01
Casting Psychic Powers
A model with access to Psychic Powers may attempt a Psychic Power during its activation instead of making its normal attack. The model may move normally before or after attempting the power, subject to the normal movement rules. Roll 1d12 + Skill against the power’s Difficulty. If the result equals or exceeds the Difficulty, the power is successfully manifested and its effects are resolved. If the test fails, the power has no effect. Unless otherwise stated, a model may attempt one Psychic Power each Battle Round.
02
Channel the Warp
Before making a Psychic Test, the caster may Channel the Warp. Add +1d6 to the Psychic Test. If the Channel Die rolls a natural 1, the casting unit suffers 1 Direct Damage after resolving the test.
03
Psychic Attacks
When an attack with the Psychic property scores a Critical Hit, the target becomes Dazed. A Dazed unit is unable to move during its next activation.
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Thousand Sons Psychic Powers
Doombolt — Difficulty 8 · Range 18″
Choose one enemy unit. On a successful cast, it suffers 2d8 Psychic Damage.
Weaver of Fates — Difficulty 8 · Range 12″
Choose one friendly unit. It gains +1 DC until the Sorcerer’s next activation. A unit cannot benefit from more than one Weaver of Fates.
Temporal Surge — Difficulty 9 · Range 12″
Choose one friendly unit. It immediately moves up to half its Move, even if it has already moved this Battle Round. This movement cannot enter Engagement Range.
Twist of Fate — Difficulty 9 · Range 12″
Choose one enemy unit. It suffers −1 DC until the Sorcerer’s next activation. A unit cannot be affected by more than one Twist of Fate.
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