Imperial Space Marines

By Bubba86, in Only War House Rules

Hello everyone!

I'm a rather new player and GM to the 40k RP series, but a 12 year veteran of the tabletop. Over the last year (basically once a month) I've been the GM to my 7 PC group in a campaign, and it's been awesome! As a side project, I've also undertaken the task of converting the DW Space Marines with a little bit of Black Crusade to come up with some rules to play as Imperial Marines. I'm not trying to take SgtLazarus' idea as my own, but merely as another way to play an Imperial Marine with respect to the other factions to make them unique.

So now I turn to you fellow players and GM's, I'd like some feedback! My small Space Marine RP group thinks the rules are really cool and add in a bunch of new flavor (or they're buttering me up cause I'm the GM). Any and all comments are welcome! ;)

The rules document is fairly long, but enjoy! There will be more in the near future to cover all the gaps, so don't mind the small gaps ^_^

Space Marines in Only War Role-play Games

All Space Marine player characters begin play with all the following:

Characteristics: 2d10+30 for all, may re-roll one undesired result during character creation.

Starting experience : Every Space Marine starts at 7,000 experience, with 300 available to spend during character creation.

Starting Skills : Athletics, Awareness, Common Lore (War), Dodge, Forbidden Lore (Adeptus Astartes), Linguistics (Low Gothic, High Gothic, and Battlemark), Navigate (Surface) or Navigate (Aeronautica), Operate (Surface) or Operate (Aeronautica), and Parry.

Starting Talents: Ambidextrous, Bulging Biceps, Weapon Training (Adeptus Astartes Bolt, Adeptus Astartes Chain), Heightened Senses (Hearing, Sight), Nerves of Steel, Resistance (Cold, Heat, and Poisons), Quick Draw, Nerves of Steel, Killing Strike, True Grit, Unarmed Master, and Unarmed Warrior.

Starting Traits: Resistance (Psychic Powers), Unnatural Strength (+4), Unnatural Toughness: (+4).

Starting Aptitudes: Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception, Will Power, and Fellowship. Note: Space Marines do not have the General Aptitude.

Starting Rank: All Space Marines start at Rank 0 for character creation.

Gods Among Men

To the average man, Space Marines are the subject of myth and legend, the descendants of mighty heroes who went to war beside the Emperor himself. Many are taught the names of the greatest heroes, and celebrate their greatest deeds, as proclaimed from countless millions of pulpits across the entire Imperium. Yet, very few will ever see a Space Marine, for their numbers are so few compared to the great, seething mass of humanity. Only when war comes to his world, and with it the hosts of the Imperium’s armies, will a common man have any chance of setting eyes upon a Space Marine, let alone conversing with him. Most common men who do have cause to interact with a Space Marine are likely to hold him such awe that he may lose the power of words. At the very least, a Space Marine will be regarded and addressed with great deference, even the highest-ranking officials bowing their head to the Battle-Brother. As well they should, for the very fact that a Space Marine has come to their world is sure sign that the enemies of the Emperor are abroad, and only his strength and bravery will hold them at bay.

The manner in which Space Marines are won’t to interact with common Humanity varies enormously, but most are aloof, so dedicated to their own mission, their very nature so apart from what they once were, that they have little in common with ordinary people. Most Space Marines care only for the traditions of their Chapter and the task of defeating the Emperor’s enemies, and know so little of the trivial cares of normal life that very little common ground exists. Even when interacting with a mighty warrior, perhaps a decorated veteran Imperial Guardsman, so total is the Space Marine’s dedication to his duty that few can live up to his standards. It is rare indeed for a normal man to be regarded by a Space Marine as an equal. Only the greatest of the Imperium’s heroes—men such as the Lord Solar Macharius —have earned such an honour of counting amongst their friends one or more Space Marines of the Adeptus Astartes.

Any social occasion between a Space Marine and an Imperial citizen or low-ranked military personnel (how low is up to the GM) will suffer a -20 to any relevant interaction test. Furthermore, any Imperial Guard PC (one per session) deemed worthy by the Space Marine players gains +5 to their WS or BS, (which can affect their bonus temporarily) for that session. The chosen Imperialist must have performed a heroic deed in the eyes of the Space Marine Player characters in the previous session. If it is the first time for each of the characters coming together, then the GM will decide on behalf of the Space Marines the one worthy before the start.

Weapons and Armour of the Angels of Death

The weapons armour of the Adeptus Astartes are relics in their own right, each painstakingly crafted over many decades by the most gifted of the craft within the Imperium, and maintained in the same manner. Every recipient of these items must show their worth on the battlefield, for both Humanity and for their Chapter. Every Space Marine, from the newly organ implanted Scout of the First Company Veteran, also understands that the most prized relics are only borrowed. If a Battle-brother were to fall, the Space Marine gene-seed would be extracted by the Apothecaries and Tech-marines will be grabbed and preserved for the next Battle-Brother worthy to wield it.

Important gear: Due to the vast efforts used to arm every member of the Adeptus Astartes, Imperial resources are prioritized only to provide basic needs. A Space Marine is a formidable warrior, with or without their weapons, and must make use of their training and experience to bring down their foes in battle. When a Space Marine goes to any Imperial Armoury, he will always be given a replacement of his standard weapons and ammo. Unfortunately, extensive armour repairs or overhauls are not possible unless a Chapter Serf (from the same chapter as the Space Marine character) is present. Additionally, being issued weapons or armour outside of the standard load-out of a chosen Specialty is very rare. Space Marine player characters may add one new Adeptus Astartes weapon to their Standard Issue for every 2000 experience points they earn (not including experience available during character creation) and the player character must have all the training required before adding it to their available arsenal. Finding any alien weapon or armour and wanting to keep it is not allowed, and the new item must be turned in to the Chapter Armoury or given to someone else eligible. Modifications (both armour and weapons) will also require the Space Marine’s specific Chapter Serf and 2 months’ time for the work to be done. Techmarine modification is the exception.

Starting Equipment: Astartes Power Armour (10 AP Chest and 8 AP on all others), 1 Astartes Bolt Pistol with 3 magazines, 1 Astartes Combat Knife, 3 Astartes Frag Grenades, and 3 Astartes Krak Grenades.

Note: Space Marine Apothecaries, Company Champions, First Company Veterans, and Scouts have their own armor and equipment that is separate from the other Specialties, see below for details

Ranks

Your Rank is a general measure of your experience and capabilities. It represents the progression of your character’s abilities as he grows in status and prowess, and earns the right to the best equipment the Imperium has available to the Adeptus Astartes.

Gaining Ranks

Characters automatically gain Ranks by earning xp. Once a character’s total xp reaches the necessary amount, the character’s Rank increases. All Specialties in the Adeptus Astartes require the same amount of xp in order to increase in Rank. The xp needed to advance in Rank is listed on Table 1-1.

Table 1–1:

Rank XP Level

1 8,000–8,799

2* 8,800–9,599 and 9,600-10,399

3 10,400–11,299

4 11,300–12,299

5 12,300–13,499

6 13,500–14,999

7 15,000–16,899

8 16,900-19,299

Rising in Rank:

As Player Characters advance their Space Marine, they will have more options available in the form of abilities and bonuses. Going from one rank level to the next will be impacted, the majority of the time, by picking one of the specialties available within that rank. Once chosen, you cannot change specialty within your rank or any previous rank. The exception is Rank 2, where it is purposely split into two separate specialties you must advance through to rise to Rank 3. You may choose the order of the two specialties at Rank 2, but cannot play a single specialty for the whole duration of Rank 2. The purpose is for the Chapter to uphold the training of each Space Marine according to tradition, where every Battle Brother is taught all forms of war available in the very beginning. After that period, the Battle-Brother is trained for more specialized battlefield roles, and granted access to advanced wargear and holy relics of their Space Marine Chapter.

Aside from changing specialty, the only items kept are your statistics and advancements bought with earned experience (such as weapon training). Available gear and special abilities will change to the new ones listed in the specialty. Even though a Space Marine will learn all they can through their training, the previous abilities will not be used in their new battlefield role. Essentially, each advancement in Rank means a new challenge the Battle-brother must overcome to earn a place within the elite of their chapter.

The biggest change in specialty (and the most important!) will be from Rank 0 to Rank 1, where the Player Character undergoes the grueling process of becoming a Space Marine Battle-Brother in full Adeptus Astartes Power Armour. The fate of the character is sealed to uphold the teachings of their chapter to the highest degree, and responsible for their revered and holy equipment. Once undergoing the process, it cannot be reversed, and the Player Character must wear their armour for the rest of their lives. The Space Marine will now have the Standard Equipment of that specialty and will never fit in any type of Scout Armour from now on.

In the event a Player Character wants to remain a certain specialty but still gain Rank for prestige and honour within the Chapter, this is absolutely permissible. Certain individuals within the Space Marine Chapters have lived their life far more than what is standard within a fighting company, and have gained valuable experience for teaching new recruits. This often leads to access to uniquely dangerous wargear that suits their battlefield roles. Should a Space Marine Player rise into the next Rank but stay the same specialty previously, they may add +4 to any characteristic they choose. You cannot gain this bonus for previous Ranks you’ve completed or would have received in the past as a result of character creation.

Designer’s Note:

While it is possible for a Space Marine player to rise from a Scout to a First Company Veteran, this process requires two important ingredients, time and training. The process to go from Scout to Space Marine requires 10 years of surgical implants/psychological treatment and extensive training to handle the intense and life threatening process, where less than 1% recruits are even chosen to become a Space Marine. GM’s will face a challenge when interacting with Space Marine player characters, as traditionally each Chapter only accepts the best, of the best, of the best, with no exceptions or second chances. It is recommended that a Space Marine is only given a chance to rise in ranks by performing hundreds (if not thousands) of selfless heroic deeds in battle, and the player is willing to accept slow, but highly rewarding changes to his/her character.

One thing to add about starting equipment for Space Marine players, as they are rather different from every other playable race. The rigid system of distribution and handling in these rules has been done with a purpose, with the intent to make Imperial Marines vastly different from their Chaos counterparts. Rigidity is very iconic of the Imperium, and my conversion of Space Marines to the Only War system in this fashion makes them very unique. Imperial Astartes will rely heavily on each other in the field of battle, and every following adaptation I do from the Deathwatch RP will bring new abilities, a plethora of Adeptus Astartes vehicles, as well as uniquely powerful Chapter specific relics. Seeing a Space Marine grow in a RP setting should be painfully slow, but with the large amount of support they have available, the Deathwatch will bring new combat abilities and possibilities to those that use this with the Only War Roleplaying game system.

Fate Points

Space Marines are unique individuals that are destined to do the Emperor’s work. Fate represents this special destiny that sets this Space Marine apart from the other Battle-Brothers of his Chapter. Roll 1d10 on Table 1–2 to determine your character’s starting number of Fate Points. Only applies to those in Power Armour, Artificer Power Armour, and Terminator Armour.

Table 1–2:

Dice Result Fate Points

1-7 1 Fate Point

8-9 2 Fate Points

10 3 Fate Points

Armoury

All Astartes Power Armour, Astartes Artificer Armour, and Astartes Terminator Armour will have the normal support systems and rules as described on the Space Marine Character Sheet.

Astartes Ranged and Close Combat Weapons

Astartes Bolt Pistol : Pistol; 30m; S/2/-;1d10+9 X; Pen 4; Clip 8; Tearing; Full; 5.5kg; Very Rare.
Astartes Bolter : Basic; 100m; S/3/-;1d10+9 X; Pen 4; Clip 24; Tearing; Full; 10kg; Very Rare.

Astartes Combi-Weapon: Basic;

->Choice of single shot(s) for Astartes weapon attachment: Flamer, Plasmagun, or Meltagun. Counts as Astartes Bolter the rest of the time.

Astartes Storm Bolter : Basic; 100m; S/2/4; 1d10+10X; Pen 4; Clip 60; 2 Full; Storm (Each degree of success counts as two hits and uses double the ammo each shot), Tearing; 26kg; Extremely Rare.

Astartes Heavy Bolter : Heavy; -/-/6; 150m;1d10+12 X; Pen 5; Clip 60; Tearing; Full; 45kg; Very Rare.

Astartes Shotgun w/Man-Stopper Shells : Basic; 30m; S/2/-; 1d10+6I, Pen 0; Clip 8; Reliable; Full; 10kg; Very Rare.

Astartes Sniper Rifle : Basic; 200m; S/-/-; 1d10+4I, Pen 3; Clip 20; Accurate, Reliable; Full; 5kg; Scarce.

Astartes Auxiliary Grenade Launcher : Basic; 45m; S/-/-; *;*; Clip 6; 2 Full;*; 12kg; Rare.

Astartes Flamer : Basic; 20m; S/-/-; 1d10+9 E; Pen 4; Clip 6; 2 Full; Flame, Spray; 10kg; Very Rare.

Astartes Hand Flamer : Pistol; 12m; S/-/-; 1d10+12 E; Pen 6; Clip 15; 2 Full Flame, Spray; 13kg; Extremely Rare.
Astartes Heavy Flamer : Heavy; 30m; S/-/-; 1d10+12 E; Pen 6; Clip 15; 2 Full Flame, Spray; 25kg; Extremely Rare.

Astartes Meltagun : Basic; 20m; S/-/-; 2d10+13E; Pen 12; Clip 6; 2 Full; Melta; 17kg; Extremely Rare.

Astartes Multi-Melta : Heavy; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 12; 2 Full; Melta, Blast (1), 40kg Extremely Rare.

Astartes Plasma Pistol : Pistol; 30m; S/2/-; 1d10+10E; Pen 8; Clip 12; 3 Full; Maximal, Overheats; 4kg; Very Rare.

Astartes Plasmagun : Basic; 100m; S/2/-; 1d10+12E; Pen 10; Clip 24; 5 Full; Maximal, Overheats; 18kg; Very Rare.

Astartes Plasma Cannon : Heavy; 150m; S/-/-; 2d10+12E; Pen 10; Clip 16; 5 Full; Blast (3), Maximal, Overheats; 40kg; Very Rare.

Astartes Missile Launcher : Heavy; 300m; S/-/-; *;*; Clip 1; Full,*; 35kg; Rare.

Astartes Lascannon : Heavy; 300m; S/-/-; 5d10+10 E; Pen 10; Clip 10; 2 Full; Proven (3); 55kg; Extremely Rare.

Astartes Assault Cannon : Heavy; 150m; -/-/10; 3d10+6; Pen 6; Clip 200; 3 Full; Tearing; 80kg; Near Unique

Astartes Cyclone Missile Launcher : Shoulder Mounted (Terminators Only); 300m; S/2/-; *; *; Clip 12; 3 Full;*; 95kg; Near Unique

Astartes Combat Knife : 1d10R; Pen 2; 2kg; Very Scarce

Astartes Chain Sword : 1d10+3R; Pen 3; Balanced, Tearing; 6kg; Extremely Rare.
Astartes Chain Axe : 1d10+5R; Pen 3; Tearing; 14kg; Extremely Rare.

Astartes Power Sword : Melee; 1d10+6E; Pen 6; Power Field, Balanced; 5kg; Extremely Rare.

Astartes Power Mace : Melee; 1d10+6E’ Pen 6; Power Field; 8kg; Very Rare

Astartes Power Fist : Melee; 2d10E +2xSB; Pen 9; Power Field, Unwieldy; 25kg; Extremely Rare

Astartes Chain Fist: Melee; 2d10E+2xSB; Pen 10; Power Field, Tearing, Unwieldy; 48kg; Extremely Rare

Astartes Lightning Claw : Melee; 1d10+7E; Pen 8; Power Field, Proven (4), Special; 35kg; Extremely Rare. Do 1 additional point of Damage for every Degree of Success on Attack Roll. A pair of Astartes Lightning Claws do 2 additional points of Damage for every Degree of Success on Attack Roll.

Astartes Force Sword : Melee; 1d10+2R; Pen 2; Balance, Force; 8kg; Near Unique.

Astartes Force Axe : Melee; 1d10+8E; Pen 7; Force, Unbalanced; 10kg; Near Unique

Astartes Force Staff : Melee; 1d10E; Pen 0; Balanced, Force; 4kg; Near Unique

Astartes Thunder Hammer : 2d10+5E; Pen 8; Power Field, Concussive, Unwieldy; 18kg; Near Unique Omnissian Axe : Melee; 2d10+6 E; Pen 6; Power Field, Unbalanced; 14kg; Extremely Rare.

Astartes Grenades and Missiles

Astartes Frag Grenade : SBx3; 2d10+2 X Blast (4); .7kg; Scarce.
Astartes Krak Grenade : SBx3; 2d10+4 X Pen 2; .7kg Rare.

Astartes Frag Missile : 2d10+2X; Pen 2; Blast (5), Devastating (1); .5kg; Average

Astartes Krak Missile : 3d10+8X; Pen 8; Concussive (3); Proven (2); .5kg; Average

Astartes Equipment

Astartes Jump Pack : Safe Jumps and falls at double of base Movement or duplicate a Flyer (12) trait for one minute.

Astartes Shields and Armour

Astartes Combat Shield : Protection Rating: 25, Overload Roll: 01–10, 3kg Keeps hand it’s strapped to free and can be used to Parry, 1d10I damage that has Balanced trait.

Astartes Storm Shield : Protection Rating: 55, Overload Roll: 01–10, 10kg, Defensive Quality, +4 AP to Arm mounted on and Body locations, Guarded Attack becomes half action, 1d10 I damage at -20 attack roll.

Astartes Scout Armour:

- This armour is a version of carapace armour that offers protection while at the same time is extremely well-suited for stealth and skirmishing. Astartes Scout Armour provides a +10 bonus to Concealment Skill Tests and does not inflict a penalty to Silent Move and Concealment Skill Tests based on AP.

Astartes Power Armour :

- Astartes Power Armour adds +20 to the wearer’s Strength. Note that Astartes Space Marines possess the Black Carapace, meaning they do not count their size as one step higher.

- Power armour also requires a constant power supply, which must be carried by the wearer (usually as a back pack). A standard power supply lasts for 24 hours before it needs to be replaced or recharged.

- While protective, armoured gloves are not ideal for fi ne manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed to be used with power armour (generally, equipment designed to be used by Astartes falls into this category).

- Astartes power armour is much larger than other types of Imperial armour, and is designed specifically to be used with Astartes weapons. Unless they have undergone certain modifications (at the very least the removal or modification of trigger guards!) non-Astartes ranged weapons cannot be used with Astartes power armour.

- In addition, every suit will have one unique history that is granted by rolling for on Table 1-13. The effects are permanent.

Astartes Terminator Armour :

- Terminator armour possesses superior actuator and stabilization systems, granting the Auto-Stabilized Trait and allowing Heavy weapons to be fired one-handed.

- Terminator armour possesses superior auto-senses. So long as the armour has a functioning Auto-senses sub-system, the wearer also counts as being equipped with an Auspex.

- The loyalist Space Marine sets of Terminator armour include a Crux Terminatus, an icon that declares the wearer’s worth and contains a powerful protective ward. Terminator armour counts as having a force field (see Rulebook) with a protection rating of 35. However, as this represents shots glancing off the armour’s strongest surfaces, there is no chance for an overload.

- A character in Terminator armour cannot Run, suffers a –20 to Agility, and cannot Dodge (but may still Parry).

- Terminator armour is designed to work with a limited variety of weapons, each of which are even holier relics than weapons of Power Armour Marines. Attempts have been made to adapt the armour to different weapons, with limited success. A Space Marine in Terminator Armour may only use the following weapons: Astartes Stormbolter, Chainfist, Lightning Claw, Power Axe, Power Fist, Power Mace, Power Scythe, Power Sword, Thunder Hammer, Assault Cannon, Heavy Flamer, and Force Weapon (any variant).

- Terminator armour also requires a constant power supply, which must be carried by the wearer (usually as a backpack). A standard power supply lasts for 24 hours before it needs to be replaced or recharged.

- Armoured gloves are not ideal for fine manipulation. Delicate tasks suffer a –10 penalty unless using equipment designed to be used with power armour (generally, equipment designed to be used by Astartes falls into this category).

Astartes Artificer Armour:

- Painstakingly cared for and customized for each esteemed bearer, artificer armour is the rarest form of power armour. The technology and super dense materials used to construct these suits is unparalleled inside the Imperium. Each one is a masterwork of artificer ingenuity and (outside of Techmarines labouring towards their own) is awarded only to true Chapter heroes. Artificer armour is always Master-Crafted.

- In addition to the effects of standard Astartes power armour, the advanced helmet incorporates an MIU. Some suits incorporate even more unusual features, such as automated fibre re-weaving, eliminating the need for Repair Cement to seal most breaches. Only countless hours of labour at the blazing Space Marine forges gives rise to a suit of artificer armour. The unique inlays, engravings, and profile represent the vision which drove its maker to such a momentous undertaking, and its machine spirit waxes wise and powerful. Roll twice on Table 1-13: Power Armour History to determine the properties of a particular unit.

Specialties

Scout Marine

Requirements: Rank 0

Characteristic Bonus : +5 Agility

Additional Skills : Stealth

Additional Talents : Heightened Senses (Sight, Hearing) at +10, Weapon Training (Adeptus Astartes Heavy)

Additional Traits : Touched by the Fates (3)

Starting Equipment : Scout Armour (6 AP to body and legs), 1 set of Magnoculars with head-strap and integrated Photo Visor within the lenses, 1 Chameleoline Cloak, 1 Microbead, and 1 Astartes Bolter with 3 magazines or 1 Astartes Heavy Bolter with 2 drum magazines with Hellfire Rounds (gives standard Astartes Heavy Bolter the Blast (4) quality) or 1 Astartes Missile Launcher with 3 Frag missiles and 3 Krak Missiles or 1 Astartes Sniper Rifle with 3 magazines or 1 Astartes Chain Sword and 1 Astartes Bolt Pistol with 3 magazines or 1 Astartes Combat Shotgun with 3 magazines of Man-Stopper shells.

Starting Wounds : 16+1d5

Special Ability : (Passive) May re-roll failed Awareness and Perception tests with respect to using the Heightened Senses (Hearing, Sight) Talents.

Note: Space Marine Scouts will have all of the Space Marine Abilities, as listed on the Character sheet. However, Scouts do not have access to the Power Armor Abilities.

Kill-Marine

Requirements: Rank 1

Characteristic Bonus : +5 Agility

Additional Skills : Stealth (+5)

Additional Talents : Heightened Senses (Sight, Hearing) add an additional +5 with your Power Armour.

Additional Traits : Touched by the Fates (4)

Additional Equipment : 1 Astartes Sniper Rifle with 3 magazines of Poisoned Ammunition (works the same as standard Astartes Sniper Rifle, but a successful hit and wound will kill any living target after 8 combat rounds, or after 4 hours of Narrative Time. Poison does not affect anything that is a vehicle, and will work slower on any being that is artificial, depending on the extent of their enhancements or replacements).

Starting Wounds : 18+1d5

Special Ability : (Passive) The Kill-Marine may re-roll all tests related to Concealment.

Tactical Marine
Requirements: Rank 1

Characteristic Bonus : +5 Perception
Additional Skills : Command
Additional Talents : Arms Master
Additional Equipment : +2 Astartes Bolter magazines, +2 of each kind of grenade
Starting Wounds : 18+1d5
Special Ability : (Passive) The Tactical gains +10 to Ballistics Skill tests and deals an extra +4 damage when using Adeptus Astartes Bolt weapons and Adeptus Astartes Frag Grenades.

Assault Marine
Requirements: Rank 2

Characteristic Bonus: +5 Weapon Skill
Additional Skills : Operate (Jump Pack).
Additional Talents : Berserk Charge
Additional Equipment : 1 Astartes Chain Sword or 1 Astartes Chain Axe and 1 Astartes Jump Pack.
Starting Wounds : 18+1d5
Special Ability : (Passive) +1d10I, Pen 3 damage to Charge attacks.

Devastator Marine
Requirements: Rank 2

Characteristic Bonus : +5 Ballistic Skill
Additional Skills : Awareness
Additional Talents : Weapon Training (Adeptus Astartes Las).
Additional Equipment : 1 Astartes Heavy Bolter or 1 Astartes Lascannon and 1 Backpack Ammunition.
Additional Wounds : 18+1d5
Special Ability : (Passive) When firing a Heavy Weapon from cover, the Devastator gains +10 BS.

Apothecary

Requirements: Rank 3

Characteristic Bonus : +5 Intelligence
Additional Skills : Medicae
Additional Talents : Total Recall

Starting Equipment : Astartes Power Armour (10 AP Chest and 8 AP on all others), 1 Astartes Chain Sword, and a wrist-mounted Reductor and Narthecium (+10 to Medicae tests).
Starting Wounds : 18+1d5
Special Ability : (Passive) Restore an extra 1d5+3 Wounds when healing anyone.

Librarian
Requirements: Rank 3

Characteristic Bonus : +5 Willpower
Additional Aptitudes : Psyker
Additional Skills : Psyniscience
Additional Talents : Warp Sense, Weapon Training (Adeptus Astartes Force).
Additional Traits : Has a Psy Rating of 3 and 200xp of Psychic Powers that can only ever be chosen from Pyromancy or home Chapter powers. Once a Librarian reaches Psy rating 4 and every multiple (i.e. 8, 12, 16, etc), he may learn powers from any other psychic discipline but will unlearn (if they switch) all but one previous power of player’s choice (not including Chapter powers) and gain an additional 300xp. A Librarian cannot learn or use any Minor Manifestations.
Additional Equipment : 1 Force Staff
Starting Wounds : 18+1d5

Special Ability : The Psyker may double his Psy rating for one combat round during each game session, and will have +3 Impact Damage to any Psychic Powers he uses during this time.

Techmarine

Requirements: Rank 3

Characteristic Bonus : +5 Intelligence
Additional Aptitudes : Tech
Additional Skills : Tech-Use and Language (Techna-Lingua).
Additional Talents : Technical Knock, Mechadendrite Use (Utility)

Additional Traits : Mechanicus Implants (Electro Graft)
Additional Equipment : 1 Good-Quality Utility Mechadendrite.
Starting Wounds : 18+1d5

Special Ability : Once per game session, the Techmarine may instantly modify/repair either one of his or one Space Marine PC’s weapon, no matter how much time it takes, in some small way (via non-rulebook modification). i.e. +1 Damage or removing/improving a special rule by one Degree. These modifications can stack and are permanent on that piece of equipment. Please note it is possible providing the Techmarine has the necessary parts available.

Company Champion

Requirements: Rank 4

Characteristic Bonus : +10 Weapon Skill

Additional Aptitudes : Defense

Additional Skills : Dodge

Additional Talents : Disarm

Additional Traits : Sturdy

Starting Equipment : Astartes Power Armour (10 AP Chest and 8 AP on all others), 1 Astartes Best Craftsmanship Power Sword, 1 Best Craftsmanship Combat Shield (Overload reduced to 01).

Starting Wounds : 19+1d5

Special Ability : (Passive) Enemy NPC’s may never gain the Double Team against the Company Champion. In addition, fighting an Elite or Master type NPC in close quarters combat, the Company Champion will gain +15 to Dodge and Parry Tests each and every round.

First Company Veteran

Requirements: Rank 4

Characteristic Bonus : +10 Toughness

Additional Skills : Weapon Training (Adeptus Astartes Power)

Additional Talents : Iron Jaw

Starting Equipment : Adeptus Astartes Terminator Armour (14 AP to all locations), 1 Astartes Storm Bolter with 2 clips and 1 Astartes Power Fist or 2 Astartes Lightning Claws or 1 Astartes Thunder Hammer and 1 Astartes Storm Shield.

Starting Wounds : 19+1d5

Special Ability : (Passive) When fighting against Hordes, First Company Veterans may make additional Half Actions equal to the magnitude of the Horde, up to a max of +3 additional Half Actions per round.

Master of the Forge

Requirements: Rank 4

Characteristic Bonus : +10 Intelligence

Additional Aptitudes : Tech

Additional Skills : Tech-Use, Weapon Training (Adeptus Astartes Power)

Additional Talents : Luminen Shock, Armour Monger.

Additional Traits : Mechanicus Implants (Cyber Mantle)

Additional Equipment : Servo Harness (Counts as having 4 bionic arms) and 1 Astartes Power Axe.

Starting Wounds : 19+1d5

Special Ability : As a 2 Full Action, the Forge Master may use any and all materials at his disposal (no matter what it may be) to make a Barricade. The Barricade will provide 6 AP of Cover covering a 4x1 meter area. Each Bionic Arm still functioning and used to for this Action will reduce the time by ½, i.e. 2 bionic arms will reduce it by 1 Action and so on.

Epistolary

Requirements: Rank 4

Characteristic Bonus : +10 Willpower

Additional Aptitudes : Psyker

Additional Skills : Psyniscience

Additional Talents : Warp Sense, Weapon Training (Adeptus Astartes Force)

Additional Traits : Psy Rating 3, 200xp of Psychic Powers that can only be chosen from Divination or home Chapter powers. Once an Epistolary reaches Psy rating 4 (and every 4 multiple, i.e. 8, 12, etc), he may learn powers and use from any other psychic discipline, but will unlearn all but one previous power of the players’ choice (except those of his home Chapter), and earn 300xp. An Epistolary cannot learn or use Minor Manifestations.

Additional Equipment : 1 Force Sword and 1 Psychic Hood (See Special Ability.)

Starting Wounds : 19+1d5

Special Ability : (Passive) Due to the protective barriers granted by the Psychic Hood, the Epistolary and other NPC’s within 30 meters may add +15 to a Willpower test to resist the effects of all Psychic Powers, no matter the source.

Chaplain

Requirements: Rank 5

Characteristic Bonus : +10 Fellowship, and either +5 Weapon Skill or Dodge

Additional Skills : Intimidate, Hatred (For everything not Imperial)

Additional Talents : Jaded

Additional Traits : From Beyond

Additional Equipment : Crozius Arcanum (counts as Best-Craftsmanship Power Mace with a Good Craftsmanship Refractor Field), Skull Helm, and a Rosarius. A Chaplain may choose to take either a full set of Adeptus Astartes Power Armour or Adeptus Astartes Terminator Armour. Choice of weapons become the same as the First Company Veteran with a mix weapons at Player Character’s choice, and the Crozius Arcanum may still be taken while still in Terminator Armour.

Starting Wounds : 19+1d5

Special Ability : (Passive) Due to the inspiring aura of a Chaplain fighting alongside his Battle Brothers, all Imperial Space Marine (not including the Chaplain) PC’s within 50 meters receive +10 Fellowship.

Chapter Traits

Pick one of the following at Character Creation to learn the teachings of your home planet and Space Marine Chapter. Once chosen, a player cannot change their Chapter affiliation, but will gain rank and new abilities as the Player spends experience.

Ultramarines: Ultramarines Space Marines gain +5 to two Characteristics of the players’ choice. The Ultramarines consider themselves a pure expression of the Codex Astartes and among the truest of the Emperors sons. This pride and unshakable personal belief often manifests itself in their leadership abilities and the example they set to other members of the Adeptus Astartes. A Battle-Brother of the Ultramarines Chapter may re-roll any Fellowship Tests when dealing with either Space Marines or members of the Imperial armed forces (i.e. Imperial Guard, Imperial Navy, etc.), but also has a -15 penalty for Stealth tests, for the Ultramarines always keep the colors on their armor well maintained for full heraldic display .

Black Templars: Black Templars Space Marines gain +5 Weapon Skill, +5 Willpower. The individuals do not gain the benefits of the Betcher’s gland and Sus-an membrane implants, and may not select the Devastator or Epistolary /Psyker Specialties. A Battle-Brother of the Black Templars Chapter may call upon Righteous Zeal as a Free Action at the start of his Combat turn. While under the effects of the Righteous Zeal, Damage inflicted by the Battle-Brother’s melee attacks against all creatures is not reduced by Toughness Bonus. In addition, the Battle Brother’s own Toughness Bonus is increased by +2 when reducing Damage from attacks by creatures or from Psychic powers and weapons. Righteous Zeal lasts for 4 rounds per session.

Blood Angels: Blood Angels Space Marines gain +5 Weapon Skill, +5 Agility, and -3 Ballistic Skill. A Battle-Brother of the Blood Angels Chapter may summon his Blood Frenzy. While under the effects, the Battle-Brother may re-roll Damage dice with melee weapons. In the case of melee weapons that inflict multiple dice of Damage, all dice or none must be re-rolled. In addition, such is the brutality of his attacks that he scores Righteous Fury on a dice result of 9 or 10 rather than just 10. This ability lasts for 4 rounds per session.

Dark Angels: Dark Angels Space Marines gain +5 Ballistic Skill, +5 Intelligence, and -3 Fellowship. Dark Angels are stubborn in attack and intractable in defense, holding their ground against even the most furious of assaults. Once per combat a Battle-Brother of the Dark Angels Chapter may enact a Stoic Defense. The Space Marine gains 6 Temporary Wounds and his maximum Movement Rate is reduced to 1/2 his Agility Bonus, rounding up (most Space Marines with this ability hold their chosen position and do not advance or retreat!). Unlike normal Wounds, these bonus Wounds are removed when affected by the Damage of any successful attack, and are always removed first before applying Damage to the Battle-Brother’s normal Wounds. These bonus Wounds will also be lost if the Battle-Brother leaves his chosen location either by his own choice or involuntarily.

Space Wolves: A Space Wolves Space Marine gains +5 Perception, +5 Fellowship, and Linguistics (Low Gothic) at a (-15) penalty. As part of the genetic gifts of their Primarch Leman Russ, the Space Wolves have almost preternatural senses that exceed even those of other Space Marines. A Battle-Brother of the Space Wolves Chapter is may re-roll any failed Perception-based Tests and counts as possessing the Dark Sight Trait. However, it is important to note that none of these bonuses apply if the Space Wolf is wearing a helmet in a sealed set of armour.

Storm Wardens: A Storm Wardens Space Marine gains +5 Strength, +2 Wounds, and -3 Toughness. Storm Wardens often choose to prove their honour and bravery by facing foes in single combat and duelling to the death. Once per combat as a Free Action, a Battle-Brother of the Storm Wardens Chapter may issue a Thunder’s Call against any single enemy which can both see and hear him (though it need not be able to understand his language). As long as the Battle-Brother takes no Actions other than melee attacks against the target or moving him into melee with the target, and none of his allies attack the target, he gains +10 to Weapon Skill Tests against it. In addition, as long as the Battle-Brother is engaged in melee combat with the target, it suffers –10 to make attacks against anyone but the Storm Warden and must pass a Challenging (+0) Agility Test to move away. This ability lasts until either the target is dead or withdraws from combat (i.e. it retreats and combat ends) or the Battle-Brother withdraws from combat.

Iron Hands: An Iron Hands Space Marine gains +5 Ballistic Skill, +5 Toughness, and an Exceptional-Craftsmanship bionic hand. It is said that the bitter rage of the Iron Hands was born in the fires of betrayal upon Istvaan V. The most horrific loss in that battle was the loss of Ferrus Manus, the Iron Hands Primarch. He disappeared during the massacre, and his body was never found or recovered. Rather than fall into despair, the Iron Hands took refuge in their hate, and they have used that hatred to eliminate any perceived weakness so that they may remain strong. By removing the dangerous failings of the flesh, the Iron Hands believe that they are eradicating any threats to the eventual dominance of Humanity over the galaxy. An Iron Hands Battle-Brother perceives his own flesh as a hindrance, where scarring or punishing the biological portions of his body is the only way to sooth his anger. The Battle-Brother suffers a –25 penalty to all Interaction Skill Tests (this penalty does not apply when dealing with the Adeptus Mechanicus or other Iron Hands). This penalty is reduced to –15 if the Battle-Brother has three or more cybernetic implants, and the penalty is -5 if the Battle-Brother has five or more cybernetic implants, as each implant is hidden within the armour of the Iron Hand Space Marine.

Raven Guard: A Raven Guard Space Marine gains +5 Agility, +5 Perception, and -3 Weapon Skill. The Raven Guard excels at covert operations, opting for the more subtle approach over an all-out assault. Millennia of training and refining their guerilla tactics have made them masters of blending into the shadows and striking when their opponent least expects it. A Raven Guard Battle-Brother may re-roll any failed Concealment, Shadowing and Silent Move type tests.

Salamanders: A Salamander Space Marine gains +5 Toughness, +5 Intelligence, and -3 Agility. The Salamanders speak of themselves as Fire-Born, referring not only to their volcanic home world but also to their skill with the crafts of forge and furnace. The Salamanders hold that all battle is a test of their skill, determination, and endurance: a crucible within which the strong are forged and the weak are annihilated. The Battle-Brother may either add the Proven (2) Quality to, or remove one of the Unreliable, Unbalanced, or Unwieldy qualities from any one weapon he possesses either as Standard Issue or as an item of Signature Wargear, due to his skill at creating and maintaining his wargear.

White Scars: A White Scars Space Marine gains +5 Agility and +5 Ballistic Skill, and -3 Willpower. The White Scars are renowned for their lightning assaults, their attacks delivered with precise timing and intense focus, unleashing their fury against the enemy and then withdrawing to prepare for another attack from a different direction. After making a ranged attack, a successful Challenging (+0) Agility Test (or Operate Test, if operating a vehicle) allows the Battle-Brother to make a standard Half Move (or move half his vehicle’s Tactical Speed, rounding up) as a Free Action. The character may only make this move once per Round.

Imperial Fists: An Imperial Fists Space Marine gains +10 Willpower and -3 Perception. The Imperial Fists are recognized as amongst the finest practitioners of the art and science of the siege, a mastery born of practice, determination and self-sacrifice. An Imperial Fist Battle-Brother is able to locate weak points in enemy fortifications, as well as strong points in cover he himself is using. The Armour Points of any cover used by a target he is firing at is count as half their normal value. In addition, the Armour Points of any cover the Imperial Fist is making use of are doubled, so long as he remains stationary.

Table 1-13: Power Armour History

Roll Result:

1

Cower Not Before the Enemy : This suit of armour has been obsessively maintained with marks of pride, bears pristine heraldic depictions, and is bedecked with sashes, helmet crests, and Banner Displays. The wearer carries himself tall, often heedless of cover or stealth. The armour seemingly sabotages any attempts at subtlety, and imposes a further –20 to all Silent Move and Concealment Tests (in addition to those imposed on standard power armour), while it whirs, vents, or clanks at precisely the wrong moment. However, it also grants a +10 bonus to Command Tests, due to the overwhelming force of authority and confidence the bearer projects.

2

None shall escape the Emperor’s Wrath : Incorporating a rare and prized Persecutor Target Acquisition Spirit, this armour constantly scans for targets, predicting ranges, windage, and elevation, as well as passively noting bio-signs for later targeting recall. It makes nearly imperceptible adjustments to the aim and firing rate of the wearer, sometimes even anticipating the bearer’s movements. Many warriors are put off by such contrary behavior, but all eventually learn to become one with the intentions of their second skin. The obvious advantage gives the wearer a +5 bonus to BS. However, the armour is sluggish to respond to unplanned events, as it seems to dislike the jostling of its precise calculations. The wearer suffers a –10 penalty to Dodge in melee.

3

Thine arm be the scourge of the impure : The spirit of this armour has been honed by its long years of service into a truly potent adversary. It has been upgraded with numerous enhancements for the sole purpose of bringing ruination to the enemies of Man in glorious close combat. Wearers claim that it knows how and when they are going to strike, and come to trust it as innately as any other brother in arms. Such a suit grants the wearer +5 WS. However, its long range targeting systems are difficult and temperamental. When wearing the suit’s helmet, BS tests suffer a –5 penalty.

4

Death is Joy : Some warriors are simply made to kill. This armour epitomises that archetype, and though it is of comparatively recent manufacture, numberless foes have learned to fear its countenance. The longer a warrior bears this armour, the more the two become one. As time goes on, bringing a swift end to the enemies of Man is as easy as breathing. Add +2 Damage to any of the wearer’s attacks that do Critical Damage and increase the damage to a Horde’s Magnitude by 1 with any successful attack against a Horde.

5

A Fury like lightning : The reactions of the Angels of Death are far beyond what any normal human could achieve. While Astartes power armour manages not to hinder a Battle-Brother’s natural speed, this suit goes to great lengths to enhance and optimize it. The armour’s hyper articulated joint mechanisms allow for more dexterous weight manipulation, and muscle-response auto-readers translate even minute movements into powered assistance. These systems grant the bearer a +5 bonus to Agility, and +1 to Initiative rolls.

6

Thy strength be legend : The raw physical strength of the Adeptus Astartes is already the stuff of legend, which all power armour further enhances. This suit, however, makes the bearer’s strength truly titanic. Such armour has created tales of burning vehicles levered from atop trapped comrades and crumbling buildings supported by the Battle-Brother alone. The bearer receives an extra +10 bonus to Strength, in addition to the normal bonus granted by power armour. The Strength bonus from this power armour is added in after the modifications for Unnatural Strength.

7

Terror be thy friend : Though all suits of power armour are intimidating to say the least, this suit seems to project an air of menace and violence. Its power core periodically emits grumbles that are often confused with the growling of a wild beast. In combat, this turns into a ferocious howl and is truly a paralyzing thing to face. Numerous attempts have been made to quiet this phenomena, but Tech-Priests have thus far been unable to appease the temperamental machine. Many bearers enhance this effect by adding terrifying reliquary inlays and scriptures of damnation, causing their impact on the weak souls of their enemies to increase considerably. The wearer gains the Fear (1) Trait against any foe engaged in melee with him (or increases his Fear Rating by 1 if he already possesses one).

8

Lead from the front : All men need leaders, and all leaders need to be seen and heard to be effective. It is common for the leaders of the Adeptus Astartes to lead from the front, and such warriors have had the honor of bearing this armour into battle over the centuries. Its vox amplifiers ring like booming thunder, and its brilliant heraldry seems to blaze on the battlefield. Truly a sight to behold, there have been statues erected on a hundred worlds of the brave souls who wore this relic into battle and saw the day through to victory. Add +1 Cohesion to your Squad’s total (this bonus may stack with other armour with the same history).

9

Bring Death from Afar : Borne into service amidst great sieges, this armour has become accustomed to the arduous duty of brandishing heavy weapons. Whether it is the continuous impacts that come with keeping a heavy bolter steadily firing on target, or the raw power required to withstand the ferocious effect of firing a plasma cannon, this armour never fails under stress. While wearing this armour, the wearer never suffers any penalties for moving and firing with a pistol- or basic-class weapon on semi- or fully automatic fire. Additionally, the wearer may count any heavy weapon he wields as a basic weapon for the purposes of moving and firing on semi- or fully-automatic fire.

10

To forget is to forgive. Forget nothing : Each bearer of this armour has inscribed it with an oath of vengeance against those who have offended the Emperor in some way. Some inscriptions revile a single name, while some condemn entire races of Xenos or planetary populations. Each successive bearer considers it a matter of honor to exact the Emperor’s Vengeance upon the offender. Once the offender has been punished, his name is left as an example to others. Gain the Hatred (choose one) Talent.

Edited by Bubba86

And here is the rest of what I have for psychic powers:

Psychic Powers

Codex powers may be purchased with Experience Points, provided the Space Marine Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1-3.

Table 1-3: Codex Powers

Power XP Cost Prerequisites

Avenger 150

Force Dome 375 Rank 3, WP 45+

The Gate of Infinity 400 Rank 4, WP 50+

Iron Arm 175

Machine Curse 250 WP 45+

Might of the Ancients 250

Smite 125

Veil of Time 375 Rank 3, WP 45+

Vortex of Doom 450 Rank 5, WP 50+

Avenger

Action: Full

Opposed: No

Range: 30m

Sustained: No

Description: The Psyker summons up the ancestors of his Chapter and shapes them into a flaming vengeful avatar of death. The construct then billows forward to incinerate those in its path. The Avenger power works exactly like a shot from an Adeptus Astartes heavy flamer (see Rulebook), with all the usual chance to hit and set targets on fire. However, due to the horrific nature of the psychic flames, the Penetration of the attack is equal to 2+PR.

Force Dome

Action: Full

Opposed: No

Range: 5m x PR radius

Sustained: Yes

Description: Summoning up a shimmering field of force, the Psyker fashions a shell around himself and nearby allies. The shell is a sphere extending up to the radius around, above, and below the Space Marine Psyker and protecting him and any within it. The shell provides 2+PR to AP against all kinds of ranged attacks or hazardous environmental effects (this additional protection stacks with any worn Armour), even trapping air and water within it. However, it does not stop melee attacks or creatures (friend or foe) that may pass through it without restriction.

The Gate of Infinity

Action: Extended (3)

Opposed: No

Range: Self

Sustained: No

Description: Rending the veil between worlds, the Space Marine Psyker creates a rift through which he and his allies might pass. The Psyker chooses an exit point for the rift at any point within 10 kilometres x PR. The size of the rift depends on the power used to create it, and it will have a width and height of 2 metres times PR. The rift will remain open for 1 Round x PR or until the Psyker himself passes through it, at which time it will instantly close. While it remains open, creatures may pass through the gate freely provided they can fit. This power is incredibly taxing and requires at least 12 hours recovery before it may be used again.

Iron Arm

Action: Half or Reaction

Opposed: No

Range: Self

Sustained: Yes

Description: The Space Marine Psyker sheathes his arm in an impenetrable field of energy with the power to ward off powerful melee attacks. While this power is in effect, the Psyker gains one additional Reaction each round that may only be used to parry, with a bonus on the Weapon Skill Test to parry equal to 3 +PR. Note that this power prevents the Psyker from using his arm for any other purpose, such as wielding a weapon, climbing, and so on.

Machine Curse

Action: Full

Opposed: No

Range: 20m x PR

Sustained: No

Description: The Space Marine Psyker calls down a terrible curse on nearby machines and vehicles. The Psyker can either target a single vehicle (such as a battle tank or landspeeder) or a number of mechanical devices (such as guns or servitors) equal to his PR. If a single vehicle is targeted then it may not move or fire any of its weapons for a number of Rounds equal to the Psyker’s PR as it shorts and sparks alarmingly. If a number of mechanical devices are chosen then they will be rendered useless for the following Round. Guns will jam (see Rulebook) and must be unjammed before they can be used. Warded vehicles and devices may be resistant or even immune to this power at the GM’s discretion.

Might of the Ancients

Action: Half

Opposed: No

Range: Self

Sustained: Yes

Description: Tapping into the deadly powers of the Immaterium, the Space Marine Psyker infuses himself with psychic energy. While this power is in effect, the Psyker’s melee attacks all have their Damage and Penetration increased by a number equal to his PR.

Smite

Action: Half

Opposed: No

Range: 10m x PR

Sustained: No

Description: The Space Marine Psyker conjurers up lethal bolts of lightning that leap from his hands to burn and blast his enemies into ash. Smite must be targeted at a single creature. However, it may affect others nearby depending on its power. The Psyker does not need to make a BS test to hit the target. However, his Focus Power Test is modified as if he was making a ranged attack (using bonuses and penalties for range, lighting, enemy talents, etc.). Smite deals 1d10 Energy Damage+PR with a Penetration equal to his PR. Any creatures within 1 metre x PR of the target will also be affected by Smite.

Veil of Time

Action: Half

Opposed: No

Range: 5 metre radius x PR

Sustained: Yes

Description: The Space Marine Psyker attempts to predict the near future, seeing the flow of events and the actions of others. While this power is in effect, the Psyker benefits from this foreknowledge. . Each Round, the Psyker has a pool of re- rolls, equal 1/2 to the PR used for this power (rounding up), which he may only use for himself. Any re-rolls not used by the beginning of the Psyker’s next turn are lost. Remember that a re-roll may never itself be re-rolled.

Vortex of Doom

Action: Full

Opposed: No

Range: 10m x PR

Sustained: No

Description: With an utter disregard for reality, the Space Marine Psyker opens up a flickering vortex in the fabric of space and time. The vortex is 2 metres in diameter and may be placed anywhere within range of the Psyker. Once created, however, the Psyker has no more control over it. Each Round after its creation the GM should roll a dice for the vortex. On a 1–4 its diameter shrinks by 1 metre, on a 5–8 its diameter grows by 1 metre, and on a 9-0 its diameter grows by 2 metres. If the vortex is ever reduced to 0 diameter then it vanishes. The GM then rolls a random direction for the vortex to travel 2d10 metres (use the Scatter diagram from Rulebook). Anything that touches the vortex, either when created or as it moves, must make a Challenging (+0) Agility Test or suffer 5d10+PR Energy damage. Those killed by the vortex are sucked away into the Warp and lost forever. Having an open rift to Warp is dangerous to the souls of anyone present. The first time any creature (including the Psyker) comes within 10 metres of the vortex, it must make a Hard (–20) Willpower Test or gain 1d5 Corruption Points.

Blood Angels Powers

Only Blood Angels Psykers have access to Blood Angels Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1-4.

Table 1-4:

Power XP Cost Prerequisites

Blood Boil 375 Rank 4, WP 55+

Blood Lance 275

Fear the Darkness 250 WP 45+

Might of Heroes 175

Shackle Soul 250 WP 50+

Wings of Sanguinius 300 Rank 4, WP 50+

Blood Boil

Action: Half

Opposed: Yes

Range: 10 metre x PR

Sustained: No

Description: With a blast of psychic power, the Psyker superheats the target’s blood, flash-boiling it and causing it to burst from their eyes, mouth, and ears. This power can only be used against a single target. The target of a Blood Boil will suffer 2d10 Energy damage, plus 4 extra points of damage+PR (to a maximum of 2d10+20) which is not reduced by armour or Toughness. If the target is killed by this attack then he explodes in a crimson shower, spattering those nearby with scalding blood. All creatures within 5 metres of an exploding target take 2d10 Energy damage to their least armoured location. Manifesting Blood Boil is taxing for a Psyker, and inflicts 1 level of fatigue upon him, whether or not the target resists.

Blood Lance

Action: Half

Opposed: No

Range: 10 metres times PR

Sustained: No

Description: The Psyker throws out his arm and hurls a blazing crimson lance that impales anything in its path. The Blood Lances traces a straight line from the Psyker out to the extent of the power’s range. Any creature (friend or foe) that the lance passes through suffers 2d10+ addition 1d10 per PR of Rending damage, which cannot be reduced by Toughness Bonus. Armour and cover protect as normal.

Fear the Darkness

Action: Half

Opposed: Yes

Range: 25 metres times PR

Sustained: Yes

Description: Casting a psychic shadow across the battlefield, the Psyker fills his foes with intense dread and terror. This power affects a number of foes equal to the Psyker PR. Those affected by this power count all enemies as having the Fear 1 (Frightening) Trait. Enemies that already cause Fear have their Fear level increased by 1 (to a maximum of Fear 4) against those affected by this power. If this power is sustained, targets may make a Willpower Test with a penalty of 5 points per PR at the start of each of their turns to shake off the effects.

Might of Heroes

Action: Half

Opposed: No

Range: Self

Sustained: Yes

Description: Focusing his will, the Blood Angels Psyker enhances his strength and summons up a deep well of rage. While this power is in effect, the Blood Angels Psyker adds 5 points per PR to his Strength (to a maximum of 95), with any corresponding increase to his Strength Bonus.

Shackle Soul

Action: Full

Opposed: Yes

Range: 10 metres times PR

Sustained: Yes

Description: Reaching into the soul of his foe, the Psyker binds it in powerful bands of psychic energy. This power affects a single creature chosen by the Psyker. The Blood Angel may choose to prevent those affected by the power from doing one of the following things on its next turn: moving, making a range attack, making a melee attack or using a Psychic Power. If this power is sustained then the Psyker must win an Opposed Willpower Test each turn to affect the target, though he may choose a different action to prohibit from Round to Round. If the target ever wins the Opposed Test, then the power immediately ends.

Wings of Sanguinius

Action: Full

Opposed: No

Range: Self

Sustained: Yes

Description: The Psyker sprouts a pair of blood red wings of psychic energy from his back that can bear him aloft. While this power is in effect, the Psyker gains the Flyer Trait with a Movement equal to his PR.

Dark Angels Powers

Only Dark Angels Psykers have access to Dark Angels Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1-5.

Table 1-5:

Power XP Cost Prerequisites

Force Barrier 375 Rank 3,WP 45+

Hellfire 350 Rank 3, WP 45+

Mask of Shadows 250 WP 50+

Mind Worm 375 Rank 5, WP 50+

True Strike 125 -

Weaken Resolve 125

Force Barrier

Action: Full

Opposed: No

Range: Self

Sustained: Yes

Description: Wrapping himself in a blanket of power, the Psyker creates a potent but static psychic shell over himself. While this power is in effect, and as long as the Psyker does not move, he gains 3 AP to all locations. In addition, if this power is manifested with a PR of 5 or more, all ranged attacks count as having a Penetration of 0.

Hellfire

Action: Half

Opposed: No

Range: 50 metres times PR

Sustained: No

Description: The Psyker summons a torrent of psychic fire to burn and char his foes. He may pick a point within range and engulf it in a cloud of flame with a radius of 2 metres times PR. All those within the area will suffer 2d10 Energy damage + 1d10 per PR. In addition, all those within the area of effect must make Challenging (+0) Agility Tests or be set on fire (see Rulebook).

Mask of Shadows

Action: Half or Reaction

Opposed: No

Range: Self

Sustained: Yes

Description: Covering his thoughts in darkness, the Psyker hides his mind from sight, confounding the efforts of enemy Psykers or fearsome foes to psychically engage him. While this power is in effect, the Psyker is immune to the effects of all Telepathy powers unless created by a Psyker with a Willpower greater than his own. In addition, the Psyker suffers no ill effects to Cohesion or Willpower as a result of Fear.

Mind Worm

Action: Full

Opposed: Yes

Range: 10 metres times PR

Sustained: Yes

Description: Driving deep into the target’s mind, the Psyker implants the seed of doubt and remorse, crippling the creature with indecision and guilt. This powers works against a single target. Those affected by the power suffers a PR+3 penalty to WS, BS, S, Ag, Int, and Fel (all to a minimum of 05). If this power is sustained then the target may make a new Opposed Willpower Test at the start of each of its turns to end the effects. This power also confers a +30 bonus to the Psyker’s Interrogation skill.

True Strike

Action: Half

Opposed: No

Range: Self

Sustained: No

Description: Deadly against those with the psychic gift, the effects of a True Strike can smash an enemy Psyker’s mind to pieces. If the Psyker performs a melee attack against a Psyker (an individual Psy Rating of at least 1) within 1 Round x PR of activating the power, a successful attack will inflict an additional 3 points of damage + 1 point per PR which cannot be reduced by armour or Toughness. In addition, an individual suffering damage from this power must make a Hard (–20) Willpower Test or lose access to his Psychic Powers for 1 Round. This power has no additional effects on individuals without a Psy Rating of at least 1.

Weaken Resolve

Action: Half

Opposed: Yes

Range: 5 metres times PR

Sustained: Yes

Description: The Dark Angels Psyker forces his way into the minds of his foes, robbing them of their will to fight and eroding whatever resistance they possess. This power can affect a number of foes equal to the Psyker PR. Those affected have their Willpower characteristic temporarily reduced by PRx5 (to a minimum of 1). This has corresponding effects on their Willpower Bonus. If this power is sustained, targets are allowed a new Opposed Willpower Test (using their reduced Willpower) to end its effects on them at the start of each of their turns.

Space Wolves Powers

Only Space Wolf Psykers (commonly known as Wolf Priests) have access to Space Wolves Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1-6.

Table 1-6:

Power XP Cost Prerequisites

Fury of the Wolf Spirits 225 WP 45+

Living Lightning 250 WP 45+

Storm Caller 125

Tempest’s Wrath 325 Rank 3, WP 55+

Thunderclap 125

Fury of the Wolf Spirits

Action: Full

Opposed: No

Range: 5 metre radius x PR

Sustained: Yes

Description: The Rune Priest summons up the spirits of the Thunderwolves, Freki the Fierce and Geri the Cunning, unleashing them upon his foes. As long as this power is sustained, the Rune Priest is flanked by two spectral wolves that he may direct against his foes with a verbal command. The wolves cannot be damaged by attacks nor can they be grappled (though effects that end or disrupt the power will affect them as normal). They also cannot stray outside the range of the power. Each Round on the Psyker’s Initiative, each wolf may make a single melee attack against any target within range (they move automatically into contact with their foe and are not impeded by any kind of terrain). Each attack will automatically hit unless Dodged or Parried. Freki’s bite inflicts 2d10+PR Rending damage, while Geri’s Bite inflicts 1d5+PR Rending damage with a Penetration of PR+3. Any target that takes damage from either Freki or Geri must make a roll on the Shock Table (unless the target is immune to Fear) adding the damage taken to the result.

Living Lightning

Action: Full

Opposed: No

Range: 30 metre radius x PR

Sustained: Yes

Description: The Rune Priest cries out to the sky and calls forth a dancing bolt of sentient electricity arcing down from the heavens. While this power is in effect, the Rune Priest can direct the bolt of lightning against any target within range, changing targets between turns regardless of how far apart they are. Those struck by the lightning will suffer 1d10xPR Energy damage with the Shocking quality. If the target passes a Challenging (+0) Agility Test, he reduces this damage by half (round up). This power can only be used outside under an open sky.

Storm Caller

Action: Full

Opposed: No

Range: 10 metre radius x PR

Sustained: Yes

Description: The Rune Priest invokes the ancient rites of ice and snow, calling up a blizzard of psychic energy around himself and his allies. While this power is in effect, the Rune Priest and all allies within the power’s radius become shrouded in ethereal mist. All ranged attacks they make, or that are made against them, suffer a penalty of PR+5 to BS. Any PC ally who moves outside the range of the power immediately loses its effects.

Tempest’s Wrath

Action: Full

Opposed: No

Range: 150 metre radius x PR

Sustained: Yes

Description: In a fearsome display of power, the Rune Priest calls upon the spirits of wind, storm, and snow, tearing the air with gales and tempests. While this power is in effect, any creature with the Hoverer or Flyer trait must pass a Strength Test at a penalty of PRx3 to move through the air. Even those that pass the test have their Movement reduced by half. Flying vehicles are also affected, and their pilots suffer a penalty of PRx3 on all Skill tests they must make to operate their craft. Flying vehicles also have their speed reduced by half. Finally, ranged attacks inside, into or out of the radius of effect have their shots fouled by the winds. Thrown and Primitive ranged weapons suffer a penalty of PRx4 to hit, while all other ranged weapons suffer a penalty of PRx3 to hit. This power may only be used on the surface of a planet with atmosphere, and even then, the power only functions when outside of a building or other confined space.

Thunder Clap

Action: Full

Opposed: No

Range: 10 metre radius x PR

Sustained: No

Description: With a word of power and a clap of his mighty hands, the Rune Priest creates a deafening crack of thunder that rolls across the battlefield. All those within range of this power (friends or foes, though not including the Rune Priest) suffer 2d10 Impact damage. This damage is reduced by Toughness as normal. However, only armour worn on the head protects against it. In addition, anyone suffering damage from this attack must make a Toughness Test with a penalty of PRx3 or be deafened for 1d10 rounds (see Rulebook for the effects of being deafened). Finally, fragile objects such as mundane glass, crystal or fine ceramics within the power’s range are shattered (though the GM has the final say on whether an object is affected).

Storm Wardens Powers

Only Storm Wardens Space Marine Psykers have access to Storm Wardens Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1-7.

Table 1-7:

Power XP Cost Prerequisites

Ancestors’ Rage 125

Call to Arms 325 Rank 3, WP 45+

Crown of Lightning 300 Rank 3, WP 50+

Hammer of the Emperor 500 Rank 5, WP 60+

Mark of Scorn 200

Thunders Shell 375 Rank 3, WP 45+

Ancestor’s Grace

Action: Full

Opposed: No

Range: 1 metre x PR

Sustained: Yes

Description: Calling upon the talents of dead heroes, the Psyker instils within himself or another exceptional skill at arms. While this power is in effect, the Psyker or a target of his choosing gains a number of Exotic Melee Weapons Talents of his choice equal to his PR, and increases his WS by PR+5 (to a maximum of 95).

Call to Arms

Action: Extended (2)

Opposed: No

Range: 10 metre radius x PR

Sustained: Yes

Description: Plunging his will into the Immaterium, the Psyker calls forth ancestral spirits to fight on his side, and summons up a number of ancestral warriors equal to his PR to fight for him. These warriors use the Imperial Guardsman NPC profile and are armed and armoured as detailed there. They will not stray beyond the range of the power nor can they be used for anything but combat. When they are killed, both they and their gear will vanish into smoke.

Crown of Lightning

Action: Half

Opposed: Yes

Range: 5 metres times PR

Sustained: Yes

Description: The Psyker encases one of his foes in a crackling cage of lightning, searing his flesh and contorting his muscles. This power may only be used against a single target. The target suffers 1d10 Energy damage x PR counting as having the Shock Quality (see Rulebook). If this power is sustained, the target suffers 2d10 Energy damage with the Shock Quality in each of the Psyker turns.

Hammer of the Emperor

Action: Extended (5)

Opposed: No

Range: 1 kilometre x PR

Sustained: No

Description: With the power of an orbital barrage, the Psyker calls down a mighty hammer of psychic energy with the power to lay waste to entire towns. The Psyker chooses a point within range and calls down the Hammer. The Hammer has a radius of 100 metres times PR. Anything within the area of effect is subjected to a moderate earthquake, inflicting 2d10 Impact Damage for each level of PR damage on all structures, possibly causing them to collapse. Creatures within the area must make a Hard (–20) Agility Test to remain standing. This power cannot be used Fettered, and does not work indoors. This power is extraordinarily taxing and inflicts 1d5 levels of Fatigue on the Psyker. In addition, the Psyker may not attempt to use the power again for at least 24 hours. The falling buildings and raining debris inflict 5d10 Impact damage with a Penetration of 5 on all in the area of effect (friend and foe), regardless if they fail the Hard (-20) Agility Test.

Mark of Scorn

Action: Half

Opposed: Yes

Range: 5 metres times PR

Sustained: Yes

Description: The Psyker casts a curse upon one of his foes, marking him for death at the hands of the righteous. This power only works on a single target. The target becomes Marked, and all successful melee attacks against him will gain a bonus to damage equal to the Psyker’s PR. In addition, any instances of Righteous Fury (see Rulebook) from melee attacks against him automatically occur without the need to pass a WS test.

Thunders Shell

Action: Half or Reaction

Opposed: No

Range: Self

Sustained: Yes

Description: The Psyker covers himself in a fine reactive psychic shield that gets stronger the more force brought against it. While this power is in effect, all attacks against the Psyker have their Penetration reduced by an amount equal to his PR (to a minimum of 0). In addition, attacks that ignore armour completely have a Penetration of 5 and inflict normal damage against whatever armour the Psyker is wearing.

Ultramarines Powers

Only Ultramarines Space Marine Psykers have access to Ultramarines Psychic Powers. These powers may be purchased with Experience Points, provided the Psykers meets the power’s Prerequisites and XP Cost as detailed on Table 1-8

Table 1-8:

Power XP Cost Prerequisites

Fury of the Ancients 250 WP 45+

Glory of the Emperor 400 Rank 4, WP 50+

Inspiring Word 225

Paragon 200

War Cry 240 WP 45+

Word of the Emperor 375 Rank 3, WP 45+

Fury of the Ancients

Action: Full

Opposed: No

Range: 10 metres times PR

Sustained: No

Description: Calling upon the legends of his Chapter, the Psyker summons forth a ravening beast of ghostly flame and psychic energy. The flaming apparition then charges forward from the Psyker in a straight line, moving up to the extent of the power’s range before vanishing in a burst of energy. Those touched by the beast will suffer 2d10 + (1d10 for each level of PR) points of Energy damage and must make a Pinning Test (see Rulebook) with a penalty of PR x 3.

Glory of the Emperor

Action: Half

Opposed: No

Range: 10 metre radius x PR

Sustained: No

Description: For the briefest of instants the Psyker channels the light of the Emperor, bathing all those nearby in His glory. The Psyker may affect a number of allies equal to his PR within line of sight and range of this power. Those affected are healed by the divine light and will recover Wounds equal to the Psyker’s PR. This healing cannot restore Critical Damage, nor will it take a PC or friendly NPC above its starting Wound total. Channeling this power is difficult and draining, and a Psyker may only use it a number of times each day (within a 24 hour period) equal to his Willpower Bonus.

Inspiring Word

Action: Half

Opposed: No

Range: 10 metre radius x PR

Sustained: Yes

Description: The Psyker calms the minds of nearby allies and completely dispels their fear and doubt. While this power is active, a number of allies equal to PR, and within range, are immune to the effects of Fear.

Paragon

Action: Full

Opposed: No

Range: 5 metre radius x PR

Sustained: Yes

Description: The Psyker lets his authority shine forth in a blaze of psychic energy, filling nearby allies with strength and resolve to emulate his glory. While this power is in effect, the Psyker can allow a number of allies equal to his PR within range of the power to use one of his characteristics. In effect, those benefiting from this power count as having a characteristic score equal to that of the Psyker, though if their own characteristic is higher they may choose to use that instead.

War Cry

Action: Half

Opposed: Yes

Range: 5 metres times PR

Sustained: No

Description: With a terrifying cry, the Psyker demoralizes and stuns nearby foes, forcing them to cower before his might. This power can affect a number of foes equal to the Psyker’s PR. Those affected cannot use Reactions from the end of the Psyker’s turn to the start of his next turn.

Word of the Emperor

Action: Full

Opposed: Yes

Range: 10 metres times PR

Sustained: No

Description: The Psyker recites a sanctified prayer to the Emperor, speaking holy words that burn the minds of the unfaithful and cast out the spirits of the Warp. This power can affect a number of targets equal to the Psyker’s PR. Those affected will become stunned (see Rulebook) for one Round. Targets with the Daemonic Trait are affected much more seriously by this power and will suffer 1d10 Explosive damage x PR and must make a Warp Instability Test. Finally, creatures targeted by this power suffering from Possession (see Rulebook) may immediately make a Challenging (+0) Willpower Test to break free.

Edited by Bubba86

Imperial Fists Powers

Only Imperial Fists Space Marine Psykers have access to Imperial Fists Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1–9.

Table 1-9:

Power XP Cost Prerequisites

Noble Pretorian 125 -

Ultimate Sacrifice 350 -

Stonebane 325 Rank 3, WP 45+

The Golden Son 500 Rank 4, WP 50+

Into the Crucible 375 Rank 3, WP 45+

Wave of Penance 450 Rank 3, WP 45+

Noble Pretorian

Action: Full

Opposed: No

Range: Self/line of sight

Sustained: Yes

Description: Rogal Dorn is remembered by many as the right hand of the Emperor, his most faithful son who stood watch over him and enacted his every command with unshakable loyalty. Reaching into his soul and his genetic inheritance, the Psyker channels a portion of Dorn’s noble spirit, making himself a champion of the weak and a defender of the just. While this power is in effect, the Imperial Fists Psyker and all other friendly characters (not including NPCs) that can see him may re-roll failed Willpower Tests made to avoid the effects of Fear.

Ultimate Sacrifice

Action: Half or Reaction

Opposed: No

Range: Self

Sustained: Yes

Description: The Imperial Fists are possessed of the most selfless spirit of any Chapter, willing to lay down their very lives for causes others would abandon as hopeless. The Psyker channels this spirit into himself, causing fate to deliver blows meant for his fellows to strike him instead. While this power is in effect and if the Psyker is fighting against a Horde, the enemy must pass a Willpower Test in order to direct it’s ranged attacks at any other target than the Imperial Fists Psyker.

Stonebane

Action: Half

Opposed: No

Range: Self

Sustained: Yes

Description: No wall or fortification can stand against the will of Dorn made manifest. The ground quakes, the skies darken and the air itself screams as a mighty etheric hammer manifests itself in the Psyker’s grip. Stonebane may only be used when the Psyker is facing stationary targets, like a wall, fortification, bunker or similar structure, which he wishes to smash asunder. While the power is in effect, he counts as equipped with an Astartes Thunder Hammer.

The Golden Son

Action: Full

Opposed: No

Range: Self

Sustained: Yes

Description: The Psyker is transformed into a radiant figure suffused with the power and nobility of his Primarch. Friends witness a glorious sight not seen since Rogal Dorn himself walked amongst Men, while enemies see the fiery harbinger of their doom. While this power is in effect, the Psyker gains the Fear (3) Trait against any enemies in sight, while other friendly Imperial PC’s within 20 meteres gain +15 Willpower.

Into the Crucible

Action: Half

Opposed: No

Range: Self

Sustained: Yes

Description: The Psyker calls upon the spirits of all those Imperial Fists who gave their lives at their Primarch’s side during the battle of the Iron Cage. The blows of his enemies are turned aside or healed by the incarnate force of his ancestors. While this power is in effect, the Psyker gains the Regeneration (3) Trait, as described in the Rulebook.

Wave of Penance

Action: Half

Opposed: No

Range: 10 x PR

Sustained: yes

Description: The Psyker reaches into the ether and draws forth all of the pain suffered by his ancestors in the self- imposed atonement of the pain-glove and a hundred other such rituals. In an instant, ten thousand years of penance is unleashed upon his foes, every iota of pain ever felt by the Chapter turned back upon its foes in an unstoppable blast wave. Every enemy within range of the Imperial Fists Psyker suffers 1d10 x PR Explosive damage. Enemies may make a Dodge Test against the effects of this power. Note that this power is an area effect attack.

Iron Hands Powers

Only Iron Hands Psykers have access to Iron Hands Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1–10 .

Table 1-10:

Power XP Cost Prerequisites

Deus Ex Ferrum 350 WP 45+

Betrayal of the Flesh 275 -

Punish the Weak 400 WP 50+

Deus Ex Ferrum

Action: Full

Opposed: No

Range: 1 metre radius x PR

Sustained: Yes

Description: The Iron Hands Psyker focuses his mind and links his iron will to the strength of his augmetics, bolstering himself and his allies. The Psyker and a number of Imperial PC’s equal to his Psy Rating, within a number of metres equal to his Psy Rating, gain a +10 bonus to both Strength and Toughness. This bonus is increased by +5 for every cybernetic possessed by the affected Space Marine (The Flesh Is Weak Talent counts its level towards these requirements). If used at the Unfettered Level, this Power is a Half Action. If used at the Push Level, this Power is a Free Action.

Betrayal of Flesh

Action: Half

Opposed: No

Range: 10 metres times PR

Sustained: No

Description: Harnessing his hatred for weakness, the Iron Hands Psyker sunders the flesh of his enemies with a blast of psychic power, reducing his enemies to dust. This power must be targeted at a single creature. However, it may affect others nearby, depending on its strength. The Psyker does not need to make a BS Test to hit the target. However, his Focus Power Test is modified as if he was making a ranged attack (using bonuses and penalties for range, lighting, and so forth). This power deals 1d10 Energy Damage for each level of PR, with a Penetration equal to PR, and the Felling (1) Quality to the targeted creature, as well as any creatures within 1 metre times PR. If used against a Horde at the Push Level, this power inflicts a number of hits equal to the Librarian’s Psy Rating +1d10 instead of its normal effects. This power has no effect against a target with the Daemonic or Machine Traits.

Punish the Weak

Action: Full

Opposed: No

Range: 1 metre radius x PR

Sustained: Yes

Description: After fighting alongside his Iron Hands Battle- Brothers for countless battles, the Psyker has learned how to spare their mechanical bodies while assailing his enemies. He summons forth a roiling tornado of force around himself, harshly tearing at the flesh of anyone not strong enough to stand against its assault. This power affects all creatures within 1 metre times PR of the Iron Hands Psyker, tearing at their weak flesh. The affected area blocks normal vision (Traits such as Dark Sight, Sonar Sense, or Unnatural Senses are needed to see clearly). Creatures within the area must succeed at a Hard (–20) Toughness Test or suffer 1d5 times his PR as Energy Damage, ignoring Armour and Toughness Bonus.

Raven Guard Powers

Only Raven Guard Psykers have access to Raven Guard Psychic Powers. These powers may be purchased with Experience Points, provided the Psyker meets the power’s Prerequisites and XP Cost as detailed on Table 1–11.

Table 1-11:

Power XP Cost Prerequisites

Corax’s Ingenuity 275 WP 45+

Curse of the Raven 175 -

The Unkindness of Deliverance 325 WP 50+

Corax’s Ingenuity

Action: Full

Opposed: No

Range: 5 metres radius times PR

Sustained: No

Description: The Psyker plunges his mind into the Warp, harnessing its power. He is infused with power, embodying the pure ideals of Corax, and emanating his power to those around him. All Friendly Imperial PC’s in range may take an immediate half- action for which all enemies count as surprised. The Psyker may only use this power once per combat at the fettered level, to use this power again he must cast it at the push level.

Curse of the Raven

Action: Half

Opposed: Yes

Range: 10 metres times PR

Sustained: Yes

Description: The Psyker curses an opponent, condemning him to death at the hands of the Emperor’s champions. Warp energies eat at the target’s mind, and reveal weaknesses in his defences that enemies can exploit. This power only works on a single target. While the power is sustained, all attacks against the cursed target gain additional Penetration equal to the Librarian’s PR.

The Unkindness of Deliverance

Action: Full

Opposed: Yes

Range: 10 metres times PR

Sustained: No

Description: The Psyker manifests his psychic power as an unkindness of ravens. Black as night, these ferocious birds swarm over his opponents. The Librarian can either have the ravens target one individual, dealing 1d10 times PR as Rending Damage, or swarm a number of opponents equal to the Librarian’s PR, blinding them until the end of the Librarian’s next turn.

White Scars Powers

Only White Scars Psykers (commonly called Stormseers) have access to White Scars Psychic Powers. These powers may be purchased with Experience Points, provided the Librarian meets the power’s Prerequisites and XP Cost as details on Table 1–12.

Table 1-12:

Power XP Cost Prerequisite

Heart of the Khan 475 Rank 3, WP 50+

Spirits of the Steppes 525 Rank 5, WP 60+

Stormlance 375 WP 50+

The Howling Wind 350 -

Heart of the Khan

Action: Full

Opposed: No

Range: 1 metre times PR

Sustained: Yes

Description: The Stormseer reaches deep into the legacy of Jaghatai Khan, and brings forth the legendary swiftness and ferocity of the White Scars’ Primarch. While this power is in effect, the Psyker or a target of his choosing (who must be a White Scars Space Marine, or from a White Scars Successor Chapter) increases his WS and Ag by 5 times PR (to a maximum of 95), with any corresponding increase to his Agility Bonus.

Spirits of the Steppes

Action: Full

Opposed: No

Range: 50 metres times PR

Sustained: Yes

Description: The Stormseer calls upon the spirits of the land, air, and the souls of long-dead warriors to bring some fragment of the harsh steppes of Chogoris to the battlefield he walks upon. It is said that so long as these forces of nature fight alongside them, the White Scars will always be victorious. The Stormseer and all his allies within range gain a bonus to all tests equal to 2 times PR, while all enemies within that range suffer the same value as a penalty. In addition, every turn the Stormseers spends an action to sustain this power, he may summon a single bolt of lightning against any single enemy within range, dealing 2d10+PR damage with a Pen of 4 and the Shocking quality, though the target may attempt to dodge this attack.

Stormlance

Action: Half

Opposed: No

Range: Self or 10 metres times PR

Sustained: No

Description: The Stormseer calls upon the lightning that embodies his Chapter’s way of war, and brings it to bear against his enemies. If he is in melee when this power is used, he gains a bonus to damage equal to his Psy Rating, and adds the Shocking quality to a single melee weapon he is wielding, until the start of his next turn. Otherwise, he hurls a bolt of lightning in a straight line out to its maximum range, striking everything in its path. Any creature, friend or foe that the lightning passes through suffers 1d10 times PR Energy damage with a Pen of 5 and the Shocking quality.

The Howling Wind

Action: Free

Opposed: No

Range: 5 metres times PR

Sustained: No

Description: The Stormseer gathers the powerful winds of the Chogorian steppes, driving them forwards to cast aside the enemy. This power generates a 30 degree cone out to its maximum range, and all creatures within that area must take a Strength Test, with a penalty equal to 5 times PR. Failure means that they are pushed back a number of metres equal to their Degrees of Failure and knocked prone.

Edited by Bubba86