Psykic Powers

This page contains a list of all equipment that can be used in Flesh Wound! If a fighter rolls on this table and gets the result of a power they already know, they can choose to learn any power of their choice from the results of 11-56.

D66PowerDifficultyEffect
11Compel10Target fighter in your line of sight with Grit or Intelligence value less than or equal to X performs any single action at your control.
12Poison Immunity10The manifesting psyker becomes immune to all gases, smoke, and poisons for the next X activation.
13Telekinesis10Target a fighter, piece of equipment, or piece of terrain in line of sight with carrying capacity, weight, or can take an amount of damage before being destroyed equal to or less than 5 times X.
14Telepathy10Target an ally fighter in line of sight. Perform a command action on them regardless of the distance, applying +X to your side of the contested Fellowship check.
15Ectoplasmatic Mist10Summon a glob of Ectoplasmatic mist in any point in line of sight to the manifesting psyker. The diameter is equal to X, blocks line of sight, and counts as slippery terrain. At the end of each battle round reduce the diameter by 1 until it’s gone.
16Jinx10Cause X electronic devices, machines, vehicles, or equipment in line of sight to malfunction. If this is a piece of equipment, computer, or device; it stops working until the end of the next D5 rounds. If this is a vehicle or robot, all it’s moves are made at random.
21Sense Presence10Become aware of all living entities and psychic presences within X yards of the manifesting psyker until the end of their next activation. This allows you to target them with blasts without line of sight, but at disadvantage, and negates the disadvantage for not having starting with line of sight in melee. Additionally allows them to become the target of further psychic powers.
22Shatter10Deal X damage to a piece of terrain in line of sight bypassing it’s Armor Save, or destroy a piece of equipment in line of sight with weight equal to or less than X lbs.
23Blinding Flash10All fighters within X yards that have line of sight must pass an Initiative check or else be blinded for their next D5 activations.
24Impel10Target fighter in line of sight is pushed X yards away from the manifesting psyker. The target must pass an Initiative check or else be knocked prone.
25Mind Scan14Target fighter in line of sight must declare the next X actions they will perform during their activations. They must perform these actions in their declared order. If the target finds themselves unable to perform an action they declared, they loose that action in their activation.
26Psychic Ward14Target fighter in line of sight or self cannot be targeted by psychic powers the target’s next X activations.
31Regenerate14Target self or a fighter in line of sight. They have up to X damage removed from them.
32Psy Scream14Target fighter in line of sight reduces their Sagacity, Grit, Fellowship, and Luck by X. At the beginning of each of their activation, they get one point loss restored to each of these characteristics.
33Enfeeble14Target fighter in line of sight reduces all their Sagacity, Grit, and Fellowship by X. At the turn of each of their activations restore on loss point across all their mental stats.
34Rally14Target up to X fighters in line of sight. If they are broken, they rally and are no longer broken. Fighters that weren’t broken cannot become broken until the psykers next activation.
35Cause Confusion14Target up to X fighters in line of sight get disadvantage on the next checks they’re required to make.
36Terrify14Target up to X fighters in line of sight. Each must pass a battle shock check or else become broken.
41Lightning Storm14Target up to X fighters in line of sight become shocked during their next activation, as described in the weapons section of the armory.
42Burning Fist14Target a fighter ine line of sight or self. For the target’s next X activations, their melee takes can set individuals like flamers as described in the weapons section of the armory.
43Sanctuary14Place a hollowed token at the feet of the psyekr. Daemons cannot enter or be summoned within X yards of this token. Daemons that start their activation in this range takes D5 damage, ignoring any Armor Saves.
44Force Weapon18Target up to X melee weapons the psyker is equipped with. For each of them, choose their Damage or Reach value. The weapon becomes a force weapon that scales the chosen characteristic.
45Temporal Distortion18The psyker can rearrange the next battle round’s fighter activation order by swapping up to X fighter’s activations. This still occurs even if the psyker is knocked unconscious or slain.
46Spacial Distortion18Target up to X fighters in line of sight, self, or piece of terrain smaller than the psyker. The targets are placed anywhere in the psyker’s line of sight. If the psyker is a target, they can teleport first and move things to their new line of sight.
51Stasis18Target fighter in line of sight or self. For their next X activations they become wrapped is a stasis field. This makes them unable to activate or be interacted with in any way. This can stop them from bleeding out, being shot, performing any actions, etc. Fighters in stasis still block line of sight.
52Master of Puppets18Target up to X fighters in line of sight. You control their next activation(s).
53Limbo18Target fighter in line of sight or self. For their next X activations they become ethereal. While in limbo fighters can move through terrain and other models. They cannot interact with any other fighters or the environment and do not block line of sight. Ethereal fighters can still manifest psycic powers, give commands, and experience battle shock.
54Banishment18Target up to X psychic manifestations on the battlefield. This can be literal entities, or just continual effects. Targeted manifestations are destroyed.
55Chaos Vortex18Place a vortex token within line of sight of the psyker. It has power equal to X. At the end of every round reduce the vortex’s power by 1, until reduced to 0 where it’s destroyed. When a fighter activates, they’re pulled a number of yards towards the vortex equal to the vortex’s power. Then if that fighter’s within a number of yards equal to the vortex’s power, they take an amount damage equal to the vortex’s power. This damage ignores any Armor Save values.
56Animate Weapon18Up to X of the psyker’s shooting or combat weapons begin to levatate in the air. For rest of the battle these weapons can perform a single free shooting/combat action each.
61-66The Eye of Terrorn/aYou rear the eye of the dark gods. The fighter becomes a chaos sorcerer/cultist. Go to the Dark Gods section below.

The Dark Gods

Though there is great powers that psykers can pull through the veil to manifest into real space, however there are also predators that dwell in the depths of the etherium. Whenever a psyker becomes stronger, gaining a new power, they risk gaining the attention of these chaotic gods. When a psyker falls to these gods, their warband must make a choice. Either kill the psyker and destroy all their equipment, or have the warband as a whole fall to chaos and become a chaos cult.

Chaos Sorcery

Psykers that get the eye of terror roll on the following table to see what spell they gain. Chaos sorcery works the same as normal psykic powers. Chaos sorcerers become daemonic, and count as a daemon.

D6Chaos SorceryDifficultyDescription
1-3Defile10Place a ritual token at the foot of the sorcerer. It has X power. At the end of each round, reduce the ritual’s power by 1 until it reaches 0 and removed. All chaos sorcerer gets +1 for manifesting sorcery for point of power the ritual has while within a number of yards equal to the ritual’s power.
4-5Daemon Summoning14Place a daemon from the fighters section of the armory with summoning value equal or less than X onto the battlefield within X yards of the sorcerer. If the sorcerer is slain or knocked unconscious, the daemon returns back to the warp.
6Daemon Weapon18Destroy X piece of equipment the sorcerer is equipped with. The sorcerer then acquires a daemon weapon from the scavenging post battle sequence step as if they scavenged it.

Chaos Devotion

Chaos cults gain chaos boons whenever a fighter gets quadruples in the fighter improvement post battle sequence step. fighters must keep any quadruples results when possible. Compare the result on the chaos boon table below.

ResultChaos BoonDescription
1111Karneth’s RageThe fighter must alway charge into combat when able. The fighter gains +1 Strength and +1 Weapon Skill. If they get the Sla’anat’s Thirst result, they become a chaos spawn.
2222Nurgal’s RotThe fighter reduces all damage they take by D3 after applying Armor Saves. The fighter gets +2 Toughness and -1 Initiative. If they get Tchar’s Wisdom, they become a chaos spawn.
3333Tchar’s WidsomThe fighter becomes a chaos sorcerer if they aren’t already. They can only learn chaos sorcery powers. They get +2 Sagacity and -1 Luck. If they get Nurgal’s Rot, they become a chaos spawn.
4444Sla’anat’s ThirstThe fighter must be given drugs in order to participate in a mission. They get +2 Initiative and -1 Sagacity. If they get Karneth’s Rage, they become a chaos spawn.
5555Mallat’s MaliceThe fighter must always attack chaos cultists or daemons for their actions if able. When doing so they deal they get +D6 damage for each time they’ve gotten this result. If they get any other chaos boon, they become a chaos spawn.
6666Gnaw’s ShadowThe fighter cannot be harmed by shooting attacks. They must end their moves behind cover if they’d end their move within line of sight of any enemies. If they get any other chaos boon they become a chaos spawn.