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==Psychic Powers== Guard Psykers are drawn from the {{W40kKeyword|Scholastica Psykana}}, and thus don't have a regiment; however, they're the only {{W40Kkeyword|Psykers}} with the {{W40kKeyword|Astra Militarum}} keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you're limited to the '''Psykana''' discipline. [[Robin Cruddace|Fortunately for you]], it's really good! Unfortunately, however, Astropaths in your Command Squad are only allowed the first half shown below; Primaris Psykers are required for the full selection. #'''Terrifying Vision (WC:6, 18"): ''Malediction''''' Until the start of your next Command Phase, target suffers -2 Ld, can't re-roll morale, and can't use Insane Bravery. In addition, roll 2d6 and compare to the target's Ld after this power modifies it; if you equal or exceed, the target immediately fails all actions and can't perform actions until the beginning of your next Psychic Phase. #* Note that the duration ends when your Command Phase begins, rather than end-of-turn or beginning of your Psychic Phase as are normal for Psychic Powers. #'''Gaze of the Emperor (WC:6, 12"): ''Witchfire''''' Draw a straight line from the caster's base/hull to the target's base/hull; roll 1d6 for the target's unit and for any other unit the line "passes over": the rolled-for unit takes 1 MW unless you roll a 6, in which case it takes 1d3 (average 7/6 or 1.17 per unit after casting). #*"Passes over" is not a defined game term for units; in particular, if your line goes between two models in a unit, has the line crossed the unit? [[skub|Discuss with your opponent before the game begins.]] #*Because friendly fire is on, you can use this, if you're desperate, to try and detonate your own Hellhound(s). #'''Psychic Barrier(WC:6, 12"): ''Blessing''''' Until the start of your next Psychic phase, target gets a 5++. #*Unlike Nightshroud, you can readily apply this to your Baneblade with Mechanical Pack Rat to have a scarier tank on the battlefield. #'''Nightshroud(WC:6, 12"): ''Blessing''''' Until the start of your next Psychic phase, unmodified hit rolls of 1-3 automatically miss, regardless of target abilities that would make them hit. #*Protects you more against more accurate attackers ''without'' protecting against perfect accuracy (BS/WS 4+ and flamers will ignore the power), but works in both range and melee. Put this on whatever you expect your opponent to attack next with their biggest guns/swords. #'''Mental Shackles(WC:6, 18"): ''Malediction''''' Until the start of your next Psychic Phase, the target suffers -2M and -2 to Advance and Charge rolls. #*Does not modify Advance distances for targets that do not roll to Advance. #*Combine with pinning fire (and enough shots to make it happen) for -4M, which on slow targets will mix with a deathstrike missile can ensure your target cannot escape the Emperor’s Fury. #'''Psychic Maelstrom(WC:6, 18"): ''Witchfire''''' Roll Xd6 where X is the result of your Psychic Test; for each 5+, the target suffers 1 MW. #*This deals about 1.96 MW on average after the cast, so 1.42 net including your casting odds, meaning it's strictly worse than Smite.
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