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Warhammer 40,000/2nd Edition Tactics/Psychic 101
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===Adeptus=== *'''Scan:''' Scan is simple enough. All enemy models within 36" lose their hidden status. *'''The Gate:''' This is the granddaddy to Gate of Infinity, but as opposed to simply teleporting a single squad around, you actually place down two small portals on the battlefield. Both Gates have to be within 18" of the Psyker in question, yet once they're placed, they remain until nullified or the Psyker maintaining them is destroyed. The Gate is an amazingly versatile spell for numerous reasons: **'''Transporting things around:''' Any infantry model that moves in base-to-base with a Gate template can instantly move to the other gate template for no cost; this may be done even when moving or charging, and so can allow you to "clear" your way past an Overwatch killzone. Be careful though, since the Gate works both ways. **'''A non-random Blind Grenade:''' The Gate blocks LOS like a normal terrain-piece. Unlike a Blind Grenade, you don't have to roll for it to see if it scatters or disappears. *'''Assail:''' A simple "telekinesis" spell, you target one non-vehicle model (friend or foe) within 24" and move it 6" in any direction, knocking said model out of Overwatch. You can move a model through blast templates or into/out of close combat in such a matter. Alternately, Assail can target a vehicle, causing it to go Out of Control next turn on a 4+. *'''The Carmine Assassin:''' Blood Angels players may recognize this one as a Bloodboil power of a sort. Select one enemy model within 18". It must take a toughness test or die. Alternately, it can target a crewmember in an enemy vehicle, but if this happens, the crewmember may roll 2d6 and drop the highest. *'''Displacement:''' Displacement costs 2 Force Cards to use, and may only be used on a friendly non-vehicle unit/model that is anywhere on the battlefield; you roll 3d6" and may place the unit up to that many inches away, ignoring intervening obstacles. There is a '''FUN*''' rule that models that fall when placed due to wobbly model syndrome suffer a (saveable) wound on a 4+, but other than that, this power is a pretty handy one, especially since it has no range requirement for selecting a unit. *'''Hellfire:''' Hellfire also costs 2 Force Cards, for a range 24" Strength 4 2-inch radius blast. After resolving the attack, the Hellfire remains on the table until nullified or cast again; during this time, it blocks line of sight, and any models that spend their turn in the Hellfire template take a S4 AP -1 hit. Think Warmachine Wall of Flame. *'''Machine Curse:''' Machine Curse also costs 2 Force Cards. You place down a 24" 2-inch radius blast: Models inside this may not fire any ranged weapons (though they may through grenades as normal), and vehicles touching the Machine Curse are unable to move or shoot or assault or anything. This power needless to say is a painful one for treadheads. The power lasts until nullified or the Psyker is killed. *'''Lightning Arc:''' Chain Lightning, for those that want to get their Palpatine on. This one will cost you a good 3 Force Cards to use, and is potentially nasty if Lady Luck is on your side. You select a single target enemy model (or vehicle component) within 24"; said target immediately takes S6 AP -3 hit doing D3 wounds. If the target is slain or that part of the vehicle penetrated, you can immediately target another model/component within 6" of the previous target. You can do this for a maximum of 6 hits. Lightning Arc is an assassin's spell, the problem of course being most multiwound models tend to be heroes that can get good invulnerable saves; its best use arguably becomes selectively jumping the heavies from enemy squads, shredding tires on warbuggies, wrecking bikes or otherwise causing havoc.
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