Available Psychic Abilities

Psionic Suit

Control

TargetTarget
Area
Targeting
Method
UnitSingle UnitFree
RangeDurationAP Cost
Can Vary1 Turn1

The psyker hunts the soul of his enemy through the warp, trapping and encircling it briefly within their own strong soul.  For a moment, they are able to touch the mind of their victim, controlling thoughts and actions, before the victim is able to break free with a shudder of cold terror.

The psyker who plays this ability briefly takes over an enemy unit’s mind: the target can be made to perform movement and door operations only, up to a certain number of APs, indicated on the card.

The controlled unit is not completely subdued and can resist commands to do something obviously suicidal, like move into a harmful effect or pitfall.  They will, however, move into the LOS of an enemy unit, even though this could expose them to a potentially fatal attack.

Miasma Field

TargetTarget
Area
Targeting
Method
All1 Square RadiusFree
RangeDurationAP Cost
Can Vary1 Turn0

The psyker projects a field of rapidly-changing random psychic energy that manifests itself visibly as ever-shifting, multi-coloured lights.  The walls and floor shimmer and dark fire runs the length of force weapons as their psychic power is leached into the warp.

The Miasma field drains the psychic abilities of anyone within it, disrupting any attack they try to make and dispersing the energy as glistening ribbons of colour that wind around them before rapidly fading.

Psykers in the affected area cannot play psychic cards at all for any purpose whatsoever, not even for psychic CAB enhancement.  The sole exception to this is the use of a force card to dispel the attack in the first place.  Once the Miasma field is in place however, it is impossible to perform psychic abilities into or out from within it.  

The shifting patterns of a Miasma field block LOS, but not movement – this is the only effect upon non-psykers.

Scan

TargetTarget
Area
Targeting
Method
BlipAll Current BlipsNA
RangeDurationAP Cost
NAInstantaneous0

Sending tendrils of psychic power out before him, the psyker is able to look into an unseen area with his mind’s eye and see what it contains.  Those affected feel a spine-tingling chill as ghostly feelers brush across their skin and probe their minds.  The air becomes slightly misty and a distant whistling noise is heard from all sides.  As the psyker withdraws his presence, a freezing wind whips through the area, leaving a thin rime of frost on the walls.

The scan immediately converts all Blips currently on the board.  The Stealer player cannot use Tactical cards to upgrade any of these blips; if there are not enough models to convert all the Blip values, then they are lost.  The Stealer player places all the Stealer units but the Marine player chooses the facing. 

Smite

TargetTarget
Area
Targeting
Method
UnitSingle UnitLOS
RangeDurationAP Cost
Can VaryInstantaneous2

The psyker unleashes a carefully-directed burst of psychic energy that only affects his enemy – by seeking out the strong emotions of hate and animosity they project towards them, the psyker can target their attack with great accuracy, although, only over a short distance.

Those who are unable to defend themselves are struck down as their brains overload with the psychic assault.  Flames of golden fire lick from their eyes and ears as the victim’s face melts and their bones crumble to a fine yellow sand.

Power Suit

Hellfire

TargetTarget
Area
Targeting
Method
Unit1 Square RadiusBlind
RangeDurationAP Cost
Can VaryInstantaneous2

The psyker unleashes a roaring blaze of psychic energy that erupts around his opponents, burning them with the fires of his enmity.  The affected area is filled with huge red and orange flames as the furnace heat boils off flesh and blood, melts armour and blackens even the hardened plasteel walls of a space hulk.

Hellfire affects all units in the targeted area.  Roll 1D6 for each affected unit:

TargetRoll to Kill
Blip3+
Genestealer and Bio-morph 3+
Hybrid2+
Marine4+
Door5+
Control Panel, Life SystemNo Effect
Debris, Rubble Blockade, LadderNo Effect
Canister6

Lightning Arc

TargetTarget
Area
Targeting
Method
Unit, Door1 Multiple Units, DoorsBlind
RangeDurationAP Cost
Can VaryInstantaneous1

A bolt of psychic energy flies from the caster’s hand to strike down their chosen target, then leaps from enemy to enemy until its destructive power is exhausted.

The lightning arc inflicts a number of hits, as stated on the card.  If a hit fails to kill, then that target maybe attacked again with another available hit, or the bolt moves on to its next target.  In the case of doors, the door must be destroyed before the bolt can move beyond it.

Count the number of squares (not including the casting psyker square) to the first target.  This number is ducted from the available range.  If and when that target is destroyed, count the number of squares to the next target.  This is also deducted from the available range and the next target is attacked.  

Carry on like this until either the number of available hits or available range runs out, the effect dissipates back to the warp.

For each target roll 1D6:

TargetRoll to Kill
Blip4+
Genestealer and Bio-morph 4+
Hybrid3+
Marine5+
Door5+
Control Panel, Life SystemNo Effect
Canister, Debris, Rubble Blockade, LadderNo Effect

Vortex

TargetTarget
Area
Targeting
Method
AllSingle SquareFree
RangeDurationAP Cost
Can Vary1 Turn3

The psyker creates a whirlwind of pure energy that destroys everything it encounters.  Once created, the Vortex runs out of control and moves around the space hulk causing horrible damage.  A Vortex is totally devastating, a wild tornado of destruction that removes everything in its path and leaves nothing but empty corridors in its wake.

Place the Vortex counter on the target square, with the numbers facing any direction of your choosing, as long as they align with the 8 squares around them.

Vortex Counter

Anything that the Vortex lands on is destroyed; units, doors, rubble blockades, debris, canisters, control panels and life systems.  Even other effects are eliminated; fire, toxin, plasma, miasma fields and stasis fields. 

Anything in an adjacent square to a Vortex is also in danger and is destroyed on a 5+ on 1D6.  This is same for anything moving into a space that is adjacent to a Vortex.  For each action (including turning) that ends in a square adjacent to a Vortex will need to roll 1D6 and is destroyed on a 5+.

The Vortex can move multiple times, as stated on the card. For each movement, roll 1D8. Move the counter, 1 square at a time and in the direction of the number rolled, and calculate items or units affected as required.

Kinesis Suit

Jinx

TargetTarget
Area
Targeting
Method
Unit
(Marines Only)
Single UnitBlind
RangeDurationAP Cost
Can Vary1 Turn0

The psyker throws a Jinx onto mechanical devices, causing them to temporarily malfunction.  By entangling small mechanisms within the webs of warpspace, the psyker can twist their movements so that firing pins fall on empty space.

A Jinx causes all long-range weapons to fail for a single unit for 1 turn.  Place a Jinx counter next to the targeted unit.  That unit cannot fire with their long-ranged weapons for that turn.  They can still perform actions as normal and they can still use close assault weapons.

Blast

TargetTarget
Area
Targeting
Method
FeatureSingle UnitBlind
RangeDurationAP Cost
Can VaryInstantaneous1

Both the object being blasted and the target enemy unit have to be within range and targeting method from the psyker casting the ability.  Also, there must be a straight, unobstructed line between the feature and the target unit. When calculating targets on diagonals, use a ruler between the feature and the target unit, all squares that the ruler passes over must be clear.  The only exceptions are other debris, canisters, C.A.T units, ladders, controls panels, life systems, fire, toxin, plasma and hard-vacuum.

Roll 1D6:

TargetRoll to Kill
Blip4+
Genestealer and Bio-morph 4+
Hybrid3+
Marine5+

A miss will mean the target is knocked prone, place the model face down and follow rules for being prone.  In the case of a blip, convert it (the Stealer player may play a card to upgrade the blip), and then place each converted unit facing down.  Any units that cannot be placed are lost as usual.

The feature that was blasted remains on the same square as the unit attacked, unless the square already contains debris or a canister; in which case, the psyker who casted the ability places the feature to an available adjacent square.  If none exist then the feature is lost and removed from the board.

Switch

TargetTarget
Area
Targeting
Method
DoorSingle DoorBlind
RangeDurationAP Cost
Can VaryInstantaneous0

By telekinetically operating the control mechanisms, the psyker can open or close a nearby door, possible blocking or opening a vital line of sight to the enemy.  As they reach out with their mind, crackling green sparks leap from the control panel, arcing across to surround the door with an eerie light as it moves under psychic control.

Doors on a space hulk are designed so that they cannot possible injure anyone.  They simple will not close if anyone – or anything – is in the way (standing on the door square).

Temporal Suit

Teleport

TargetTarget
Area
Targeting
Method
SelfSingle SquareBlind
RangeDurationAP Cost
Can VaryInstantaneous1

The psyker manipulates the link between warpspace and realspace to open a short-lived portal into the warp.  He steps into the portal and disappears from realspace, instantly reappearing a few yards away as the portal slams behind them, shutting out distant cries echoing from the warp.

The psyker can teleport to any other square on the board that’s within range and targeting method restrictions.  The target square must be empty, except for debris, canisters, ladders, toxin, C.A.T units, controls panels, life systems and hard-vacuum.

Burst of Speed

TargetTarget
Area
Targeting
Method
SelfNANA
RangeDurationAP Cost
NA1 Turn0

The psyker creates an accelerated time field around themselves, making it seem to them that everyone else is hardly moving at all.  As they stride forward, ripples of blue fire run up and down their limbs, leaving pools of luminescence wherever they step.  This effect also gives the psyker an advantage in close assault as well as being fired upon with ranged weapons.

This effect must be played during the psykers own turn and before they are activated. The psyker with this effect has double their usual AP allowance, and in addition, gains a +3 CAB.  All, ranged assaults against them suffer a -2 RAB.  CPs are not affected by this ability and are spent as usual.

Place a Burst of Speed counter next to the affected unit.

Stasis

TargetTarget
Area
Targeting
Method
AllSingle SquareFree
RangeDurationAP Cost
Can VaryCan Vary0

Stasis itself never does any actual harm, but units inside can’t perform any actions or cast psychic abilities.  They are also immune to all attacks, effects and psychic powers.  Stasis blocks LOS and movement.  Sometimes it is just as useful to cast Stasis on friendly targets, not only enemies.  

Warp Time

TargetTarget
Area
Targeting
Method
UnitSingle UnitBlind
RangeDurationAP Cost
Can Vary1 Turn1

The psyker draws on the strange fluxes within the warp to slow down time for a chosen target.  By diverting the currents of warptime into realspace, they twist time back and forth on itself.  To onlookers, those affected appear to be moving in slow motion.

This effect must be played before the target unit is activated. The unit under this effect has half (rounded down) their usual AP allowance, and in addition, have a -3 CAB.  All, ranged assaults against them gain a +2 RAB.  CPs are not affected by this ability and are spent as usual.

Units in Warp Time, also cannot go into overwatch, their reactions are just not fast enough.

Place a Warp Time counter next to the affected unit.

Credits

  • Original Game Design: Richard Halliwell.
  • This Advanced Edition Revision: Ken Allen
  • Original Expansions and Revisions Design: Jervis Johnson, Matt Forbeck and Andy Chambers.
  • Additional Material: Paul Murphy, Alex Goh, Dean H. Bass and Martin Kay.
  • Illustrators: Dave Andrews, John Blanche, Wayne England, David Gallagher, Jes Goodwin, Pete Knifton, Ian Miller, Steve Tappin, Kevin Walker, Paul Bonner, Fangorn, Mark Gibbons, Paul Green, Gary Harrod, Tony Hough, Richard Wright, Tony Ackland, Nick Coleman and Ken Allen.
  • Tactical Cards and Additional Counter Designs: Ken Allen
  • Copyright: All original game design, artwork, concepts and story are owned by Games Workshop: UK – Games Workshop, Willow Road, Lenton, Nottingham, NG7 2WS – US – Games Workshop, 6711 Baymeadow Drive, Suite A, Glen Burnie, Maryland 21060-6401 – Australia – Games Workshop, 23 Liverpool Street, Ingleburn, NSW 2565 – Canada – Games Workshop, 2679 Bristol Circle, Unit 3, Oakville, Ontario, L6H 6Z8

The owner of this web site advises visitors to buy original products, where available, from Games Workshop. The contents of this site are intended as additional fan-made material for existing owners of the original editions of Space Hulk by Games Workshop only.

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