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  AN ONGOING NEWSLETTER October 2006


Psionics in Combat Zone
by Danny Stevenson

To win in the Combat Zone it really helps if you can use your brain...

Many near future, post apocalyptic and Sci-Fi novels and movies have characters with a psychic ability of some description. This is missing from Combat Zone....

As the Corporations seized control of the world it seemed that the populace was becoming more psychic. Abilities seemed to appear at random and to be more powerful than in the past. No one knew the cause.

Both the military and corporations snapped up psychics training them for their own ends, but for every psychic they recruited there were two on the street. A new phase of warfare began with the power of the mind joining the battle.

Psionics is the use of psychic abilities.The use of these abilities is quite draining for the psychic and can be risky. They often feel weak, drained with a headache after using their abilities. Sometimes the psychic puts too much energy into the task and will collapse to the ground exhausted. Rarely the psychic will die from draining too much of their own energy. In spite of this, a psychic on your side can turn the course of batthe in your favour.

Psionics Phase:

For the game it is necessary to introduce an additional phase to the turn sequence. This is the Psionics phase and should come after the Compulsory actions phase of the turn sequence.

Rules:

  • Psychics are group 3 individuals and can be Hero level.
  • Re-Rolls can be used to change PSI test rolls.
  • It costs 2AP to use PSI ability
  • There can be no more than one Psychic per side.
  • Using PSI abilities can be quite draining so after using the ability the Psychic is limited to 3AP for the rest of the turn. If this is above their AP for this turn then they can only use the remaining AP's up. i.e. a panicking psychic decides to use his ability then that costs 2AP, leaving a remaining 1 AP to use this turn.
  • A Psychic must declare which ability they are going to use.
  • Any level Psychic and use any ability.
  • Only one Psionic ability may be used per turn.
  • When using Psionic ability then a PSI roll must be made.
  • A roll of double one in the PSI test show the psychic has pushed themselves too far and collapses to the ground dead with a trickle of blood running out of their ear.
  • A roll of double six in the PSI test is an automatic success regardless of modifiers.
  • A psychic may use his ability if suffering from a panic reaction.
  • A psychic who is routing may not use her psychic ability.
  • A non-psychic may not use psychic abilities.
  • As Psychics get additional information from their extra persecptory senses they a +2 to all initiative rolls.

Psionics:

There are three levels of Psionic abilities and these operate in a similar fashion to the Tech skills in the rule books. Each level of psychic skill level has a roll modifier which is used to modify the PSI roll.

Psionic Skill level PSI modifier Points modifier
PSI 1 +1 +6
PSI2 +2 +9
PSI3 +3 +12

Choose which ability you are going to use. Roll 2D6 and add PSI quality level. If the attack is against another Psychic then subtract the targets PSI ability from the roll. Consult the table below.

Rolls of double one before modification means the Psychic has died from her exertions.

Rolls of double six before modification are an automatic success.

PSI Roll table:

0-3 - The psychic has drained their energies and collapses to the ground. They are too exhausted to continue with the battle. The attack has no effect against its target.
4-7 - No effect. The psychic has not focussed enough energy to cause an effect.
8 + The PSI test is successful.

Psionic abilities:

These are the various ways the Psionic ability can be used. This must be stated when the ability is used during the PSI phase.

Attack: The Psychic sends a mind attack at its target. If successful then the attack does 3D6 + ability level Damage. Armour cannot save from a PSI attack. This ability can only work on living creatures.

Psionic Block: This can be used by a psychic under a mind to mind attack during the Psionics phase. Roll the psychic attack dice. If the dice roll is higher than that of the incoming attack roll then the attack has been successfully blocked. When making the PSI roll the attacking Psychic's ability must be deducted from the roll.

Fog of War: This ability confuses a squad or individual for one turn only. The squad or individual is limited to 3AP for this turn only.

Blessing: A character or squad is blessed. They receive a +1 bonus to all hit and melee rolls and gain a +1 toughness bonus for this turn only.

Healing: The psychic focuses energy to heal a casualty during the battle. This can be done either remotely or by being in base to base contact. If the PSI roll is successful roll against the first aid table on page 29 of the battlebook.

Scan: The psychic may scan an area hidden from view, such as the inside of a building or an area of cover. If the PSI test is passed the contents or details of a hidden area is revealed. If there are hidden troops they are revealed. This ability can also be used to check the internals of crates and cupboards during a raid.

Stun: The psychic can use a Telekinetic stun to stop attacks in close combat. If a successful PSI test has been taken then a 5cm radius circle centred upon the psychic can be drawn (a blast template will suffice). All enemy models within the circle fall to the ground and may not move fire or attack for the rest of the turn. Friendly models are unaffected.

Hypno stun: The psychic can cause a single target to its front and in LOS with in 5cm to fall asleep immediately. This lasts for D6 turns and can allow capture of the target.

Jinx: This attack can be used on vehicles, robots and other machines. It can be used to open doors or even seal them. If the PSI roll is passed the machine takes 3D6+ability rating damage. If the intention is to seal a door or window this must be stated during the Psionics phase or the door is destroyed. This ability will not prevent a sealed door being broken down. This ability will not work against living creatures.

Extra Power: The psychic gets an addition to all AP, combat rolls, strength and toughness equal to their PSI ability rating. This lasts for the reminder of the turn and the 3AP limit is ignored. This ability is quite draining and the Psychic will be unable to use their ability and are limited to 3AP for D4 turns. i.e. a psychic of PSI level 2 gets +2AP, +2 to attack rolls, +2 to wound rolls and +2 to their toughness for this turn only.

Guided shot: The psychic channels energy into firing a weapon. The shots gain a "to hit" and "to wound" bonus equal to the Psychics PSI ability rating. The weapon also boasts a long range increase of 15cm. These effects last for one turn only.

Psychics:

All sides in the Combat Zones can use psychics. For military foundations, police and corporate squads they will be an attached specialist. If they are on the payroll the chances are they will be in uniform. However it is not unusual for squads to have a psychic in civilian clothes serving along side them.

Most gangs have psychics too, although some gangs seem to be more prone to having a psychic in the ranks. It has been noted that Cultists seem to have more psychics than most gangs, while Biker gangs rarely have a psychic (although that doesn't stop them kidnapping one!).

Gang Psychics are known by many names. Psyker, Shaman, Warlock, Witch, Wizzard, Witch Dok, Voodoo man, Ju-Ju and Spirit man are all common terms. The more backward gangs regard their Psychics abilities as magic.

While Police, Military and Corporate Pshychics have had training, Gang Psychics have not. They feel a need to do bizarre rituals and dances when using their abilities.

Not everyone gets to enjoy having a Psychic on their side. Zombies and Bloodlust/rage virus victims cannot utilise any PSI abilities they had. Werewovles also cannot utilise any psychic abilities whilst in Wolf form. The only supernatural nasty that is encountered out in the Zones that has psychic abilities is the Vampire.

Psychics are true individuals. They come clothed in all sorts of fashions from robes (the flashier ones even go in for pointy hats!) to smart suits. Loud bright garish colours are quite common.

They like to decorate their clothes with symbols, feathers, shells, and stones giving them a real outlandish appearance, even for the gangs of the Combat Zones. Face paint, masks, staffs, wands and even broomsticks are often carried by Gang Psychics.

Psychics know only too well the dangers of the Combat Zones and are as well equipped as the gangs or squads they serve. It is also handy to be toting a decent firearm for when your energies are running low. A bullet can stop a killer just as well as a psychic blow.

I have tried to make the Psychics dangerous, but with some weaknesses in the name of game balance. It offers a chance for the opponents to kill the Psychic.

Please give these rules a try. Invent your own abilities and powers and keep us informed of your additions.

Blessing: A character or squad is blessed. They receive a +1 bonus to all hit and melee rolls and gain a +1 toughness bonus for this turn only.

Healing: The psychic focuses energy to heal a casualty during the battle. This can be done either remotely or by being in base to base contact. If the PSI roll is successful roll against the first aid table on page 29 of the battlebook.

Scan: The psychic may scan an area hidden from view, such as the inside of a building or an area of cover. If the PSI test is passed the contents or details of a hidden area is revealed. If there are hidden troops they are revealed. This ability can also be used to check the internals of crates and cupboards during a raid.

Stun: The psychic can use a Telekinetic stun to stop attacks in close combat. If a successful PSI test has been taken then a 5cm radius circle centred upon the psychic can be drawn (a blast template will suffice). All enemy models within the circle fall to the ground and may not move fire or attack for the rest of the turn. Friendly models are unaffected.

Hypno stun: The psychic can cause a single target to its front and in LOS with in 5cm to fall asleep immediately. This lasts for D6 turns and can allow capture of the target.

Jinx: This attack can be used on vehicles, robots and other machines. It can be used to open doors or even seal them. If the PSI roll is passed the machine takes 3D6+ability rating damage. If the intention is to seal a door or window this must be stated during the Psionics phase or the door is destroyed. This ability will not prevent a sealed door being broken down. This ability will not work against living creatures.

Extra Power: The psychic gets an addition to all AP, combat rolls, strength and toughness equal to their PSI ability rating. This lasts for the reminder of the turn and the 3AP limit is ignored. This ability is quite draining and the Psychic will be unable to use their ability and are limited to 3AP for D4 turns. i.e. a psychic of PSI level 2 gets +2AP, +2 to attack rolls, +2 to wound rolls and +2 to their toughness for this turn only.

Guided shot: The psychic channels energy into firing a weapon. The shots gain a "to hit" and "to wound" bonus equal to the Psychics PSI ability rating. The weapon also boasts a long range increase of 15cm. These effects last for one turn only.

Psychics:

All sides in the Combat Zones can use psychics. For military foundations, police and corporate squads they will be an attached specialist. If they are on the payroll the chances are they will be in uniform. However it is not unusual for squads to have a psychic in civilian clothes serving along side them.

Most gangs have psychics too, although some gangs seem to be more prone to having a psychic in the ranks. It has been noted that Cultists seem to have more psychics than most gangs, while Biker gangs rarely have a psychic (although that doesn't stop them kidnapping one!).

Gang Psychics are known by many names. Psyker, Shaman, Warlock, Witch, Wizzard, Witch Dok, Voodoo man, Ju-Ju and Spirit man are all common terms. The more backward gangs regard their Psychics abilities as magic.

While Police, Military and Corporate Pshychics have had training, Gang Psychics have not. They feel a need to do bizarre rituals and dances when using their abilities.

Not everyone gets to enjoy having a Psychic on their side. Zombies and Bloodlust/rage virus victims cannot utilise any PSI abilities they had. Werewovles also cannot utilise any psychic abilities whilst in Wolf form. The only supernatural nasty that is encountered out in the Zones that has psychic abilities is the Vampire.

Psychics are true individuals. They come clothed in all sorts of fashions from robes (the flashier ones even go in for pointy hats!) to smart suits. Loud bright garish colours are quite common.

They like to decorate their clothes with symbols, feathers, shells, and stones giving them a real outlandish appearance, even for the gangs of the Combat Zones. Face paint, masks, staffs, wands and even broomsticks are often carried by Gang Psychics.

Psychics know only too well the dangers of the Combat Zones and are as well equipped as the gangs or squads they serve. It is also handy to be toting a decent firearm for when your energies are running low. A bullet can stop a killer just as well as a psychic blow.

I have tried to make the Psychics dangerous, but with some weaknesses in the name of game balance. It offers a chance for the opponents to kill the Psychic.

Please give these rules a try. Invent your own abilities and powers and keep us informed of your additions.


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