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==Unique Psychic Powers== '''Living Nightmares''' - The Librarian reaches into the minds of his foes, seeding horrid waking dreams into their consciousness which leave them disoriented at best. Pick an enemy unit within 18" and roll a D6 and consult the table below. :1 - ''You take me for a fool!?'' - The foes see through the hallucinations. Your opponent may move the target 2D6" in any direction, and that unit may not be affected by Living Nightmares for the rest of the game :2 - ''Irritation'' - The foes are distracted by the dancing images. The target is at -1I and will move and charge 1 inch less than they otherwise would. :3 - ''Confusion'' - The victims are baffled and frightened by what he sees. He must pass a Ld test at -1 each time he wishes to move, shoot, use a psychic power, or assault in the next turn. If this is failed the action is not taken. :4 - ''Panicked response'' - The victims believe these wicked phantasms to be real, and fire wildly at them until their ammunition is spent. The enemy is now low on ammunition, and unless they spend a full turn reloading all their weapons (Not moving, shooting or assaulting) they fire one less shot than they should (To a minimum of zero) and they lose their +1A for having a pistol and close combat weapon in assault. :5 - ''Horror''- The victims are badly shaken by their visions. They are at -1 to their WS, BS and Ld for the next turn. :6 - ''Despair'' - Their minds ravaged by the intensity of their horrific waking nightmares. The enemies flee wildly, clawing at themselves and attacking hallucinations and each other. The target must immediately fall back, and takes 2D6 hits of a strength equal to the unit's majority strength. '''The Blackest Night''' - The Librarian swathes the battlefield in impenetrable gloom, enabling his fellows to advance unseen. This power grants 1 friendly unit within 24" a 5+ cover save. If they are already in cover, it simply adds +1 to the save given.
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