Psykers (AHQ)

Psykers
Psykers start with 4 psychic points and two random powers.

Using Psychic Powers
A psyker may use one psychic power per turn. The power uses a number psychic points shown in parenthesis after the power's name. If a power uses up 1 psychic point, the psyker can still move and attack that turn. If a power uses up 2 or more psychic points, the psyker cannot move or attack that turn.

Nullification
Whenever a psyker uses a power, an enemy psyker within 24 squares can immediately attempt to nullify the power. That model makes an Intelligence test. On a success, the power is nullified.

Stun
Several psychic powers can stun an enemy. A stunned enemy cannot move or attack.

Biomancy

 * Blood Boil (1)

Choose one model in light of sight within 12 squares. The model takes 2 Wounds. This has no effect on non-living targets such as robots or objects.


 * Choke (1)

Choose one model in line of sight within 12 squares. The model is stunned until the end of its next turn.


 * Enfeeble (1)

Choose one model in light of sight within 12 squares. Make an Intelligence test. For each point you pass the test by, the model's Strength is reduced by 1 until the start of the next exploration turn.


 * Hammerhand (1)

When you make a fist attack, your Weapon Skill is increased by 1 and your Strength is doubled. The effect lasts until the start of the next exploration turn.

Choose yourself or one model in line of sight within 12 squares. The target recovers all their lost Wounds.
 * Regenerate (2)

Make a ranged attack against a model within 3 squares, and each model adjacent to it. On a hit, a target takes 5 DD.
 * Storm of Lightning (1)

Choose yourself or one model in line of sight within 24 squares. Make an Intelligence test. For each point you pass the test by, the target's Strength is increased by 1 until the start of the next exploration turn.
 * Warp Strength (1)

Telepathy
Choose one model in light of sight within 12 squares. The target must make a Bravery test. On a failure, the target suffers a -2 penalty to WS and BS until the start of the next exploration turn.
 * Demoralize (1)

Choose one model in line of sight within 12 squares. Until the start of the next exploration turn, the model fumbles on a 1 to 4.
 * Distraction (1)

Choose yourself or one model in line of sight within 24 squares. The model's Bravery is 12 until the start of the next exploration turn.
 * Embolden (1)

Choose one model in line of sight within 12 squares. The model immediately either moves to a space that you choose, or makes an attack against a target of your choice.
 * Enforce Will (1)

Choose one model in line of sight within 12 squares. The model is stunned. At the end of each of its turns it makes a Intelligence test. The stun ends if it passes the test.
 * Mesmerism (2)

Choose one model in line of sight within 12 squares. On that model's next turn, the model has -4 BS and WS with attacks made against the psyker. In addition, that model's hand-to-hand attacks made against the psyker fumble on a 1–4. Finally, if the model is a sentry guarding a door, the Game Master must place down the room or passage on the other side of the door. Enemy models revealed cannot move or attack until the door is opened.
 * Mind Scan (1)

Choose one model in light of sight within 12 squares. The model makes a Bravery test. On a failure, the model is stunned for one turn and the psyker makes an Intelligence test. On a success, the model takes a number of Wounds equal to amount that the test was passed.
 * Psychic Shriek (1)

For each closed door or unrevealed passage end, the Game Master must place down the models located in that unexplored room or passage. Only the models are placed, not the dungeon tile or dungeon features. Non-living models such as spindle drones are not revealed. Revealed models do not move or attack until the dungeon tile they are on is revealed as normal. The heroes have a +2 bonus to their initiative check against a group of psi-tracked models.
 * Psi-Track (2)

Choose one model in line of sight within 24 squares. That model is now the psyker's puppet. While the model is a puppet, it has a -2 penalty to Speed, WS and BS. The psyker can, instead of moving, move the puppet; and instead of attacking, make an attack with the puppet. At the start of each of the puppet's turns, it makes an Intelligence test. On a success, it is no longer a puppet. On a failure, it remains a puppet and cannot move or attack on its turn.
 * Puppet Master (2)

By enabling the heroes to communicate silently with each other, and by broadcasting confusing messages to others, the psyker easily suprises enemies.
 * Telepathy (1)

The heroes have a +2 bonus to suprise checks until the end of the expedition.

The psyker is Fearsome until the start of the next exploration turn.
 * Terrify (1)

Choose one door, model with a non-primative ranged weapon, switch or other machine in line of sight within 12 squares. A door opens or closes, a switch or machine is activated, and a ranged weapon ceases to function until the start of the next exploration turn.
 * Machine Empathy (1)

Chose one model line of sight within 12 squares. Roll D12. If the result is greater than or equal to the target's Toughness, they are pushed 1D12 squares away from the psyker and knocked down. On the target's turn, the model must use its move to stand up.
 * Psychic Impel (1)

When the psyker is hit, reduce the Damage Dice by 1. The shield lasts until the start of the next exploration turn.
 * Psychic Shield (1)