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Warhammer 40,000/2nd Edition Tactics/Psychic 101
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===Ork Powers=== *''''Eadbutz:''' 'Eadbutz is a simple power: You target an enemy Psyker anywhere on the table and both Psykers rolloff, adding their Mastery Level to their score. If you roll higher than your opponent, the enemy Psyker takes a wound and cannot cast any Psyker Powers (though may still use Warp Cards) until the next Psychic Phase. *'''Kop Dis:''' Select a model within 24" that is in line of sight, and push that model D6+1" directly away from your Psyker. Should that model collide with anything, the move ends and both models take a S5 hit. This may appear weaker compared to Assail since your target selection is more limited and you can only push models directly away from you, but there is a silver lining: Kop Dis does work on vehicles so you can push them around, but more importantly it works on any "remain in play" template, including plasma bursts, hellfires, or even a vortex; you can push such a template around, and it will automatically score any hits on any models it passes over. *'''Squish:''' Squish requires two Force Cards to pull off and is a beefier 'Eadbutz that can be used against any target model within 24". The target takes 2d6-(target's strength or ram value) Strength 5 AP -2 hits. *'''Power Vomit:''' For 2 Force Cards, you get to draw a 18" beam. For each *'''Brain Bursta:''' Brain Bursta costs 2 Force Cards has similar target selection to Kop Dis ("first model in a line is struck), but instead of being a "push" effect, requires the target to pass a Toughness check or die. If this ability hits a vehicle, the passenger inside has to make such a similar check. *'''Deff Wave:''' The Deff Wave is basically Brain Bursta amplified. For 3 Force Cards, you place a Deff Wave template down in front of your Psyker, then move it forward 4d6. Each model underneath (partials are a 4+) must make a toughness check or die. When the Deff Wave passes over a vehicle (note: Most are large enough to mean this will be a partial), each member inside must make a toughness check. Note that the Deff Wave will continue to move 4d6 each turn until it is either nullified or it reaches the table edge. *'''Da Krunch:''' Although this requires 3 Force Cards, this effectively lets you summon the [[Awesome|Foot of Gork]]! Models underneath the foot must take an Initiative Check to get out of the way, or else suffer a S10 hit. *'''Waaagh:''' The final power also requires 3 Force Cards and is essentially Eadbutz' on overdrive. Instead of selecting a single Psyker to attempt to disable for this Psychic Phase, you roll-off against every enemy Psyker. On top of that, all Ork and Gretchin units within 36" of the Weirdboy get +1 Weapon Skill and may reroll Leadership Checks until the start of the next Psychic Phase. Waaagh!
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