TELEPATHY
Telepathy
Telepaths are psykers whose mental expertise lies with contacting and controlling the minds of others. With a single thought, a telepath can blast away his foe’s sanity, induce states of numbing terror or possess his victim’s thoughts and mould their actions as if they were his own.
Psychic Shriek
(Primaris Power)
The psyker breathes in deeply the power of the Warp before emitting a banshee howl of psychic energy that shreds the minds of his enemies. |
Warp Сharge: 1
Psychic Shriek is a witchfire power with a range of 18". Roll 3D6 and subtract the target’s Leadership – the target unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Shriek.
1
Dominate
The psyker reaches into his foe’s mind, trammelling his soul and crushing his will to fight on. |
Warp Сharge: 1
Dominate is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target unit must pass a Leadership test each time it attempts to move, manifest a psychic power, shoot, Run or declare a charge – if the test is failed, the action is forfeit and the unit can do nothing else that phase. A unit that fails this test when attempting to fire Overwatch does not fire any shots, but acts normally in the ensuing Fight sub-phase.
2
Mental Fortitude
Despair is turned into fresh hope and even heroism as the psyker projects inspiring thoughts into the minds of his allies. |
Warp Сharge: 1
Mental Fortitude is a blessing that targets a single friendly unit within 24". If the target is falling back, it immediately Regroups. In addition, whilst the power is in effect, the target gains the Fearless special rule.
3
Terrify
Even the bravest of heroes quake in terror as the telepath assails them with images from their darkest nightmares. |
Warp Сharge: 1
Terrify is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target has a -1 penalty to their Leadership and treats all enemy units as having the Fear special rule. Furthermore, the target must take a Morale check at the end of the Psychic phase.
4
Shrouding
The psyker uses his mastery of the Warp to fog the minds of his enemies, clouding their sight and instincts so that he appears as nothing more than an indistinct shadow. |
Warp Сharge: 1
Shrouding is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker, and all friendly models within 6" of the Psyker, have the Shrouded special rule.
5
Invisibility
The psyker twists and obscures the perceptions of his foes to the point that he becomes completely invisible. |
Warp Сharge: 1
Invisibility is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, enemy units suffer a -1 penalty on Hit Rolls targeting the unit with this effect..
6
Hallucination
Paranoia, confusion and panic are heightened to a debilitating degree as the telepath alters his foes’ perceptions. |
Warp Сharge: 2
Hallucination is a malediction that targets a single enemy unit within 24". Roll once this power has been successfully manifested to determine the manner of hallucinations the target is suffering from (roll once for the whole unit).
|