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Yes, just not as starting equipment.
Sgt. You are missing some talents from your regiment still.
Those that are Support specialties only get 300 XP
Engiseer, Psyker, Priest (if any)
I would suggest to specialize in 1 discipline and just dip into a second one.
Telekinesis.
Minor Manifestation of Telekinesis (You have this one + your school(s) one)
Twitch
The psyker causes a momentary inattention in another by causing them to glance to one side, scratch an itch, or similar distraction.
Basics
Telekinetic Control
Value: 50 xp
Prerequisite: Willpower 35
Action: Half Action
Focus Power: Routine (+20) Willpower test
Range: 10 meters x psy rating
Sustained: Half Action
Subtype: Concentration, Miscellaneous
Description: The telekine calls on his powers to reach out farther
than his flesh can extend, distorting reality to grasp objects with
eldritch hands. With invisible fingers perhaps only betrayed with
frosted rime or whispered breezes, few can notice his subtle
manipulations.
Effect: The psyker chooses an object in range and line of sight
with a weight no greater than 2 kg x Psy Rating. At the beginning of
each of his turns, he can move the object in any direction up to a
number of meters equal to twice his psy rating. If the object ever
leaves the range of the power, the power ends.
Mind Over Matter
Value: 100xp
Prerequisites: Willpower 35
Action: Half Action
Focus Power: Willpower Test; Special - See Below
Range: 5 meters x Psy Rating
Sustained: Half Action
Subtype: Attack (if used to throw target), Concentration
Description: The basic talent of telekinesis is a versatile and
immensely useful tool in any psyker’s arsenal, a valuable means of
exerting his will upon his immediate surroundings. Human psykers,
whether sanctioned by the Imperium or lurking in the shadows
beneath so-called civilization, speak of reaching out with hands of
spectral presence, or imbuing objects with motion or inertia that
should otherwise not exist.
Effect: A psyker with this power may use it in one of three ways:
constant motion, rapid push or forceful throw. When using constant
motion, the Focus Power Test is Routine (+20), and the psyker
may move any object within range and line of sight that weighs no
more than 10kg x Psy Rating. Objects moved in this way can only
be moved too slowly to be used to attack, and when released the
object drifts slowly to the ground.
When using a rapid push, the Focus Power Test is Ordinary
(+10), and Opposed by a Strength Test from a single target
within range and line of sight. If the target fails the test, he is thrown
backwards Psy Rating meters, plus an additional meter for every
Degree of Success on the Focus Power Test. When using a
forceful throw, the Focus Power Test is Challenging (+0), and
allows the psyker to lift an object weighing no more than 5kg x Psy
Rating and thrown at an enemy within range, hitting them to deal
1d10 Impact Damage +1 for every 5kg of the object’s weight.
Fragment Image
Value: 50 xp
Prerequisite: Willpower 35
Action: Free Action
Focus Power: Ordinary (+10) Willpower test
Range: Self
Sustained: Half Action
Subtype: Concentration, Reaction
Description: By altering the air around the psyker, they are able to
distort the view any enemy may have of them, causing them to be
much harder to hit with ranged weapons.
Effect: This power is a Psychic Blessing, granting the psyker the
ability to distort his vision and impede upon an attacker's ranged
attacks. This power reduces the Ballistic Skill target for the attacker
attempting to harm the psyker by 5 x Psy Rating.
Telekinesis is divided in -Schools- which in turn have their own specialties.
School: Telekinesis Control Techniques
This sub-discipline focuses on controlling and manipulating the
psyker's surroundings with more profound and refined displays of
their abilities. Telekines learning these techniques embrace vastly
differing ways of utilizing their wills, to forge weapons of invisible
energy or to defy the very laws of gravity itself.
Minor Manifestation:
Float
The telekine focuses his concentration and slowly begins to lift of the ground. The psyker can only move up and down while under the effects of this minor power, and he cannot rise higher than 5 meters.
Specialties:
Psychokinetic Domination Techniques
Most psykers are able to master the ability to manipulate and
move objects with their mind to some degree. Somewhat rarer,
however, are the true psychokinetics, psykers able to lift cargo weight
haulers with a thought and hurl them at their enemies with a
gesture. This branch of Telekinesis Control Techniques focuses on
affecting living beings as if they were inanimate objects, turning
vaunted and fearsome foes into little more than playthings to the
psyker's desires.
Psychokinetic Precision Techniques
This sub-branch of Telekinesis Control Techniques focuses on
using their abilities in refined ways to inflict harm upon the psyker's
enemies.
Psychokinetic Warp Techniques
This sub-branch of Telekinesis Control Techniques focuses on
using their abilities of Telekinesis to manipulate and harness the
powers of the warp itself to warp reality.
Telekinetic Augmentation Techniques
This sub-branch of Telekinesis Control Techniques focuses on
enhancing the psykers combat abilities by augmenting his own
reactions and strength, turning his own body into a superhuman
weapon. Shaping the force of the psyker's mind into a weapon,
these techniques are powerful manifestations of the psyker's
discipline and control.
School: Telekinesis Force Techniques
This sub-discipline focuses on harnessing the powers of the
mind in its purest forms. Psykers learning these techniques are
some of the most combat proficient Telekines. By using the force of
their own will to assault their enemies, or protect their allies from
incoming danger, these Telekines are highly valued by both the
Scholastica Psykana and the Astra Militarum for their versatility.
Minor Manifestation
Spectral Hands
By creating an invisible force, the psyker can manipulate any object within 30 meters. The psyker can knock over objects, push buttons, pull levers or do any number of other small tasks requiring such force. The psyker cannot perform any action that requires precision, such as typing on a dataslate, pulling the pin from another creature's grenade, pull a trigger, and so on. This power has no effect on living targets.
Specialties:
Psychokinetic Defense Techniques
While most Telekines are known for their ability to manipulate
their environments with the power of their own thoughts, a select
few learn how to focus their minds to form impregnable mental
wards.
Psychokinetic Assault Techniques
One of the most direct use of Telekinesis is to manifest bolts
of pure mental energy. Telekines often demonstrate these raw
abilities in weaker forms before their formal training.
Psychokinetic Conjuration Techniques
Particularly skilled Telekines can conjure psycho-kinetic
material from the warp itself, shaping it to the whims of his will.
These techniques depend on the raw warp stuff and the
imagination of the psyker.
Psychokinetic Conjuration Techniques
Particularly skilled Telekines can conjure psycho-kinetic
material from the warp itself, shaping it to the whims of his will.
These techniques depend on the raw warp stuff and the
imagination of the psyker.
School: Telekinesis Technopath Techniques
This sub-discipline focuses on certain Telekines natural ability
to manipulate and tamper with mechanical, electrical and electronic
systems. Most often associated with the machina-mentors of the
Adeptus Mechanicus, these Telekines are both feared and valued
for their abilities to influence the holy machine spirits to perform the
psyker's bidding.
Minor Manifestation
Sense Mechanism
By extending his vision into the Warp and perceiving the shadows of the physical universe, the Telekine can sense machinery and constructs within the area. This does not grant him knowledge of their function, but simply their form and location. The presence of living beings blocks the line of sight beyond them, as they possess a far brighter presence in the Warp than physical objects.
Specialties:
Technopathic Resonance Techniques
Telekines who learn how to integrate, support, and honor the
machine spirits with their techniques are highly valued by the
Adeptus Mechanicus. Their affinity and respect is shown through
their non-disruptive uses of their power.
Technopathic Disruption Techniques
Reviled universally by the Adeptus Mechanicus are the
Telekines who can disrupt and damage the holy machines with
instinctive malice. While such techniques are taught by the
Scholastica Psykana to promote greater flexibility for their Militant-
Savants, the practices are nonetheless looked down upon by their
more technological peers.
Each Specialty can have about 3 to 5 powers ranging from 100XP to 800XP
Using Telekine powers has it's own separate table of Perils of the Warp, but that is something you don't need to know =3
Once you pick what you are interested I will give you the powers that come with the specialty within your school.

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Athenee Moran only
I knew I was going to get someone with Addicted =3
You are a good looking and probably the better looking one within the regiment much to SGT. Flavia detriment, your grace and natural catwalk help out plenty for your cause.
SGT. Flavia is the oldest Platoon SGT and she makes sure to always keeps you busy with latrine clean up or any other thing she can think of when your NCO is not around to save you.
You have access to the Maintenance Hangar Bay as an operator. You perform your own checks as operator in addition to those of the 4th platoon which is the maintenance platoon. You have sympathy for them as they are the mechanics that keep the Sentinels running but they never ride to battle. They are also the "broken and useless" squad as most injured or unstable members of the regiment end up with. SGT. Jarsus is all over you, harassing you to no end, the problem is he is also your fix supplier.
CPL. Bibblo notices but he is not sure what to do, and strangely enough he is probably the only one on the Company that has not attempted a pick up line on you, but you can see he treats you like one more of the "broken" with pity and indifference, but at the same time you can see in his eyes he sees you differently as if you remind him of something, someone or maybe just general feeling sorry for you.

Alex Kaminsky |

Huh. I didn't know about that. I was just reading on the things that are in the Core Rulebook. I think I can take the three powers described instead of Dominate, but Dominate is just so good...
I think I'll take the Force Techniques.
Just a question, where are those things, and in which book? I'd like to give them a light read on my own as well.

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Take Dominate then.
The list of powers I have is a compilation of most if not all powers of the w40k printed from Rogue Trades, Dark Heresy and Only War.
That's why there is so many different "schools" within a single power.
I like to fleshout factions, just like the inquisition has puritans and radicals and within each faction you have sub-factions that are specialist on some subject or certain form of combat.
Astropaths have houses, and their mutations and specialist on certain psychic powers.
Psykers should have something similar in not only having a discipline but "schools" and their subcategories, Perils of the Warp tied to a discipline. While the generic Perils of the Warp in the book is more tied to Universal Psychic Powers.

Browman |

Take Dominate then.
The list of powers I have is a compilation of most if not all powers of the w40k printed from Rogue Trades, Dark Heresy and Only War.
That's why there is so many different "schools" within a single power.
I like to fleshout factions, just like the inquisition has puritans and radicals and within each faction you have sub-factions that are specialist on some subject or certain form of combat.
Astropaths have houses, and their mutations and specialist on certain psychic powers.
Psykers should have something similar in not only having a discipline but "schools" and their subcategories, Perils of the Warp tied to a discipline. While the generic Perils of the Warp in the book is more tied to Universal Psychic Powers.
Don't you mean Navigator Houses? As far as I am aware astropaths are merely soul-bound psykers that specialize in interstellar pictionary.

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Rapid Reactions is another talent.
Choose between Ambush or Skilled Rider.
Yes you will have your special thing Alex, just like everyone once, they have their character complete.
You are sticking with those powers?
Camael only
Camael for some reason your Company acolytes have taken interest in you, as they think you are depressed and are constantly trying to raise your morale. On the other hand Lt. Pheros calls you anything from special snowflake to special cookie of the squad, to your benefit he hates everyone that asks things of the ordinary as it becomes more paperwork, so other men/woman of the regiment that carry any weapon other than las or hunting lances get it from him. Yet there is someone that somehow makes you feel uneasy, like he plots to kill you or at least your entire squad as he always send you to do the most crazy of things or the most dangerous ones instead of other squads that are meant to do so, you just don't know if its just you or not, but SGT. Vasto keeps suggesting your name or your squad.
Much to your regret 1st Platoon is the favorite of the Commander, so there isn't much for you to do about it in the current state of affairs, except for the attentions of SGT. Yotta in operations that does think highly of you, but won't even spare a glance at you if the acolytes are near you.

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Alex only
Your superior Iginon is very demanding of you as he expects many things of you, but it's nothing surprising as the Company 1SG Chris despises both of you to no end and makes sure the Commander is always busy if you come looking for him and generally seems to be a looming shadow in your backs.
The Sanction Warden Mephram is 24/7 looming in your back waiting for you to do a mistake and shoot you in the back of the head like the coward he is, using tho his right to do so, since he is the one in charge of both you and Iginon the Primaris Psyker. His skulking around is not the only nagging him, he will purposely try to distract you if you attempt any psychic related thing and just walking into the Psykana office and disturb your operations, while he has attempted to mess with the Astropath, she is out of his reach which makes him angry to no end, she knows it and taunts him so. The problem is you pay for it, as he is somewhat afraid of Iginin or as he is known Ignatus the Pyromancer.
Your only comfort comes from the scribes that are psykers in training, that are also orderlies to help with information and the general running of the office, tho Lillia (Astropath) has saved your skin more than once, by inviting you to her office for discussion which is out of the priest and his acolytes way.

Athenee Moran |

Comrade, Private Gillian:
Comrade, gender, 1 is male: 1d2 ⇒ 2 Female
Name: 1d100 ⇒ 28 Gillian
Demeanor: 1d100 ⇒ 47 Mentor
I am pretty much imagining a slacking Guardswoman to be put in charge of the psyker as a punishment for them both. Either that or a nagging mother figure, being a professional psyker comrade, Alex being somewhere around her 12th one.
"Alex Kaminsky, what did I tell you about pushing!"
Gillian sounds fun. I'm still putting Zora's voice together in my head, Backwater has lots of possibilities...

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Radavel
Yes, you can have a saber of common quality as a parting gift. What do you have in mind.
Put your Wounds at 10, nobody will start with less than 10.
You are missing a lot of Talents from Regiment: Catfall.
Pick one of the following: Heightened Senses (Hearing), Paranoia or Unremarkable.
Pick one: Ambush or Skilled Rider
Spend XP in Dodge, this is a CRUCIAL skill for Imperial Guard
Other than that, you are a weapon specialist correct?
Or are you taking another specialty?

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For the Sarge
You just got promoted and attached to this squad as part of your promotion and your deployment to the Kerberus Sub-sector.
Other Squad SGT's are very competitive, specially SGT. Flavia which seems to have more in mind, and she is quite attractive, but not as much as one of your privates in your squad.
While SGT. Vasto has given you ample support and allows you to undertake missions normally assigned to his squad, while 1LT Khyber leader of the personal guard of the commander wishes nothing short of you landing on your spear and impaling yourself.
1LT. Lephret of the Administratum has been nothing but helpful in things regarding your men and yourself, helping you with any paperwork you might have that is related to his office with no problems.