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===GK Psychic Powers=== Rather than needing to roll for anything like in Bighammer, you only need to spend an action to cast any of these powers. Unlike forces like the Warp Coven, you don't have any inherent limits on how much you can cast these powers. *'''Armoured Resilience:''' The caster's save improves by 1, which will be very helpful if you're dealing with any weapons with P1 or AP1. *'''Hammerhand:''' Deals +1 additional damage the first time the caster hits in combat. Fortunately, all of your weapons deal some decent damage. *'''Astral Aim:''' The caster's guns gain No Cover, which is absolutely valuable for all your storm bolters.
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