Adeptus Arbites Psychic Powers



Eyes of the Law ............... Range 12"
The Psyker is used to using their powers to hunt down wanted offenders. They are capable of detecting the presence of any sentient mind within a certain radius. Any hidden enemy models within 12" are automatically detected.

Force 1
Detectives Only

Light of Justice .............. Range 12"
The Psyker is surrounded by a light that shines out to his fellows, encouraging them and holding them together as a solid unit. Any friendly models within 12" may add +1 to their Leadership when taking a Break or Panic test. This power stays in play until the next Psychic phase. While the power is in play, the Psyker may not hide.

Force 1

Subjugation ................... Range 24"
The Psyker may attempt to subdue a model that is within 24" from him. The model must roll under their Toughness on a D6 or be knocked unconcious. Unconcious models roll a D6 during the rally phase, and on a 1 or 2 wake up. On a 3 or 4 they will remain unconcious. On a 5 or 6 they are removed from the battle as a casualty, though the model is not actually killed. The model is assumed to be captured and normal victory points are earned as if they were killed. Unconcious models may do nothing until they wake up. The power itself does not stay in play may be cast again in subsequent turns.

Force 2

Break Will .................... Range 16"
This power may be cast on any unit within 16" of the Psyker. The target unit must immediately take a Break Test with a -X modifier. If they fail they are broken as described in the normal rules. By using 3 force cards, the psyker can even force units that would normally automatically pass any Break tests to take a test with a -1 modifier. If they fail they are broken just like any other unit, and must pass a standard rally test, even if they would otherwise automatically pass a Leadership based test.

Force X (1,2 or 3)
Interrogators Only

Mind Probe .................... Range 36"
The psyker scans the immediate area for any thoughts of aggression or intent to attack. The Psyker gains a 4+ unmodified save against any attacks that originate within 36" to account for his knowledge of the enemy's intentions. This power stays in play until it is nullified, the Psyker is killed or he voluntarily ends it.

Force 2

Light of the Law .............. Range 0"
The Psyker glows dimly with the terrible light of Imperial Law. The Psyker is a frightful sight to behold by his enemies as the light pierces their minds and induces feelings of dread within them. The Psyker now causes Fear as described in the Warhammer 40,000 rulebook. This power remains in play until the Psyker voluntarily ends it, it is nullified, or the Psyker is killed. As long as this power is in play, the Psyker may not hide.

Force 2

Wind of Judgement ............. Range 24"
The Psyker calls upon the powerful Wind of Judgement to assail his enemy. Place a 3" blast marker anywhere within 24" of the Psyker. Any enemy model touched by the template suffers D3 S5 hits with a -2 save modifier. All models touched by the template are moved D6" in a random direction. Models may be moved into or out of close combat in this way without penalty or charging bonus.

Force 3
Combat Psykers Only

Adjucating Flame ............ Range 2D10"
The Psyker summons a powerful cleansing flame from the warp, which he sends forth from his outstretched hand to consume his enemy. Place a 2" blast template in base contact with the Psyker and move it 2D10" straight away from the Psyker in whatever direction you choose. Any enemy model touched by the template is treated as if it was hit by a heavy flamer D3 times. The template remains on the table and may continue to move and do damage as is desribed below. The power remains in play until it is nullified, leaves the table, or disappears on it's own. It remains even if the casting Psyker is killed. Any enemy model which touches the template while moving will suffer D3 hits as normal.

Force 3
Combat Psykers Only

Adjucating Flame Chart

At the beggining of each Psychic phase, the Adjcating Flame template acts as follows:

Roll a D6

1-2 The template disappears with no further effect.
3 The template remains stationary.
4-5 The template is moved D6" in a random direction.
6 The template expands D6", hitting any units touched by the new template, they disappears with no further effect.



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