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. 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. |
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.
|
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.
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.
|
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.
|
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.
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.
Combat Psykers Only |
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. |