foreboding: 

Precognitive Threat assessment system

Action: Reaction

Focus Power: Challenging (+0) Psyniscience Test

Range: Self

Sustained: no

Subtype: Concentration

Description: The psyker’s awareness of the Warp grants him the means to elude his opponents’ attacks without needing to rely on mortal reflexes. He walks through the battlefield unscathed, dodging incoming fire with a simple ease. In any situation where the psyker would be called upon to make an Evasion Test, for his aircraft, 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: 

Predictive ECM

Precognitive targeting system

Action: Half Action

Focus Power: Challenging (+0) Psyniscience Test

Range: 100 metres x Psy Rating radius

Sustained: Half Action

Subtype: Concentration

Description: The psyker’s mind skims the Warp for glimpses of the immediate future, seeking to prepare himself and his allies for any incoming threats. His insight keeps them ahead of the battle, making them aware of incoming attacks before their enemies even fire a shot. 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 five times the psyker’s Psy Rating. Allies affected by this power lose its benefits as soon as they move out of range.

Perfect Timing: 

Predictive ECCM

Action: Half Action 

Focus Power: Difficult (–10) Psyniscience Test 

Range: 100 metres x Psy Rating Radius 

Sustained: Half Action 

Subtype: Concentration 

Description: Tearing through the boundary to the Warp with his consciousness, the psyker begins to see vivid images of his foes’ future actions with an unnatural precision. Empowered by this information, the psyker and his allies can predict exactly when their foes will peer from cover, allowing them to place their shots perfectly. For the duration of this power, a number of allies within range equal to the Psyker’s Psy Rating, plus the psyker himself, impose a penalty to evasion tests made against their attacks equal to 5 times the psyker’s psy rating.

Misfortune:

CURSE warfare system

Action: Half Action 

Focus Power: Difficult (–10) Willpower Test 

Range: 100 metres x Psy Rating

Arc: 360 

Sustained: Free Action 

Subtype: Attack, Concentration 

Description: Staring down his unfortunate victim, the psyker simply snaps his fingers, twisting the strands of his target’s fate. Suddenly, everything around the psyker’s opponent begins to fail. His vision blurs, his weapons jam, and every bullet flying his way easily finds its way into the weakest points of his armour. 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 and facing by the psyker’s Psy Rating, times 2. Additionally, the target’s weapons jam on any Attack in which they fail to hit their target, and the target’s aircraft stalls on any failed operate test.

Precognition: 

DIVINER warfare system

Action: Full Action 

Focus Power: Hard (–20) Psyniscience Test 

Range:100 metres x Psy Rating radius 

Sustained: No 

Subtype: Concentration 

Description: Such is the psyker’s power that he has witnessed every action, every decision, that will bring his Squad to victory. With tremendous focus he uses his power to impart this incredible knowledge to his allies, guiding them along the true path to victory. 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.

Scriers Gaze: 

Precognitive Radar

Action: Full Action 

Focus Power: Difficult (–10) Psyniscience Test 

Range: 500 metres x Psy Rating radius 

Sustained: half Action 

Subtype: Concentration 

Description: The Psyker reaches into the warp, and reads from it the positions of his enemies. This power reveals all hidden and cloaked enemies in range, and adds a lock-on to all enemies in range when it is activated and at the start of the psyker’s turn.

Pyromancy

Spontaneous Combustion: 

Inferno rounds

Weapon mod, SP and Bolt: equipped weapon gains the Force and Flame qualities

Flame Breath: 

Firestorm Cannon

Range: 200m x PR

Arc: front

RoF: -/-/PR

Damage: 2d10+12 E

Pen: 8

Qualities: Force, Flame, Storm, Tearing

Sunburst: 

Warpfire micro-missile pods

Range: 400m x PR

Arc: 360

RoF: -/-/PR

Damage: 3d10+6 E

Pen: 6

Qualities: Force, Flame, anti-air, Multi-targeting*

*when the psyker fires this weapon, he nominates a number of targets up to his Psy Rating, making separate attacks against each.

Molten Beam: 

Molten Lance

Range: 100m x PR

Arc: Front

RoF: S/-/-

Damage: PRd10+PR E

Pen: PR

Qualities: Melta, Flame, Force, Lance

Inferno: 

Promethean Missile

Range: 1000m x PR

Arc: front

RoF: S/-/-

Damage: 5d10 E

Pen: 0

Qualities: Flame, Force, Blast (PRx20), Concussive (0), Proven (PR), homing (3)

Vulkan Bombs

Range: N/A

RoF: S/-/-

Damage: 5d10 E

Pen: 0

Qualities: Flame, Force, Blast (PRx50), Concussive (0), Proven (PR), Bomb

Fire Shield: 

Immolation defense system

Action: Half Action 

Focus Power: Challenging (+0) Willpower Test 

Range: 500 metres x Psy Rating 

Arc: 360

Sustained: Free Action 

Subtype: Concentration 

Description: With a sweep of his hand, the psyker surrounds his aircraft with a field of writhing flame. The living fire lashes out at his attackers, sending tendrils of flame lashing at any foolish enough to take him on. While this power is in effect, any vehicles in range and line of sight that make an attack against the Psykerimmediately suffer Energy Damage equal to Twice the psyker’s Psy Rating, this Damage is not reduced by Armour or Toughness.

Fiery Form: 

Phoenix System

Action: Half Action 

Focus Power: Difficult (–10) Willpower Test 

Range: Self 

Sustained: Half Action 

Subtype: Concentration 

Description: The psyker engulfs his own aircraft and body in the fire of the Warp. It spreads over every inch of his skin and aircraft’s frame, transforming the flesh and metal into living Warpfire. Reborn a being of living flame, the psyker burns everything he touches, transforming his surrounding into a burning hellscape with every step he takes. While this power is in effect, all of the psyker’s attacks deal additional 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 times 50. All creatures and vehicles within the area of effect, with the exception of the psyker and his aircraft, suffer 3d10 energy damage, plus an additional 3 points of damage per Psy Rating, with a Pen equal topsyker’s psy rating and the Force and Flame Qualities

Telekinesis

Assail: 

Telekine Cannon

Range: 1000m x PR

Arc: Front

RoF: S/-/-

Damage: 5d10+6 I

Pen: 2

Qualities: Force, Proven (3), Lance, recharge

Crush: 

Snare Cannon

Action: Half Action 

Focus Power: Challenging (+0) Opposed Willpower Test 

Range: 200 metres x Psy Rating 

Arc: Front

Sustained: Half Action

Subtype: Attack, Concentration 

Description: The psyker extends his hand towards his foe and clenches his fist. As he presses his finger tighter and tighter together, invisible forces push in on his target from all sides, crushing flesh, armour, and bone alike. 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 suffers Impact Damage equal to twice the Psyker’s Psy Rating ignoring Armor and Toughness to the Body/Hull Location and is rendered immobile (but does not crash) until they break free or the Psyker ends the power. The target may attempt to break free as a full action by repeating the opposed test.

Objuration Mechanicum: 

Warp EWS

Action: Half Action 

Focus Power: Challenging (+0) Opposed Willpower Test 

Range: 200 metres x Psy Rating

Arc: 360 

Sustained: No 

Subtype: Concentration 

Description: The psyker releases the havoc of the Warp into the orderly inner workings of nearby machines. The maligned energy twists and deforms the machines spirits, causing weapons to jam and engines to seize up. The psyker chooses a target anywhere within range and line of sight who opposes this power with a Willpower Test. On a success, the target is affected as though in a haywire field, the psyker may substitute the result of the haywire d10 with their degrees of success

Shockwave: 

Concussive blast system

Action: Half Action 

Focus Power: Challenging (+0) Willpower Test 

Range: Self 

Sustained: No 

Subtype: Attack, Concentration 

Description: The psyker slams his palms together and uses his considerable power to amplify the noise exponentially, creating a torrential shockwave. The energy batters any unfortunate enough to be nearby, throwing them away from the psyker in a barrage of force. This power is a Psychic Blast centred on the psyker with a radius equal to the psyker’s Psy Rating times 100. Any creature or vehicle within the area of effect, with the exception of the psyker and his aircraft, suffers 3d10 + Psy Rating Explosive Damage with Pen equal to the Psy Rating and the Concussive (PR) quality

Telekine Dome: 

Telekine defense system

Action: Half Action

Focus Power: Difficult (–10) Willpower Test

Range: 100m x psy Rating

Sustained: Free Action

Subtype: Concentration

Description: Extending his power over his allies, the psyker creates a shimmering dome of energy around them that deflects enemy fire as effectively as any bunker. The psyker chooses a character or vehicle in range and line of sight, and creates a dome of invisible energy around that character or vehicle. The target counts as benefiting from a Force field with a protection rating equal to 10 times the Psyker’s Psy Rating.

Gate of Infinity: 

GATE repositioning system

Action: Full Action 

Focus Power: Hard (–20) Willpower Test 

Range: 1 kilometres x Psy Rating 

Sustained: No 

Subtype: Concentration 

Description: Controlling the roiling nature of time and space in the Warp, the psyker can open a hole through the immaterium, bending the fabric of reality to his will. Using this gateway, the psyker and his allies can cross great distances in a blink of the eye, travelling miles in naught but a few steps. The psyker chooses a point anywhere within 50 metres times his Psy Rating, and opens a gate to the immaterium at that point. He then chooses a point within range of the power, and opens an exit to the gate at that location. The psyker must be aware of the location in which he is opening the exit to the gate, either having visited it before, seen it from afar, or simply studied it on a map. The gate last for a number of Rounds equal to the psyker’s Psy Rating, and has a radius in metres equal to 10 times the psyker’s Psy Rating. For the duration of the power, the two sides of the gate are linked, and any person or objects may pass between them freely provided they can fit through the gate.

Vortex of Doom: 

Vortex Bomb

Range: N/A

RoF: S/-/-

Damage: PRd10 E

Pen: PR

Qualities: Force, Blast (PRx50), Bomb, Vortex (PR)*

*The bomb creates a Vortex where it lands with a radius equal to its blast quality, the Vortex lasts a number of turns equal to its Vortex value, at the start of the turn of the character who used the Vortex weapon, the Vortex moves a number of meters equal to its radius in a random direction, all creatures that the Vortex touches over the course of this movement suffer Xd10 energy damage with Pen X, where X is the value of the Vortex Quality.

Telepathy

Psychic Shriek: 

Soulscreamer

Range: 200m x PR

Arc: front

RoF: S/-/-

Damage: 3d10 X

Pen: 4

Qualities: Force, Concussive (PR), Spray

Dominate: 

Command Override Module

Action: Full Action 

Focus Power: Challenging (+0) Opposed Willpower Test 

Range: 100 metres x Psy Rating 

Sustained: No 

Subtype: Concentration 

Description: The psyker extends his will into the mind of his enemies, twisting around their thoughts and beating down their mental defences. With their protection down, the psyker can plant ideas into their heads, making them perform his bidding as if it were their own idea. The psyker nominates a target who opposes this power with a Willpower Test. If the target fails to resist the power they 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: 

Fear negation Unit

Action: Half Action 

Focus Power: Difficult (–10) Willpower Test 

Range: 300 metres x Psy Rating radius 

Sustained: Free Action 

Subtype: Concentration 

Description: The psyker uses his mastery of the human mind to bolster his allies in battle. He extends his power over them, projecting inspirational thoughts into their minds and banishing fear, moving even the greatest cowards to acts of heroism. 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: 

Marionette system

Action: Full Action 

Focus Power: Difficult (–10) Opposed Willpower Test 

Range: 100 metres x Psy Rating 

Sustained: Special 

Subtype: Concentration 

Description: Focussing his telepathic ability, the psyker is able to fully extend his mind into the will of another. He wraps his influence around their mind, controlling not only their thoughts, but their physical actions as well. He gains full command over his victim’s body, controlling them like a puppet under his grasp. 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. For the duration of the power, the psyker may divide his Actions between himself and the target. The dominated target uses its own Characteristics, but at –10 due to the crudity of the control. If at any point the psyker would make the target perform a potentially suicidal action, the target may attempt a Challenging (+0) Opposed Willpower Test to try and break free of the power. Additionally, the power breaks as soon as the target moves out of range.

Terrify: 

Mindfray Psyop System

Action: Half Action 

Focus Power: Difficult (–10) Opposed Willpower Test 

Range: 100 metres x Psy Rating 

Arc: 360

Sustained: No 

Subtype: Concentration 

Description: Slithering deep into the mind of his victim, the psyker unearths their greatest failings, greatest weaknesses, and greatest fears. Using these as tools against his opponent, the psyker can turn even the most courageous warriors into pathetic, whimpering cowards before him. 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 on page 304, adding +10 times the psyker’s Psy Rating to the roll in addition to the normal addition for Degrees of Failure, and immediately apply the effects

Invisibility: 

Specter Cloaking System

Action: Half Action 

Focus Power: Difficult (–10) Willpower Test 

Range: 100 metres x Psy Rating 

Sustained: Free Action 

Subtype: Concentration 

Description: The psyker worms his way into his opponents’ senses, causing even their sight to betray them. Using this control he can bend their vision around a target, rendering it all but invisible to their eyes. 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. The target loses this power’s benefits as soon as it moves out of range.

Hallucination:

Dream Twister

Action: Half Action 

Focus Power: Challenging (+0) Opposed Willpower Test 

Range: 100 metres x Psy Rating

Arc: 360 

Sustained: No 

Subtype: Concentration 

Description: As with many things, the mind is much easier to break than it is to control. The psyker reaches into his victim’s mind, snapping the fragile controls over its own paranoia, confusion, and panic that roil beneath the surface. Once freed, these violent mental energies do the psyker’s work for him, tearing through his opponent’s mind, bending the hapless victim’s very perception of reality. 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 on page 170, 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

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