Mystic Abilities
An Avenger may choose 1 Mystic Ability for each of their skill levels. These skills are based on their awareness and manipulation of the life force that surrounds all objects, living and inanimate. They use this ability to sense, alter and control their surroundings, giving them an edge in combat.
Sense
Enhanced Deflect: Laser Sword- The deflect save for the Laser Sword is increased to 4+.
Enhanced Deflect: Blast Shield- The deflect save for the Blast Shield is increased to 4+.
Prescience- May reroll any one failed roll per turn. This includes to hit, to wound, armour penetration, break tests, saves, etc.
Dodge- Once per turn, may choose to dodge rather than deflect (laser sword or blast shield). This dodge is a 3+ unmodified save. If it is successful, the model is unharmed by the damage. If the weapon had a blast radius, move the model to the edge of the template.
Detect Life- Any hidden units within 12" of the Avenger are "detected" on a 6+. You may add the model's Skill Level to this roll.
Alter
Supress Psyker- Once per Psychic phase, may attempt to nullify any Psychic power that is cast or affects a model within 12". The nullify is successful on a 6+. You may add the model's Skill Level to the roll.
Mind Shield- The Avenger has a 6+ unmodified save against any Psychic power that directly affects him. You may add the model's Skill Level to the roll.
Mind Trick- The Avenger is able to cast an illusion over his form that makes him hard to see. Any model firing at him must pass a Leadership test with a -X modifier or suffer a -2 to hit penalty. X = the model's skill level.
Combat Meditation- May reroll up to X attack dice per close combat phase, where X = the model's skill level. This is done after parries. The re-roll must be used, even if it is worse than the original roll. In addition, enemy models do not receive a bonus for multiple combatants, as the Avenger is able to use their numbers against them with his heightened senses.
Control
Guide Weapon- The Avenger has the ability to guide the shot of his weapon with his powers. Once per turn, he may re-roll a missed shot with his pistol. The shot will now hit on a 6+. You may add the model's Skill Level to the roll. Instead of guiding his own shot, the Avenger may attempt to guide a missed shot of any friendly unit within 12". This works as above, but there is a -1 modifier to the roll. (You may still add the model's skill level.)
Leap- In addition to his normal move, the Avenger is able to leap D3+X inches, where X = the model's skill level. This leap can be used after he moves to extend his distance, or to jump over obstacles D3+X inches high, or accross a gap. In the case of jumping across the gap, you must declare the jump before you roll. If the model does not make it over the gap, he falls to the next level down, taking a hit equal in strength to the length (in inches) of the fall. The damage and save modifier are as follows:
Strength | Damage | Save Modifier |
1-2 | 0 | - |
3 | 1 | - |
4-5 | D3 | -1 |
6 | D3 | -2 |
7-8 | D6 | -3 |
9-10 | D6 | -4 |
11 | D8 | -5 |
12+ | * | -6 |
* Model is automatically killed if they fail their armor save, regardless of wounds remaining.
(Modified from Necromunda rules)
Mind Control- At the end of each turn, the Avenger may attempt to control the mind of any one opponent in close combat. The enemy model must make a Leadership test with a -X modifier, where X = the Avenger's skill Level. If he fails, then he is affected as dictated by the table below. The table is based on the difference between the required roll and the actual roll. (ie, if the enemy had a Ld of 9, and the Avenger had a skill level of 3, the required roll would be 6 or less (9 - 3 = 6). If the enemy rolled a 10, the difference would be 4).
1-4 The model walks D6" away in a random direction, but is not otherwise harmed.
5+ The model will fight the next close combat phase as if it were on the same side as the Avenger. If this power is used on this model again next turn, an extra -1 modifier is applied to the Leadership test. (If this model is the only model in close combat with the Avenger, he simply stands still, not rolling any Attack dice. Nor may he use any Dodge skills or other such abilities that require him to be coherent and thinking to use.)
Lightning Bolt- The Avenger begins the game with X+2 (where X = skill Level) charges for his Lightining bolt. Any turn that the Avenger does not use Lightning Bolt, he may add 1 charge to it. During your shooting phase, the Avenger may target his Lightning Bolt instead of firing his pistol. You may expend up to 6 saved up charges to add to it's power, but you must use at least 1 to fire. The Bolt has a profile as listed below.
Charges Used | Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Modifier | Special |
1 | 0-10 | 10-20 | +1 | - | 4 | 1 | -1 | - |
2 | 0-14 | 14-28 | +1 | - | 5 | 1 | -2 | - |
3 | 0-18 | 18-36 | - | - | 6 | D3 | -3 | - |
4 | 0-24 | 24-40 | - | - | 7 | D4 | -4 | 1" blast |
5 | 0-30 | 30-60 | - | - | 8 | D6 | -5 | 1 1/2" blast |
6 | 0-36 | 36-72 | - | - | 9 | D8 | -6 | 2" blast |
Go Back