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warp current

Roll 2D6 after each map grid is revealed. This is the Warp Current score. Current score grants a +1 bonus if an unmodified Psychic skill check matches the Current score value.

psychic sensitivity

Psychic sensitivity is used as a modifier on all Psychic skill checks. It is added when instigating the skill check and deducted when defending with the skill check.

warp perils

On an unmodified Psychic skill check of 6, and after resolving the cast, the caster triggers Warp Perils. Warp Perils are resolved on a 3D6 for the caster - as well all other Psykers within 3 tiles.

 

3-5 - the Psyker survives

6-8 - the Psyker takes D3 damage

9-12 - the Psyker takes D6 damage

13-18 - the Psyker dies

spells

Spells are made up of three parts: Magnitude, Element and Conduit. The use of spells requires one of each component to be chosen, as well as the Psyker duty.

 

Magnitude determines the damage multiplier of the element and its bonuses. It also provides a unique bonus. Magnitudes must be built up - from Magnitude 1 to Magnitude 2, and so on -to avoid a negative modifier. This modifier reduces the Psychic skill check by 1 for each magnitude tier that is being skipped.

 

Element determines the damage of the spell, as well as a bonus.

 

Conduit determines the range of the spell.

Recited (Magnitude 1)

Level

0

Damage Multiplier

x1 damage

Bonuses

Recital

Detached (Magnitude 2)

Level

1

Damage Multiplier

x2 damage

Bonuses

Detached

Sensory (Magnitude 3)

Level

2

Damage Multiplier

x3 damage

Bonuses

Sensory

Warding (Magnitude 4)

Level

3

Damage Multiplier

x4 damage

Bonuses

Warding

Mending (Element)

Level

0

Damage

0 damage

Skill Type

Skill Resist

/-

Bonuses

Lightning (Element)

Level

1

Damage

2 damage

Skill Type

Skill Resist

Blank; Psychic (Psyker duty)

Bonuses

Telekinetic (Element)

Level

2

Damage

1 damage

Skill Type

Skill Resist

Blank; Psychic (Psyker duty)

Bonuses

Flame (Element)

Level

3

Damage

3 damage

Skill Type

Skill Resist

Blank; Psychic (Psyker duty)

Bonuses

Shield (Conduit)

Level

0

Range (Tiles)

Self

Bonuses

/-

Touch (Conduit)

Level

1

Range (Tiles)

3 range

Bonuses

/-

Wave (Conduit)

Level

2

Range (Tiles)

1x1 range

Bonuses

/-

Barrier (Conduit)

Level

0

Range (Tiles)

1x3 range

Bonuses

/-