Minor Psychic Power

(Entry)
Type: upgrade
EntryId: 704f-4d79-e22c-02ed
Hidden: false

Constraints:

min: 1
max: 1
Rules (2)
Commander of Legend
Ahazra counts as Chapter Master for the Proud and the Arrogant Badab War special rule.
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.