Force: 1-3 Range: 18" Embodiment of his Form.
A monsterous glowing form appears into close combat with
an enemy of the psyker. The form is an embodiment of Cegorach,
the Great Harlequin.
The form is armed in the manner of the psyker. Fight out a round
of HtH between the psyker and the target. The form counts as
charging and is not effected by the multiple combats rule.
Each force used allows one HtH combat. If the form loses any
of the the HtH combats, then this power is nullified immediately.
Wounds to the form do not damage the psyker.
Force: 1-3 Range: Special Cloak of his Making.
As the psyker breathes out small flecks of colour can be seen
spreading out around the target. As the flecks spread out they split
and speed up. The flecks of colour effectively create a cloak of
moving, dispersing, pulsating colour around the target.
ALL SHOOTING AT OR BY THE CLOAKED TARGET IS AT -2 TO HIT.
One force card creates a cloak around
one character or one vehicle within 8" of the psyker.
Two force cards creates cloaks around
any harlequin forces within 8" of the psyker.
Three force cards creates cloaks around
any harlequin forces within 16" of the psyker.
The Cloak remains in play until the start of the next psychic phase.
Force: 2 Range: 24" Cursed by his Anger.
The psyker mentally assaults a daemon in an attempt to
banish it back whence it came.
The Curse can target any daemon within range.
The psyker rolls 2D6 and adds his mastery level.
The daemon rolls 1D6 and adds his current number of wounds.
If the psykers score is higher then the daemon is banished.
If the scores are drawn then the daemon loses half
(round down) of it's current wounds.
If the psykers score is lower then the Curse fails.
If the daemons score doubles the psyker's score the the
psyker suffers D3 wounds from psychic feedback.
Force: 1 Range: N/A Dance of his Harlequin.
The psyker calls on the Laughing God to aid his
followers in Combat each Harlequin takes on a small part of
the Great Harlequins Eternal Dance.
All Harlequins gain a +1 bonus to weapon skill, and they may
attempt to re-roll fumble results on thier attack dice. If the
re-roll is also a fumble add +2 to the enemies combat score.
(Dreadnoughts DO NOT gain the benefits of either of these bonuses)
Dance remains in play untill the start of the next psychic phase.
Force: 1 Range: 24" Deceived by his Trickery.
By this power, the psyker can sow confusion and fear
throught the ranks of the enemy. Comunicators stop working,
weapons jam, troops receive false conflicting orders, Commanders
see false readouts on scanners, and receive false reports of
enemy action.
A single squad or model within range is effected by
stupidity, untill the end of the next psychic phase.
At the start of the targets turn they may test on thier own
Leadership with a -2 modifier to overcome their STUPIDITY.
Force: 1 Range: 18" Fall though his Eyes.
By this power the psyker creates visions of the times just
before, during, and after the Fall of the Eldar. The images seem
super imposed over the normal sight or senses of the target.
This can be very confusing to any unit or character watching for
enemy crossing their line of sight. The psyker can knock any squad,
vehicle or character within range, out of overwatch.
Force: 3 Range: 12" Gift of his Madness.
The psyker calls upon his psychic powers to begin
the Dance. The Harlequins within range are imbuded with part
of the Great Harlequin's Insanity.
Harlequins within range double their attacks (A) during the first
round of any HtH combat. Furthermore all checks for FEAR against
charging Harlequins are taken at -2. While under the influence
of the Laughing God Harlequins are immune to psychology.
Gift remains in play until the psyker is Killed, the power is
nullified, or the psyker decides to end it.
Force: 2 Range: N/A Path through his Domain.
As the psyker sings, the target(ed) models disappear into
black ovals that appear from thin air. The models remerge 3D6" away
from similar black ovals.
This power allows the psyker to transport a single character
or squad across the battlefield. The character or squad may be
moved upto 3D6", ignoring intervening models, terrain, or other
obstacles. Troops may be onto difficult terrain.
Path may be used to move troops into HtH, in which case they count
as having charged.
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