Esher: Skills and Equipment

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This is to help split it into smaller chunks.

Back to Esher Chronicles.


Equipment Lists:

Terms that may be relevant for weapons:

Range: Ranged weapons will have a short and long range, as well as a bonus or penalty associated with firing at each range.

Strength & Damage: The Strength is the variable used to calculate what you need to roll in order to deal damage. The Damage is the number of Wounds the weapon delivers. This is usually 1, but sometimes more - or even a random number.

High Impact: If a weapon is High Impact (this includes any weapon with a Strength of 7 or higher), then treat 5-6 as "Out" on the Injury chart.

Sustained Fire: If a weapon is listed as having Sustained Fire, you may elect to fire it normally or on "full auto", in which case you roll the number of d3s listed and fire that many times. At least one shot must be allocated to the original target, but the rest can be allocated to anyone within 4m of the original target - it's up to you to decide.

Ammo Rolls: Whenever you roll a 6 to hit with a ranged weapon, you risk a weapon malfunction or running out of ammunition. You still hit on the 6, however. Roll 1d6, and if you get the value listed or higher, you are fine. Otherwise you cannot use the weapon until you have a chance to clean it, replace ammo etc. Grenades automatically fail Ammo rolls - this represents not having many. Flamers make an Ammo roll every time they are fired, as they are finicky things. When using Sustained Fire, ANY 6 rolled requires an Ammo roll. If a target turns out to be out of range, roll to hit anyway, to see if you need to make an Ammo roll.

Armour Modifiers: Some weapons are better at punching through armour than others. If a weapon has an Armour Modifier listed, apply that to any armour save they attempt to make (for instance, if the foe has 5+ armour and your weapon has a -1 modifier, then apply -1 to their roll. Thus, a 5 counts as a 4 and does not save them. If they had 6+ armour then they would be unable to save at all). Melee weapons have a save modifier based on your strength (or its own, for certain kinds): 3 or less is as normal, every point above modifies it by a further -1.

Parry: In melee combat, swords (and certain other "Parry" weapons) can block attacks. If you have one such weapon, you may force your foe to re-roll their best Attack die. If they have multiple dice, they can choose to use another rather than sticking with the new value. If both combatants can Parry, they cancel each other out. If one combatant has two swords, they may make two parries - or can cancel one and still make a parry.

Melee Weapons:

All Power Weapons are considered Rare, the rest are considered Common.

Knife: Close Combat weapon, Strength as user, Damage: 1, cost: 5 credits

Sword: Close Combat weapon, Strength as user, Damage: 1, Parry, cost: 10 credits

Massive Weapon: Close Combat weapon, Strength +2, Damage: 1, Loses all Draws, 2-handed, cost: 15 credits

Chains and Flails: Close Combat weapon, Strength +1, Damage: 1, Cannot Parry, Rolling a 1 grants the opponent +2, cost: 10 credits

Chainsword: Close Combat weapon, Strength 4, Damage: 1, Armour Modifier: -1, Parry, cost: 25 credits

Clubs and Hammers: Close Combat weapon, Strength +1, Damage: 1, cost: 10 credits

Power Sword: Close Combat weapon, Strength 5, Damage: 1, Armour Modifier: -3, Parry, cost: 50 credits

Power Axe: Close Combat weapon, Strength 5 (6 if 2-handed), Damage: 1, Armour Modifier: -2 (-3 if 2-handed), cost: 45 credits

Power Fist: Close Combat weapon, Strength 8, Damage: 1, Armour Modifier: -5, High Impact, cost: 90 credits

Power Maul: Close Combat weapon, Strength 5, Damage: 1, Armour Modifier: -3, No Lasting Injuries, "Down and Out", cost: 45 credits

Suppression Shield: Close Combat weapon, Strength 3, Damage: 1, Armour Modifier: -1, +2 Armour in 90 degree arc, cost: 50 credits

Pistols:

Autopistol: Short Range 0-8m +2, Long Range 9-16m +0, Strength 3, Damage 1, Ammo 4+, cost: 15 credits

Bolt Pistol: Short Range 0-8m +2, Long Range 9-16m +0, Strength 4, Damage 1, Save Modifier -1, Ammo 6+, cost: 20 credits

Laspistol: Short Range 0-8m +2, Long Range 9-16m -1, Strength 3, Damage 1, Ammo 2+, cost: 15 credits

Needle Pistol: Short Range 0-8m +2, Long Range 9-16m +0, Strength X, Damage 1, Ammo 6+, Poison, cost: 115 credits, Rare

-Poison: Wounds automatically against living foes. Has its own Injury Table.

Plasma Pistol: Short Range 0-6m +2, Long Range 7-18m -1, Strength 4, Damage 1, Save Mod -1, Ammo 6+, cost: 25 credits

-Energy Levels: May be fired on maximal power setting (Strength 6, Save Mod -3), but cannot be fired until an entire turn has passed.

Stub Gun: Short Range 0-8m +0, Long Range 9-16m -1, Strength 3, Damage 1, Ammo 4+, cost: 10 credits

-Dum Dum Bullets: may be fired with dum-dum rounds, at Strength 4. But if an Ammo roll is failed, it automatically explodes. Cost: 5 credits

Web Pistol: Short Range 0-4m +0, Long Range 5-8m -1, Ammo 6+, cost: 135 credits, Rare

-Web: The target, if hit, is trapped in web and may not act. At the start of each turn, they may struggle, rolling 1d6 and adding their Strength. If the roll totals 9 or more, they break free. Otherwise they automatically take 1 Wound from constriction.

Hand Flamer: Template, Strength 4, Save Mod -2, Single-Use (aside from short bursts in HtH), cost: 20 credits

Basic Weapons:

All Basic Weapons are considered Common

Autogun: Short Range 0-12m +1, Long Range 13-24m +0, Strength 3, Damage 1, Ammo 4+, cost: 20 credits

Boltgun: Short Range 0-12m +1, Long Range 13-24m +0, Strength 4, Damage 1, Save Mod -1, Ammo 6+, cost: 35 credits

Lasgun: Short Range 0-12m +1, Long Range 13-24m -1, Strength 3, Damage 1, Save Mod -1, Ammo 2+, cost: 25 credits

Shotgun: Statistics depend on ammunition used. Knock-back: targets hit near edges test their Initiative at -1, cost: 20 credits

-Solid Slug Rounds: Short Range 0-4m +0, Long Range 5-18m -1, Strength 4, Damage 1, Ammo 4+, standard ammunition (comes with gun)

-Scatter Shot: Short Range 0-4m +1, Long Range 5-18m -1, Strength 3, Damage 1, Ammo 4+, no cover, hits adjacent targets on 4+, comes with gun for free

-Manstopper Rounds: Short Range 0-4m +0, Long Range 5-18m +0, Strength 4, Damage 1, Save Mod -2, Ammo 4+, cost: 5 credits

-Hot Shot Incendiary Rounds: Short Range 0-4m +0, Long Range 5-18m -1, Strength 4, Damage 1, Ammo 6+, re-roll failed Wounds, cost: 5 credits

-Bolt: Short Range 0-4m +1, Long Range 5-24m +0, Strength 4, Damage 1, Save Mod -1, Ammo 6+, cost: 15 credits

-Executioner Shells: Short Range 0-4m -1, Long Range 5-18m +1, Strength 4, Damage 1, Save Mod -2, Ammo 6+, cost: 25 credits

Special Weapons:

Flamer: Template weapon, Strength 4, Damage 1, Save Mod -2, Ammo 4+, ignores cover, cost: 40 credits

-Toxic Fuel: automatically Wounds living targets, uses the Needle Weapon Injury Chart, Ammo 5+, cost: 50 credits, Rare

Grenade Launcher: Short Range 0-20m +0, Long Range 21-60m -1, Ammo Auto-Fails, fires grenades, Cannot Move And Fire, cost: 130 credits

Melta Gun: Short Range 0-6m +1, Long Range 7-12m +2, Strength 8, Damage 1d6, High Impact, Save Mod -4, Ammo 4+, cost: 95 credits

Needle Rifle: Short Range 0-16m +1, Long Range 17-32m +0, Strength X, Damage 1, Poison, Save Mod -1, Ammo 6+, cost: 245 credits

-Poison: as per the Needle Pistol, Rare

Plasma Gun: Short Range 0-6m +1, Long Range 7-16m +0, Strength 5, Damage 1, Save Mod -1, Ammo 4+, cost: 70 credits

-Maximal Power Setting: takes 1 full turn to re-charge, Long Range 7-24m +0, Strength 7, High Impact, Save Mod -2, Sustained 1d3

Heavy Weapons:

All Heavy Weapons are considered Common.

Autocannon: Short Range 0-20m +0, Long Range 21-72m +0, Strength 8, Damage 1d6, High Impact, Save Mod -3, Ammo 4+, Sustained 1d3, cost: 300 credits

Heavy Bolter: Short Range 0-20m +0, Long Range 21-40m +0, Strength 5, Damage 1d3, Save Mod -2, Ammo 6+, Susained 2d3, cost: 180 credits

Plasma Cannon: 0-20m +0, Long Range 21-40m +0, blast, Strength 7, Damage 1d3, High Impact, Save Mod -2, Ammo 4+, cost: 285 credits

-Maximal Power Setting: takes 1 turn to recharge, Long Range 21-72m +0, blast, Strength 10, Damage 1d6, Save Mod -6, High Impact

Heavy Stubber: Short Range 0-20m +0, Long Range 21-40m +0, Strength 4, Damage 1, Save Mod -1, Ammo 4+, Sustained 2d3, cost: 120 credits

Lascannon: Short Range 0-20m +0, Long Range 21-60m +0, Strength 9, Damage 2d6, High Impact, Save Mod -6, Ammo 4+, cost: 400 credits

Missile Launcher: Short Range 0-20m +0, Long Range 21-72m +0, Auto-fails Ammo Rolls, Fires missiles, cost: 185 credits

-Frag Missile: blast, Strength 4, Damage 1, Save Mod -1, cost: 35 credits, Common

-Super Krak Missile: Strength 8, Damage 1d6, High Impact, Save Mod -6, cost: 115 credits, Common

Grenades:

Frag: Strength 3, Damage 1, Save Mod -1, Large Blast, cost: 30 credits, Common

Krak: no blast, scatter-on-miss, Strength 6, Damage 1d6, Save Mod -3, -1 to hit, Demolition, cost: 50 credits, Common

Melta Bomb: Demolition only, no blast, Strength 8, Damage 1d6, High Impact, Save Mod -4, cost: 50 credits

Gas Grenades: large blast, lingering clouds

-Choke: anyone caught in the area falls prone and can only crawl 2m per turn, performing no other action, cost: 20 credits

-Scare: anyone caught in the area must make a Leadership test or panic, cost: 25 credits

-Hallucinogen: causes hallucinations to anyone in the area of effect, cost: 55 credits

Plasma Grenades: Strength 5, Damage 1, Save Mod -2, Lingering plasma, cost: 40 credits

Photon Flash Flare: no damage, doesn't pin, anyone in the blast may be blinded, cost: 25 credits

Smoke Bomb: large blast, lingering clouds, halve WS and Movement within, random movement direction, 100% cover, cost: 20 credits

Armour:

All Armour is considered Rare

Carapace: Armour Save 4+, halve Initiative due to weight, cost: 80 credits

Flak: Armour Save 6+, 5+ against Template/Blast/Large Blast, cost: 15 credits

Mesh: Armour Save 5+, cost: 35 credits

Bionics:

Arm: replaces a lost arm, gains a 3+ save against losing an Arm or damaging a Hand, cost: 90 credits, Rare

Leg: replaces a lost leg, gains a 3+ save against losing a leg, gains a Kick attack, cost: 90 credits, Rare

-Kick: if you elect to kick, gain +1 Attack but only resolve one hit, at +2 S and for 1d3 Wounds

Eye: replaces a lost eye, gains a 3+ save against losing an eye and the effects of photon flash flares, cost: 60 credits, Rare

Gun Sights:

All Gun Sights are considered Rare.

Red Dot Laser Sight: +1 to hit, target gains a 6+ Dodge save unless attacked from behind, cost: 50 credits

Mono-Sight: +1 to hit, does not work in Overwatch, cost: 50 credits

Telescopic Sight: double the distance of short range, does not work in Overwatch, cost: 50 credits

Infra Red Sight: reduce cover saves by -1, does not work with Sustained Fire or in Overwatch, cost: 40 credits

Miscellaneous:

Auto-Repairer: can only be used by Heavies due to the training needed, allows a 4+ "re-roll" on Ammo rolls, cost: 95 credits, Rare

Bio-Booster/Chem Inhaler: these devices release a sudden burst of healing: your first Injury roll per day is a Flesh Wound on 1-3, cost: 65 credits, Rare

Bio-Scanner: this triples the range at which you can detect a hidden foe, cost: 60 credits, Rare

Blindsnake Pouch: grants a 4+ Dodge save against attacks from Overwatch, cost: 35 credits, Rare

Clip Harness: this safety line allows you to clamber about without falling to your death, cost: 10 credits, Common

Filter Plugs/Gas Mask: you may re-roll Toughness tests against gas weapons, cost: 10 credits, Common

Concealed Blade: this gives you a 4+ chance to be freed from your bonds and escape when captured - and is not confiscated from you upon capture, cost: 10 credits, Rare

Grav-Chute: if you wear this anti-grav device, you never take falling damage, cost: 55 credits, Rare

Grapnel: you can fire this at a point (it scatters if you miss), then draw yourself to that point on the following turn instead of moving - essentially it is a magnetic grappling hook, cost: 45 credits, Rare

Infra Goggles: these double the range at which you can see a concealed foe, and adds +1 to detect people in cover when on sentry duty, cost: 45 credits, Rare

Isotropic Fuel Rod: these devices generate electricity, and are commonly used to power an entire settlement. Using one allows you to convert any single territory held into a settlement - or can power a vehicle, cost: 65 credits, Rare

Lobo-Chip: on the downside, these implants greatly damage the awareness of their hosts - lowering Initiative to 1 - but on the other hand, it can keep the brain under control, preventing Frenzy and Stupidity, cost: 20 credits, Common

Medi-Pack: cost: this can be used on an ally in the recovery phase, allowing them to recover to a Flesh Wound on a 1-4, remaining Down on a 5 and going Out on a 6, 95 credits, Rare

Ming Vase: Usually fakes, but some of these are legit and can rake in thousands of credits if re-sold, cost: 1d6x10 credits, Rare, if you ever try to sell it on, roll 1d6 to see what happens:

1. It's a worthless obvious fake. You're kicked out and the vase is smashed.

2. It's a quite nice looking fake that fetches 1d6 credits. The next day you learn that the trader left town in a hurry and is never seen again.

3. It fetches 4d6+30 credits.

4. It fetches 6d6+30 credits.

5. It fetches 2d6x5 credits.

6. Jackpot! You get 2d6x10 credits for it, and may be paid even more to deliver it safely to the new owner's residence.

"One in a Million" Weapon: this weapon is made of such good materials, and with such care, that it always passes Ammo rolls. If it is the type of weapon that usually automatically fails, it instead passes on a 4+, these weapons also often have special abilities attached to them, cost: double, Rare

Photo-Contacts: the wearer may see and move through smoke at no penalty, and may shoot through it at a mere -1 penalty, as well as gaining the ability to re-roll any Initiative tests caused by photon flash flares, cost: 15 credits, Common

Photo-Visor: the wearer may see and move through smoke at no penalty, and may shoot through it at a mere -1 penalty, as well as gaining the ability to re-roll any Initiative tests caused by photon flash flares, cost: 10 credits, Common

Ratskin Map: Some of these are worthless, but others can lead to valuable treasures. Wanna' risk it? Cost: 1d6x10 credits, Rare, upon using it, roll 1d6 to see what happens:

1. Bad directions: you end up walking into an ambush or other bad situation.

2. Treasure map: roll another 1d6. On a 1-5 it only leads to a small buried cache of 2d6 credits, but on a 6 it leads to a Archeotech hoard.

3. Vague lay-out: the map helps guide you through the underhive, allowing you to alter "what kind of situation do I end up in?" checks by 1 in either direction.

4. Torn and incomplete: the map isn't complete but it is more useful, allowing you to alter the above roll by up to 2.

5. Pipelines: the map is fairly accurate, working as above and also allowing you to exchange one owned Territory for Tunnels.

6. Complete: you can select what kind of places you want to go to and will usually end up there.

Respirator: the wearer may re-roll failed Toughness tests against dangerous gas, cost: 10 credits, Common

Screamers: these tiny one-use proximity alarms can be scattered over a large area to help keep you aware of intruders, cost: 20 credits, Rare

Stummers: these one-shot devices look like screamers but work the opposite way: they dampen sound, cancelling out screamers, cost: 20 credits, Rare

Silencer: if attached to an autogun, auto pistol or stubber the weapon becomes silent, cost: 15 credits, Rare

Skull Chip: with one of these in your skull, your reflexes improve, allowing you to re-roll failed Initiative checks, cost: 40 credits, Rare

  • If an item is Common (or a weapon on the starting list), you can just buy it. Otherwise you will have to hope you're lucky in Rare Item offers/searching/building.

Skill Lists:

Note: If ever you roll a result that you already have or may not take, then simply select any Skill from that category.

Agility Skills:

1. Catfall: when falling, halve the distance (round down) for the purpose of damage taken.

2. Dodge: the character receives a 6+ saving throw against damage that is not affected by save modifiers. This is taken in addition to any armour or cover. If caught in an area effect, the character can move up to 2m to escape it.

3. Jump Back: when charged, the character may try to leap away. Roll 1d6. If you roll equal to or under her Initiative, she leaps 2m away and is not attacked. If you roll over, combat occurs as normal.

4. Leap: The character may move an additional 1d6m per turn, even if running or charging. This movement ignores terrain penalties and can go over anything up to 2m high.

5. Quick Draw: The character doubles her Initiative for the purpose of drawing and firing in a gunfight. Additionally she may change weapons instantly at the start of a hand to hand combat.

6. Sprint: The character triples her movement (usually 12m) when running or charging, instead of doubling.

Combat Skills:

1. Combat Master: When fighting multiple foes in hand to hand combat, treat her Weapon Skill as 1 point higher per opponent except for the first one. This may take her Weapon Skill higher than 6.

2. Disarm: At the start of hand to hand combat, the character may attempt to disarm a single foe of one weapon. Roll 1d6, on a 4+ she succeeds, and the weapon falls to the ground (and may not be picked up until after the fight).

3. Feint: If your character may parry, she may trade in any number of parries for additional Attacks instead. This, like wielding two weapons, may raise the number over 3.

4. Parry: Your character may parry even without "parry" weapons. If armed with such weapons, she may make an additional parry per turn. This may be combined with Feint, above.

5. Counter Attack: If ever your character is denied a parry attempt (it is cancelled, NOT traded in with Feint), she gains an extra Attack.

6. Step Aside: Your character, if hit in hand to hand combat, may roll 1d6. On a 4+ the hit is negated as she dodges.

Ferocity Skills:

1. Berserk Charge: When charging, the character may roll twice as many attack dice, but may not parry (or use parry attempts otherwise).

2. Impetuous: Upon winning hand to hand combat, the character may make a follow-up move of 4m.

3. Iron Will: The character may re-roll failed tests against Frenzy, Fear and Terror.

4. Killer Reputation: The character causes Fear.

5. Nerves of Steel: The character may re-roll failed tests against/recovering from Pinning.

6. True Grit: When losing her last Wound, the character treats 1-2 as Flesh Wound, 3-5 as Down and 6 as Out, instead of 1/2-5/6. She also subtracts 1 from whatever is rolled on Poison tests.

Muscle Skills:

1. Body Slam: When charging, the character adds +2 to her WS instead of +1, and her first hit is High Impact.

2. Bulging Biceps: May only be taken by Heavies. The character may move (not run) and fire Heavy weapons, though at a -1 penalty.

3. Crushing Blow: The character gains +1 Strength in hand to hand combat.

4. Head Butt: If the character wins hand to hand combat, she may exchange all hits for one stronger hit - the strength is equal to the first hit, plus 1 for every hit sacrificed.

5. Hurl Opponent: In close combat, if the character wins she may instead hurl the opponent 1d6m in any direction. They take a hit with a Strength equal to half the distance covered (round down), unless they end up dropping in which case they take falling damage as normal.

6. Iron Jaw: In hand to hand combat, the character may reduce the Strength of all hits she receives by 1.

Shooting Skills:

1. Crack Shot: When shooting someone and reducing them to zero Wounds, if she doesn't like the results she may re-roll the injury caused (Flesh Wound/Down/Out).

2. Fast Shot: The character may shoot a number of times equal to her Attack characteristic when using Pistols or Basic Weapons.

3. Gun Fighter: If dual-wielding pistols, the character may fire with both at once.

4. Hip-Shooting: The character may run and shoot in the same turn (though never with Heavy Weapons), at a -1 penalty.

5. Marksman: When shooting, the character may target anyone instead of the nearest foe, and additionally can fire out to "extreme range" (maximum range * 1.5, same penalty as long range).

6. Rapid Fire: Specify a type of Pistol or Basic Weapon (ie "Plasma Pistol"). If the character does not move, then she may shoot twice with that type of weapon. Note that these are completely different attack actions, so different targets may be picked (as opposed to Fast-Shot and Gun Fighter), and Fast Shot and Gun Fighter do apply to each of these.

Stealth Skills:

1. Ambush: The character may go into overwatch and begin hiding in the same turn.

2. Dive: The character may run and hide in the same turn.

3. Escape Artist: The character can never be captured after a battle. Treat all such results as "Escapes Unharmed".

4. Evade: If the character is not behind cover, then anyone shooting at short range takes a -2 penalty to their attack, and anyone shooting at long range takes a -1 penalty to their attack.

5. Infiltrator: The character is good at getting places, and may make an opposed Leadership test (2d6+Ld) against a foe to convince them she belongs where she is. In combat, she may start anywhere that is at least 8m from enemies.

6. Sneak Up: The character is able to hide especially well, so foes must treat their Initiative as half when trying to detect her. She never sets off alarms.

Technology Skills:

1. Armourer: The character may add 1 to all of her Ammo and Does-It-Explode rolls (though a 1 always fails).

2. Fixer: When rolling for income from territories, or random amounts from sales, the character may re-roll the result if she doesn't like it.

3. Inventor: During down-time, the character may tinker away at things. Given enough time, roll 1d6. On a 6, she has invented something! Randomly roll an item from the Rare Trade chart. Whatever is rolled is what she has invented.

4. Medic: She's good at patching people up. After any given battle, she may re-roll the result for one person on the Serious Injury table, even if it makes no sense.

5. Specialist: (Juvies or Gangers only) The character can wield Special Weapons.

6. Weaponsmith: This character can ignore a failed Ammo or Will-it-Explode roll on a 4+ on 1d6.


Psychic Powers

Minor Powers:

11-16: Roll Again

21: Delusions of Flight: Instead of shooting, target someone up to 16m away who is within 1m of a ledge. They will attempt to leap off, suffering the full effects of falling.

22: Float: You can use this at any time. Successful activation treats you as having a grav-chute equipped until the end of your turn.

23: Jinx: Once per weapon fired at you (multiple times a turn if need be), you can attempt to use this power on an enemy firing upon you. They must make an Ammo roll.

24: Aura of Fear: You cause Fear. This ability is permanent and does not require a test to activate. If a target can see you and you already cause Fear, you instead cause Terror.

25: Freeze Time: Just before moving, you may attempt to use this. If successful, your movement for the round is improved by +1d3m, which is doubled as normal on a run or charge. You also shoot first (if the power succeeds) in fast-draw situations.

26: Nullify: You can cancel out the powers of other Wyrds. If an enemy psyker within 24m succeeds on their Leadership test to activate a power, you may test this power. If successful, you cancel their power.

31: Banshee Howl: This power is used to target anyone within 24m that is in Overwatch. If successful they are distracted, and are no longer in Overwatch.

32: Jog Trigger Finger: Instead of shooting, target an enemy you can see within 24m. If you succeed, they will fire in a random direction, possibly hitting anyone roughly along the line of fire.

33: Trip Up: Use this power if someone is charging you on their turn. If it works, they fall over 1m away from you, Pinned.

34: Sense Presence: This power is always on, requiring no check. You can automatically detect anyone within 12m of you.

35: Spider Man: You may activate this power before moving. If it works, you can move along walls and ceilings for the rest of your turn.

36: Zen Shooting: When firing a weapon, you may make a Psychic test to activate this power, instead of rolling to hit. If this power succeeds, you hit, but must still roll to see if you need to make an Ammo roll.

41: Phasing: Activate this power before moving. You may then walk through walls and barriers less than 1m thick, and can even choose to drop through the floor (though you may take falling damage).

42: Chameleon: You may attempt this power after moving, and if successful, can Hide out in the open air. You can still be spotted in the normal ways.

43: Mirror Image: Perform this on your turn if locked in hand to hand combat. The duplicate provides enough time for you to break away from combat unharmed.

44: Telepathic Whispers: You can use this power as long as you can see an ally. If it works, you count as being within 2m for the purpose of Pinning and leadership tests.

45: Flash-Bang: You can use this power instead of shooting, creating effects identical to a photon-flare.

46: Lucky Aura: This is always on and requires no test. Once per turn, you may re-roll a single die that affects you (such as an Ammo roll) or force anyone else to re-roll a single die that affects you (such as rolling to hit you). You must accept the second result, even if it is worse.

51: Healing Hands: You may use this power on any adjacent ally in the Recovery Phase. If it succeeds, they automatically recover from "Down" to a flesh wound. If it fails, they can still test as normal on their turn.

52: Remove Pain: You can use this power at any time to ignore the effects of an Old Injury. You may use this on other people as well, if adjacent to them.

53: Cause Pain: Instead of shooting, you can use this on anyone up to 24m away. If they have an Old Injury, the effects immediately take hold.

54: Stop Bleeding: You may use this on any adjacent ally - or yourself - in the Recovery phase. If successful, you negate all effects of any Flesh Wounds assailing the target.

55: Precognition: You may use this power without taking a psychic test, it is automatic. You can re-roll Injury, Scenario and other random events (or rather, force me to).

56: Cannot be Possessed: This power is always active, requiring no test to use. You cannot be subjected to possession - ignore that result on the Perils of the Warp test.

61: Strangulation: You may use this power instead of shooting on any target within 24m. If successful, they begin to choke as though in the area of a Choke gas grenade. Every round you may make another Psychic test to keep applying the power on the same target, or you may target someone else.

62: Beastmaster: A single Warp Beast, Milliasaur or Ripper Jack bonds to you and follows your commands. If it dies, you can just go out into the underhives and make a Psychic Test to call another one.

63: Eyes of the Warp: You ignore photon-flares, smoke and darkness. To you, they have no effect.

64: Bitter Aura: Any predatory creature instinctively avoids attacking you, and if compelled to, treats you as causing Terror.

65: Psychic Scream: This is an automatic effect requiring no test. Everyone within 6m of you treats their Leadership as one less.

66: Warp Storm: Instead of shooting, designate someone within 24m. They must make a Leadership check, or else suffer from Perils of the Warp, even if not a Wyrd or Psyker.

Telekinesis:

1. Assail: Select a target within 24m instead of shooting. They are battered about, shunted 1d3m in the direction of your choice. This may be used to hurl them over ledges and to their death, to launch them into close combat, etc.

2. Shrapnel Storm: You have a psychic weapon you may use: 24m range, Always Hits, Sustained 1 die, Strength 1d6, Damage 1, Save -1

3. Crush: Select a target within 24m instead of shooting. They must roll 1d6 and add their Strength, you roll 2d6. If their result is higher, nothing happens, but if your result is higher, they take a number of Wounds equal to the difference (but armour saves may be made as normal).

4. Force Field: This power may be used any number of times per turn. If Wounded by an attack, or an ally within 2m is, then attempt to activate this power if you wish, instead of making an armour save. If successful, the attack fails (note that armour modifiers do not apply). If it fails, the attack goes through, Wounding.

5. Displacement: You may activate this power instead of moving. You launch 3d6m in the direction of your choice. If you use this to get next to an enemy, it counts as charging.

6. Fists of Fury: Upon gaining this power, permanently increase your Attacks by +1 and your Weapon Skill by 1d3. When you activate this power, which is done at the start of the hand-to-hand phase, you count as being armed with a pair of weapons with the following profile. If the attempt fails, you end up fighting with your bare hands.

Fist of Fury: Close Combat Weapon, Strength 8, Damage: 1, Armour Modifier: -5

Pyrokinesis:

1. Molten Man: This power will last until the beginning of your next turn. You become immune to Flamer and Melta weapons and gain a 4+ invulnerable save against all others. In hand to hand combat, non-power weapons that hit you are destroyed if you make the 4+ save, and at the beginning of the foe's turn, they take a Strength 8 hit with a -4 save modifier.

2. Combustion: Target an enemy within 12m instead of shooting. They must succeed on a Leadership test (and even if they pass, they are pinned) or take 1d3 Wounds that ignore armour saves, bursting into flames.

3. Fireball: Target a point within 24m instead of shooting. This creates a Blast weapon effect that has the same statistics as a Flamer.

4. Wall of Flame: An enormous barrier of flames is created, lasting until the start of your next turn. It can be up to 18m long, and is half a metre wide and reaches 20m up (or to the ceiling, whichever happens first). It must be created so that it is within 24m of you and is at least partially within line of sight. Anyone within 1m of it will dive 1m away as it forms. This is impassable terrain and blocks line of sight.

5. Flame Blast: Instead of shooting, you may unleash a blast of flame that works exactly like a Flamer that never runs out of ammo.

6. Microwave: Instead of shooting, pick a target up to 24m away. Roll 1d6 and if the number is less than six, multiply it by 2. This is the Strength of the attack that hits the target, causing 1d3 Wounds with a -4 save modifier. If a six is rolled, the target is merely pinned.

Telepathy:

1. Mind Control: You may use this power on any enemy within 24m during their own turn. They must make a Leadership Test. If they succeed, they are merely pinned. If they fail, you may determine their actions for the turn, but they must not be actively suicidal.

2. Terrify: At any point during the enemy's turn, select a target within 24m. If the power is successful, they automatically flee 2d6m as if they had failed a Leadership test. They must try to recover using the regular rules after this movement.

3. Invisibility: You may use this power on an enemy during their own turn. For the remainder of their turn, they cannot see you or any allies you specify the power to work for - they cannot detect you or make an attack, and if locked into hand to hand combat, their score is halved due to fighting an invisible foe. If in overwatch, they immediately go out of overwatch and act normally. Sentries cannot raise the alarm for seeing you, and so on.

4. Mental Assault: Instead of shooting, pick a target within 24m. They must pass a Leadership test, otherwise they take a Wound with no saving throw.

5. Halucinations: At any point during an enemy turn, you may designate a blast area within 24m. All enemies "hit" by this wave of psychic trauma are affected as though they had breathed in Hallucinogens. This lasts for the rest of the turn.

6. Mental Strength: On your turn, you may draw upon inner reserves of power to boost your own abilities (or those of an ally within 6m). The target gains +1d3 (to a maximum of 10) to either Strength, Toughness, Weapon Skill, Ballistic Skill, Initiative or Attacks. This lasts until the beginning of your next turn.

Half-Genestealer Mutations

1. Rending Claws: Every 6 rolled to Wound in Hand to Hand combat with an unarmed attack allows no saving throw and causes 1d3 Wounds.

2. Scything Talons: If you win in Hand to Hand combat, you gain an additional attack that resolves as if it were a Chainsword.

3. Carapace: You gain a 5+ armour save. If wearing existing armour, improve the save of the armour by +1 but halve your movement.

4. Acid Spit: You may make a ranged attack up to 6m away. If it hits, it poisons the foe. Additionally, if you win a round of Hand to Hand combat, you may re-roll any failed rolls to Wound at the cost of one hit (one hit total, sacrificed before rolling to Wound).

5. Flesh-hooks: You can clamber over walls as easily as if it was normal ground - even upside-down movement is no problem. Additionally, anyone breaking from Hand to Hand (or trying to avoid it via Leap Back etc.) will have their attempts thwarted on a 3+ roll of 1d6.

6. Feeder Tendrils: When locked in hand to hand combat with someone, you gain Hatred for them for the duration. If you send them Down or Out and spend your next turn feeding from their flesh, you immediately regain one Wound or clear all Flesh Wounds. Your senses extend another 1d6m when actively searching.