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Inquisitor Psychic Reference Sheet

Version 1.1 by MarcoSkoll, 13th January 2013

Miscellaneous
Power LoS Rng Prst Dif Effect/Description
Detection N N N 5 Psyker is immediately aware of everyone within 2D6 yards. Each +5 added to Difficulty increases this by D6 yards
Gaze of Death Bolt 10 Range 5; Semi(5); Damage 2D6+3

Biokinesis
Power LoS Rng Prst Dif Effect/Description
Blood Boil Y Y N T/2 Target suffers one injury level to both head and chest for each 20% (or part) of psychic success, ignoring armour.
Choke N Y N T/2 Target stunned for D6 turns. If this is over one tenth of his toughness, he falls unconscious.
Enfeeble N Y Y T/2 Target's strength reduced by psychic success. If target is reduced to S 0 or less, they fall unconscious.
Hammerhand N N T 5 Psyker's unarmed attacks treated as improvised weapon at double strength.
Regenerate N N N 20 Touch range, or psyker themselves. If successful, recipient counts as having made a successful recovery action.
Storm of Lightning Bolt 5 Range 10; Full(8); Damage 2D6+4
Warp Strength N N Y 5 Target's strength increased psychic success. May target psyker themselves.

Telepathy
Power LoS Rng Prst Dif Effect/Description
Demoralise N Y N 0 Target must take Pinning test with penalty equal to psychic success.
Distraction N N N 10 Target is stunned for one turn, but does not fall prone.
Embolden N Y Y 15 Target (not psyker) adds +50 to Nv.
Enforce Will N Y N Wp/2 Target must take one action of psyker's choice (which cannot directly injure or kill the target character).
Mesmerism N Y Y 20 Target is stunned (does not fall prone) while power lasts, but may take a Wp test to break free at start of each of his turns.
Mind Scan N Y N 10 Psyker has Dodge skill and double parry chance against target until next turn. May also reveal extra information.
Psychic Shriek N Y N 5 Target must take Wp test, stunned for each 10% (or part) of failure. If they rolling over double Wp, they fall unconscious.
Psi-Track N N Y 15 Psyker becomes aware of all characters, and may track one specifically, becoming aware of all actions before and since.
Can only track living minds, and will also tell psyker if target is a daemon, psyker or has psychic equipment.
Puppet Master N N Y 20 Target must take a Wp test. If failed, he falls under control of psyker (at -1 Speed and -25 to any actions) until he passes a
Wp test at the start of a subsequent turn.
Telepathy N Y N 5 Placed sending: Single action of "speech" to nominated target.
Broadcasting: All characters within psychic success in yards hear message. +10 Difficulty to specify max range.
Terrify N Y N 10 Target must test against Terror, with a penalty of the psychic success.

Telekinesis
Power LoS Rng Prst Dif Effect/Description
Machine Empathy N Y N 5 Pick weapon/equipment as target. Target disabled for one turn for each 10% (or part) of psychic success. Rolling under
1/10th required score permanently affects target. May also operate machinery at GM set difficulty.
Psychic Impel Y Y N 0 Target knocked back 2D10 yards and falls prone.
Psychic Shield N N Y 15 D10 force field
Psychic Ward N N Y 10 D6 force field
Telekinesis N Y N Wt May move target (Psyker's Wp/10) yards, or throw it (using psyker's Wp in place of S). Damage as on table below.
Wt 01-15: D3 16-25: D6 26-45: D10 46-70: 2D6 71-90: 3D6 91+: 2D10

Pyrokinesis
Power LoS Rng Prst Dif Effect/Description
Blinding Flash Y Y N 0 Pick target point. Characters (except the psyker) with LoS must pass Initiative or be stunned (but not prone) for D3 turns.
Burning Fist N N Y 0 Psyker's unarmed attacks can set fire to target using flamer rules
Fireball Bolt 5 Range C; Single; Damage 3D6+4
Firestorm Bolt 10 Range B; Single; Area 4; Blast 5; Damage D10

Daemonology
Power LoS Rng Prst Dif Effect/Description
Banishment N Y N 20 Daemonic targets must pass Wp test, with penalty of psychic success, taking D3 Injury total for each 10% (or part) failed
by. If they roll double the required value, they are banished immediately.
Psykers have a chance, equal to the psychic success, of losing a random ability.
Instability N N Y 20 Psyker becomes intangible, able to pass through all matter, but cannot interact with reality. They are only vulnerable to
psychic attacks. They may not use any other psychic power. They are at +20 to be spotted.
Sanctuary N N Y 10 Creates area around psyker with radius of Wp/10 yards. Daemons inside zone, or trying to enter, must pass Wp test or be
knocked to the outside edge, take D3 injury total and be stunned for the rest of turn. Daemons in this area at the end of
the turn take an additional D3 injury total.
Teleportation N Y N 20 Teleport a target up to man-sized. Additional 1 difficulty for each half yard target to be teleported. On failure , target
scatters 1 yard for each 10% (or part) of psychic failure.
Vortex of Chaos N Y N 25 Vortex extends D3+1 yards from target point. Any character even partially in area must pass Str to not be sucked in.
Anything pulled in has 10% of being destroyed, otherwise is thrown 2D10 yards and stunned for D6 turns

Glossary:
LoS: This power requires line of sight
Rng: This is a ranged power (-1 modifier per yard to target)
Prst: This is a persistent power
Dif: This power's difficulty rating
Psychic Success/Failure: Shorthand for "amount psychic test was passed/failed by"

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