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.
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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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