Minor Psychic Power TELEKINETIC
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2. Thunderclap
Phase: Own shooting
Range: 12"
Effect: If successful, one enemy unit must take an immediate Pinning test. Cannot be used in Close Combat
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3. Force Bubble
Phase: Enemy shooting
Range: Self
Effect: If successful, the user's Armor Save is increased to a 2+ for that phase
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4. Protect
Phase: Enemy shooting
Range: 12"
Effect: If successful, one non-vehicle squad within range gains a 6+ Invulnerable Save for that phase. Does not apply to models that already have an Invulnerable Save.
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5. Holocaust
Phase: Own assault
Range: Self
Effect: If successful, place a small blast market over the user. Any models including itself under or touching the marker suffer a Strength 4 hit. The user cannot attack in close combat. If failed, the user suffers one automatic wound and cannot attack.
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6. Flamewall
Phase: Own movement
Range: 12"
Effect: If successful, place a 1" wide, 4" (or shorter), 3" tall piece of scenery within range. Cannot be placed on enemy models or between units in assault. Any line of fire drawn through counts as the targets being in cover. Any models passing through suffer an S4 hit. The wall lasts until the end of the opponent's next turn or the User casts another Psychic Power before then. If the Psychic test is failed, the wall is placed on the user who suffers one automatic wound.
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MOVEMENT
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1. Supernaturally Quick
Phase: Any
Range: Self
Effect: If successful, user gains +1 Initiative (maximum of 10) for that phase
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2. Tangle
Phase: Enemy movement
Range: 12"
Effect: If successful, one enemy squad on-foot moving in the open counts as moving in difficult terrain for that phase.
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3. Fleetfoot
Phase: Own shooting
Range: 12"
Effect: If successful, one on-foot friendly squad or character may move up to D6" ignoring Difficult Terrain if it does not shoot. Units with Fleet of Foot ability or equivalent may re-roll the dice.
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4. Leap
Phase: Own movement
Range: Self
Effect: If successful, the user may move up to 12". If failed, the user cannot move in that phase.
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5. Read Minds
Phase: Not applicable
Range: Battlefield
Effect: If the user passes a Psychic Test during deployment, one unit may be deployed after all others, including infiltrators, have been placed
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6. Relentless
Phase: Own shooting
Range: 6"
Effect: If successful, one squad within range counts as stationary for using Rapid Fire and Pistol weapons. If failed, the user cannot shoot in that phase
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ENHANCEMENTS
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2. Iron Fist
Phase: Either Assault
Range: Self
Effect: If successful, user gains +1 Strength (Maximum of 10) after all other bonuses and doubling for Power Fists and such
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3. Warp Shifting
Phase: Either Assault
Range: Self
Effect: If successful, enemy close combat attacks hit the user only on 4+ regardless of Weapon Skills or special rules
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4. Shield
Phase: Either Assault
Range: Self
Effect: User's Armor Save is improved by +1 to a maximum of 2+ for that phase
5. Blessing of the Machine God
Phase: Own shooting
Range: Self
Effect: If successful, user's ranged weapon counts as Master Crafted for that phase and may re-roll to shit. If failed, the weapon cannot fire
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6. Iron Arm
Phase: Either Assault
Range: Self
Effect: If successful, user is considered to be armed with a Power Fist and CCW for that phase. If failed, the user fights with their equipped weapons with -1 Attack (minimum of 1)
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WILL
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2. Sense Minds
Phase: Any
Range: Self
Effect: User counts as carrying a Scanner. NO PSYCHIC TEST REQUIRED
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3. Inspire
Phase: Any
Range: Self
Effect: If successful, user gains +1 LD (maximum 10) for that phase
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4. Cause Fear
Phase: Own Assault
Range: 12"
Effect: If successful, one enemy squad suffers -1 LD (to a minimum of 1) for that phase
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5. Battle Fury
Phase: Any Assault
Range: 6"
Effect: If successful, one friendly non-vehicle Squad gains +1 WS for that phase. If failed, the squad suffers -1 WS instead.
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6. Glory
Phase: Own Shooting
Range: 6"
Effect: If successful, one unit becomes Fearless, ignoring all Morale and Pinning tests until the start of it's next turn. If failed, the unit starts falling back as if failing a Morale check.
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TEMPORAL
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2. Slow Time
Phase: Own Assault
Range: Base contact
Effect: If successful, cast at the beginning of Assault phase after all moves have been made. All models in base-to-base contact with user have an Initiative of 1 (before modifiers are counted) for the remainder of the phase.
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3. Healing
Phase: Enemy Shooting
Range: 2"
Effect: MAY ONLY BE USED ON MODELS REDUCED TO 0 WOUNDS. If successful, place affected model on it's side and roll a D6 on controlling player's next turn. If scored over model's toughness, the model is revived with one Wound. Otherwise, the model is killed.
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4. Stasis Shell
Phase: Own movement
Range: 6"
Effect: If successful, one friendly unit cannot move or attack but in turn cannot be attacked by the enemy. Units in Stasis Shell do not count towards victory conditions. NOTE: Cannot be used on units engaged in Assault
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5. Warp Time
Phase: Own movement
Range: Self
Effect: If successful, user adds +2D6 to their movement. If failed, the user cannot move at all. Cannot shoot or use Psychic Powers in Shooting phase regardless of result.
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6. Temporal Distort
Phase: None
Range: Battlefield
Effect: Used before determining who goes first. If successful, the user's force may re-roll to determine who gets the first move. If failed, the user's force goes second. NOTE: Only used in missions where dice rolls determine who goes first.