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Psychic Powers: The Rogue Psyker has a random psychic power. Roll a D6 and consult the table below.
|1||No Usable Power|
The fickle whims of Father Nurgle have not seen fit to gift this Psyker with a power.
|2||Protection of Nurgle|
This power is used at the start of the enemy's Shooting phase. It requires a Psychic test. If successful, one squad (not a vehicle) within a 12" range ganes a 6+ Invulnerable save for that Shooting phase. Note that models which already have an Invulnerable save use that one instead.
The ggound at the enemy's feet turns into a stinking quagmire of mud and guts. One enemy unit (including vehicles) within 24" of the Psyker counts as moving through difficult ground for the duration of their next turn. This power has no effect on Jump Infantry.
This power is used in the Renegade player's Shooting phase instead of other shooting attacks. Pick a single enemy model within line of sight and 24" of the psyker. On a roll of 2+ the target takes a single wound, with no armour save allowed.
This power is used in the Renegade player's Assault phase. It requires a Psychic test. If successful, one friendly squad (not walker or other vehicle) within 12" gains +1 WS for that phase. If unsuccessful the squad suffers -1 WS instead.
Virulent plagues erupt amongst the enemy. An enemy unit within 12" of the Psyker takes D6 hits with Str D6. Armour saves may be taken as normal against these attacks. This power cannot be used on enemy units in close combat.
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