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WS 45 4 |
BS 41 4 |
Str 6343(Strength) +20(Armour Enhanced Strength)10(4(Strength Bonus) * 2(Unnatural Strength) ) + 2(Armour Enhanced Strength) |
Tgh 42 8(4(Toughness Bonus * 2(Unnatural Toughness) ) |
Agi 53 5 |
Int 43 4 |
Per 48 4 |
Wil 55 5 |
Fel 39 3 |
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♦ Psychic TechniquesUsing Psychic Powers: - Power Level (Fettered, Unfettered, Push) - Focus Power Test (WP+ Psy*5) - Apply Effects Fettered: No Psychic Phenomena, psy/2 (rounded up) Unfettered: Full Psy, On doubles, roll Psychic Phenomena Push: Psy+3, On doubles, add1 lvl of fatique. Always Roll Psychic Phenomena. Sustaining Powers: Half Action. Additional Sustained Powers lower Psy of those sustained powers by 1 each. When rolling Psychic Phenomena add +10 for each sustained power. Bonuses from sustained powers do not stack, apply only highest. Question: Can psychic powers be dodged? Answer: Unless otherwise noted, psychic powers can be dodged like any other attack. At the GM’s discretion, certain psychic powers that have invisible effects or are otherwise too large to evade cannot be dodged. Question: Where the damage is listed as 1d10xPR, is that 3d10 for a Psy Rating 3 character, or 1d10x3? Answer: 3d10. Vs Hordes: Magnitude Damage is: Psy+1d10, regardless of the spell, as long as it affects an area. Psychic Phenomena 01-03 -- Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them. 04-05 -- Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings. 06-08 -- Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell. 09-11 -- Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion. 12-14 -- Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 metres of the psyker. 15-17 -- Aura of Taint: All animals within 1d100 metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause. 18-20 -- Memory Worm: All people within line of sight of the psyker forget something trivial. 21-23 -- Spoilage: Food and drink go bad within 5d10 metres of the psyker. 24-26 -- Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 metres of him. 27-29 -- Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 metres of the psyker is plunged into immediate darkness. 30-32 -- Distorted Reflections: Mirrors and other reflective surfaces within 5d10 metres of the psyker distort or shatter. 33-35 -- Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions. 36-38 -- Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point. 39-41 -- Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies. 42-44 -- Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground. 45-47 -- Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood. 48--50 -- The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 metres of the psyker must make a Routine (+10) Agility Test or be knocked down. 51-53 -- Psy Discharge: Static Electricity fills the air within 5d10 metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light. 54-56 -- Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1). 57-59 -- Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage). 60-62 -- Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for 1d10 rounds. 63--65 -- The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2). 66-68 -- Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain 1d5 Insanity points. 69-71 -- Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 damage. 72-74 -- Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain 1d5 Corruption Points unless they can pass a Difficult (–10) Willpower Test. 75-00 -- Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on Table 6–2: Perils of the Warp. (Psy=3) |
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Fear (1)RoB.153: Blood of the Enemy In a long ago battle, this suit was drenched with gore, as its wearer carved through rank after rank of the enemy. Despite many attempts, the blood seemingly refuses to wash off, leaving dark streaks and spatter patterns all across the armour plates. Any foe that witnesses these marks is left in no doubt of his fate. The wearer gains the Fear (1) Trait against his enemies (or increases his Fear Rating by 1 if he already has one)., Fear (+1 against a specific race, organisation, or foe)FF.104 Chieftain Trophy Rack Like the great khans of old, the White Scars of the Achilus Crusade have taken to wearing trophy racks to display their triumphs and prowess in battle. Like the more common back banners used by Astartes commanders, a trophy rack identifies a Battle-Brother as a leader and captain of the Chapter. . It also inspires fear in those the Battle-Brother has already bested, by displaying the heads and other trophies of his victories over them. Before each mission, the Battle-Brother can choose a single type of enemy to be displayed on the rack. This could be a specific race (i.e. Orks), organisation (i.e. the Stigmartus), or foe (i.e. the chamberlain of a treacherous planetary governor). When fighting members of this race, organisation, or foe, the Battle-Brother counts as having a Fear Rating of 1. At the GM’s discretion, Battle-Brothers may have to defeat a specific foe before they may place a trophy from it on their rack., Fear (+1 against any foe engaged in melee)CRB.162: 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 paralysing 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). See also: https://ffg-forum-archive.entropicdreams.com/topic/64171-what-happens-when-fear-rating-changes-during-combat-ffg-reply/page/1/#comment-627001 |