saving throw vs. precision telekinesis

By funkwit81, in Dark Heresy Rules Questions

Ok I have a query…

In the description for precision telekenisis. It includes pulling a pin on a grenade as an example of a use for the power. Would you allow the unfotunate who ahd that happen to him a save or awareness roll of any kind? I'm thinking of potentially, for a character with rapid reaction, allowing them a -20 awareness test to hear the pin be pulled followed by a -10/-20 agility test to get the grenade away from them.

Also how would you guys rule hexagrammatic wards affecting the power? technically it's not an attack on the character but a piece of their equipment which is external to the wards. would you say it has no effect or maybe make the psyker take a willpower test to pull the power off.

Basically my group, all at 7,000 xp so they're far from newbies, are about to enter a very haunted area and one of the ghosts will pull this kind of stunt on them but it seems slightly arbitrary to me and I can imagine the look on a players face if I tell them they've just took 2d10+4 damage with a pen of 6 (krak grenade). While I will do such a thing I thought i'd run it by my fellow forumites first.

I'd say that the awareness and agility tests are good at -20 and -10 respectively. As for the hex warding, merh i wouldnt say it protected against the power. Thats kind of the point of telekinesis. The powers that dont directly attack the enemy (force barrage, psychic blade etc) have a multitude of other utility uses.

Cheers Clutch_Halthos and I thought as much but it never hurts to check the opinions of as my interpretations can be rather idiosyncratic!

looks like one of the group is in for a nasty surprise!