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Age of Darkness-Warhammer 30k/2.0 Tactics/Psychic 101
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= How It Works = == Generating Psychic Powers == Like in editions past, psychic powers are generated BEFORE the game starts. A given psyker has access to a certain number of psychic powers and disciplines but will always know the Aetheric Lightning power on top of whatever they choose. Unlike in previous editions, the psyker knows all the powers of a chosen discipline by virtue of each discipline only having two powers. == Casting Powers == They Psychic phase as you know it is gone. We're back to the old days of powers going off during the turn. The player actively casting powers (you, in this exercise) chooses one of his psykers and one of the powers that psyker knows. You then roll 2d6, trying to roll under the psyker's Leadership. '''Notes:''' *Some psychic powers have the ability to be automatically cast instead of needing to make a Psychic test to cast. In all cases, doing so gives you a considerably weaker version of the power, forcing you to measure the pros and cons of actually chancing that test. *Any one psyker can only attempt to manifest a given power once in a psychic phase, regardless of if it failed or succeeded. Two psykers knowing the same power can each (attempt to) cast it, at different or same targets. *A single unit can only be affected by one copy of a given blessing at any one time - so Hammerhand, for example, no longer stacks. Two DIFFERENT named blessings on the same unit are A-OK, though. *<S>Since psychic powers are used in the Psychic phase, you cannot use a witchfire power to shoot Overwatch if you get assaulted</s>. Not anymore! Now that powers each live in the most linked phase there's no reason why you can't blast away with some MIND BOOLLETS in a reaction. Don't rely on it unless it's Aetheric Lightning, as all the other Psychic ranged Weapons have the Psychic Focus rule and therefore might fail. Relying on your Telepath to hallucinate that charging block of Justaerin to a stop will only be cool if it works, otherwise you're about to get served psyker soup Γ la Cthonia. *Perils of the Warp as we knew it have been done away with, replaced with the more generic d3 save-ignoring wounds. Any invulns can still be taken, because apparently the energy field of an Iron Halo extends into your own brain.
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