Psychic Power Cards

Aliens by David Gallagher
David Gallagher, Aliens
Tzeentch Sorcerer by Des Hanley
Des Hanley, Tzeentch Sorcerer

Psychic Disciplines


Adeptus

Force 1
Range: 18"

The Carmine Assassin

Carmine energy oozes from the psyker's eyes, ears, nose and mouth, and forms a misshapen mass around a single model within 18" engulfing and crushing it. The victim must roll under their Toughness on 1D6, and if the test is failed the model is killed regardless of how many wounds they have. No armour saving throw is permitted against the Carmine Assassin. The Carmine Assassin may be used to attack a single crewman but if the vehicle is enclosed the victim can roll two D6 and pick the lowest when attempting to roll under their Toughness.

Force 1
Range: 36"

Scan

The psyker opens their mind to sense the presence of all enemy models within 36" of them. All hidden enemy models within range are detected automatically (the psyker communicates their positions to their comrades). If any enemy psykers are within range the player can examine their opponent's hand of warp cards; they can also look at one randomly chosen psychic power of each enemy psyker in range.

Force 1
Range: 24"

Assail

The psyker unleashes their powers against a single model within 24". The model is flung about by a series of blows as from a giant invisible assailant. The player can move the model up to 6" in any direction, even into hand-to-hand combat or onto blast markers or dangerous terrain (provided the terrain doesn't entirely block movement) and choose its facing. This attack will knock models out of overwatch. Assail will not move a vehicle around but it will cause a moving vehicle to go out of control in its next movement phase on a D6 roll of 4, 5 or 6.

Force 2
Range: 3D6"

Displacement

This psychic power enables the psyker to transport a friendly squad or single model across the battlefield in any direction. Affected troops are swathed in energy and disappear, reappearing seconds later at their new location. Troops may be moved up to 3D6", ignoring intervening models, buildings or any other obstacles or scenery. Troops may be moved onto a roof, rocky pinnacle or other elevation. Displacement may be used to move troops into hand-to-hand combat, in which case they fight in the next combat round and count as charging in the first round. Displacement may not be used to move enemy troops or models at all.

Force 2
Range: 24"

Hellfire

A mighty pillar of fire bursts from the ground and engulfs everything in flames. The player places the special 2" radius Hellfire template anywhere on the table within 24" of the psyker - the template represents the area covered by the raging flames. Each model touched by the Hellfire template suffers a S4 hit. The Hellfire template may be left in place on the tabletop. The template blocks line of sight and any model that touches it will suffer an S4 hit. A Hellfire template which is left in place lasts until it is nullified or the Hellfire power is used again.

Force 3
Range: 24"

Lightning Arc

With a crack of thunder a bolt of searing lightning leaps up to 24" from the psyker's palms and strikes the first model in its path. The target sustains a S6 hit causing not 1 but D3 wounds. If the first target is killed by the bolt the psyker can cause it to hit another model within 6" of the first, inflicting another S6 hit causing D3 wounds. If this model is killed the psyker can strike another model within 6" and so on up to a total of six hits in succession. If a vehicle's armour is penetrated by Lightning Arc the psyker can cause it to strike another model within 6" or a different location on the same vehicle up to a total of six hits as noted above.

Force 2
Range: 24"

Machine Curse

The psyker calls upon their powers to pronounce a curse on the machine spirits of their enemies. Place the 2" radius Machine Curse template anywhere within 24" of the psyker. Anything partially or fully under the template will be affected. All ranged weapons affected will be unable to fire (including pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move until the curse is nullified. If an object is taken out of the area of effect it will start working again and troops may fire into or through the area without penalty. The Machine Curse remains in play until it is nullified or the psyker using it is killed.

Force 1
Range: 18"

The Gate

The psyker opens a gate through the warp. Take the two special Gate markers and place them anywhere within 18" of the psyker. The two markers represent either end of a tunnel through reality. Any models which move into one of the Gate markers disappear, instantaneously reappearing out of the other Gate marker. Models expend no movement being transported between the Gate markers and may charge or make run moves through them as normal. Only models small enough to get through the Gate may use it, so no vehicles etc can pass through. The Gate remains in play until it is nullified or the psyker using it is killed.


Inquisition

Force 1
Range: 36"

Purge Psyker

The psyker assaults one of the enemy psykers in a battle of wills. The enemy psyker rolls a D6 and adds their mastery level to the roll; the attacking psyker rolls two D6 and adds their mastery level to the highest dice roll. If the enemy psyker's score is lower they lose and suffer 1 wound for every point they lost by. If the scores are tied or the enemy's score is higher the Purge Psyker attack has no effect unless the defender's score is double the attacker's. If this happens, the attacking psyker suffers D6 wounds from psychic feedback.

Force 1

Aura of Fire

An aura of flickering flames forms around the psyker. The Aura of Fire will negate any wound suffered by the psyker on a D6 roll of 4, 5, or 6. In hand-to-hand combat, any wound saved by means of the Aura of Fire is rebounded against the model that struck them, causing a wound for each wound saved. Once cast, the Aura of Fire remains effective for the rest of the game, until it is nullified, or until the psyker is slain. Only one Aura of Fire may be active at a time.

Force 1
Range: 9"

Aura of Fortitude

The psyker projects a powerful mental shield to protect themselves and those nearby against psychic attack. The psyker and all friendly models within 9" increase their Ld characteristic to 10 as long as the Aura of Fortitude is in effect. The psyker and all friendly models within 9" gain a saving throw of 4, 5 or 6 on a D6 against psychic attacks. Aura of Fortitude remains in play until it is nullified or the psyker is killed.

Force 3
Range: 12"

Storm of Wrath

The psyker unleashes a mighty psychic storm of terrifying intensity which affects all enemy models within 12" of them. All enemy units in range must pass a Ld test on 2D6 before they can move or charge. Enemy vehicles will go out of control on a roll of 5 or 6 on a D6 when they move. All enemy shooting within or into the area suffers a -2 modifier to hit. Friendly models are completely unaffected. The Storm of Wrath remains in play until it is nullified or until the psyker is killed.

Force 2
Range: 24"

Destroy Daemon

The psyker hurls their powers against a daemon in an attempt to banish it back into the warp. The Destroy Daemon power travels up to 24" and strikes the first target in its path. The psyker rolls 2D6 and adds their mastery level to the result; the daemon rolls 1D6 and adds its current number of wounds to the result. If the psyker's score beats the daemon's score, the daemon is instantly destroyed. If the scores are drawn, the daemon loses half its remaining wounds, rounding down. If the psyker's score is lower, the Destroy Daemon power does not work. If the daemon's score is twice that of the psyker or more, the psyker suffers D3 wounds from psychic feedback.

Force 1
Range: 24"

Scourging

Cracking bolts of power lash out from the psyker's fingers up to 24", striking the first target in their path. The target suffers D3 S4 hits and must pass a Ld test or be stunned and unable to do anything until the next psychic phase. Daemons struck by Scourging suffer D3 hits at S8 rather than S4.

Force 3
Range: 12"

Holocaust

The psyker releases their mightiest powers in a conflagration of flames raging out from their body. Every living creature, friend or foe, within 12" of the psyker takes a S4 hit from the flames. After damage has been assessed, the psyker must pass a Ld test to stop the Holocaust. If they fail, or decide to continue the Holocaust, they suffer a wound as the flames consume their body. If still alive, the Holocaust card remains in play, scoring another S4 hit on every living creature within 12" at the start of the next psychic phase. While the Holocaust remains in play, the psyker may not use warp cards or any other psychic powers.

Force 3
Range: 3D6"

Vortex

A sphere of utter darkness opens between the outstretched hands of the psyker and widens into a swirling vortex. The Vortex can be sent in any direction and will move forward destroying all in its path! The Vortex is represented by the special Vortex template—place the template on the table and move it to indicate the path of the Vortex. The Vortex moves 3D6" immediately and anything touched by it is affected as by a Vortex grenade. At the beginning of each subsequent turn, roll on the Vortex chart as normal for a Vortex grenade. The Vortex lasts until it is nullified, dissipates, or leaves the battlefield.


Librarian

Force 1

Psychic Shield

The Librarian conjures a shield of psychic energy to protect themselves. Should the Librarian subsequently suffer one or more wounds from either shooting or close combat, the shield will absorb and negate each wound on a D6 roll of 3, 4, 5, or 6—roll 1D6 per wound caused. If the Librarian is attacked by a psychic power which causes wounds or kills them outright, the Psychic Shield will save them on a D6 roll of 4, 5, or 6. When used to save against a psychic power, the shield is automatically nullified if the save succeeds. Once used the shield remains in play until nullified or the Librarian is killed.

Force 1
Range: 4D6"

Teleportation

The Librarian takes on a bright glow which suddenly flashes into blinding light. When the light fades, they have disappeared. The Librarian reappears up to 4D6" away as a bright glow which flares into a sudden flash. Teleportation can be used to carry the Librarian into hand-to-hand combat, in which case they fight as normal in the next combat round and count as charging in the first round.

Force 1

Prescience

This psychic power enables the Librarian to look forward in time and predict the outcome of their actions. From the moment the psychic power is used to the beginning of the next psychic phase, the Librarian may reroll any of their failed dice throws—this includes to hit rolls, damage rolls, armour saves, Leadership tests, and so on.

Force 2
Range: 3"

Quickening

The Librarian creates an accelerated time field around themselves or another model within 3", making it seem that the subject speeds up to a blur while everything else barely moves. The subject doubles its Movement, Initiative, and Attacks characteristics as long as Quickening is in play and can fire twice in the shooting phase if they don't run or charge in the movement phase. Once used, Quickening remains in play until nullified or the Librarian is killed. Quickening may be used on only one model at a time.

Force 2
Range: 6"

Strength of Mind

The Librarian draws upon their inner reserves of strength to fortify themselves and those about them against psychic attack. Psychic attacks against the Librarian or any models within 6" of them are automatically nullified unless they roll higher than the Librarian's mastery level on a D6. Strength of Mind remains in play until it is nullified or the Librarian is killed.

Force 2
Range: 3"

Iron Arm

The Librarian may cast Iron Arm on themselves or any single model within 3". A flow of powerful psychic energy rushes over and through the subject, infusing them with power. The model's Toughness and Strength are doubled up to a maximum of 10. They can fight normally, but their Move characteristic is halved, rounding up. The subject also gains an additional armour saving throw of 4, 5, or 6 which is rolled before their normal armour save. This extra armour saving throw is not affected by weapon saving throw modifiers and applies to all wounds no matter how they are sustained, including those inflicted by psychic powers. Once used, Iron Arm remains in play for the rest of the game, until it is nullified or until the subject is slain. Iron Arm may be used on only one model at a time.

Force 3
Range: 24"

Smite

The psyker unleashes a devastating psychic attack on an area within 24". The player places the 2" Smite template anywhere on the table within 24" of the Librarian. Each model covered by the template is hit; any models partially covered are hit on a D6 roll of 4, 5, or 6. If a vehicle is hit by Smite, one randomly selected crewman is affected. Models hit must pass a Ld test on 2D6 with a -2 modifier to their Leadership characteristic. If the test fails, the victim dies immediately, regardless of how many wounds they have. Armour saving throws do not protect against Smite.

Force 2
Range: 5D6"

The Salamander

The Librarian draws on the terrifying legends of Chapter history to create a monstrous spectral creature. The manifestation shoots forwards, crackling and spitting as it burns a trail of destruction in its path. The player draws a line 5D6" from the Librarian. Every model crossed by the line suffers one S5 hit causing 1 wound. Any squad suffering one or more casualties from the Salamander must take a Break test.


Eldar Seers

Force 1
Range: 36"

Doom

The Farseer searches for the thread of destiny that spells the destruction of a single enemy model within range. Once a Doom has been placed on a model all hits caused either by shooting, hand-to-hand combat, or psychic attacks automatically wound—you don't need to roll. In addition, any wounds inflicted on the model are automatically doubled so a hit from boltgun would inflict 2 wounds, for example. Armour saving throws are unaffected. Vehicles cannot be Doomed. Doom remains in play until it is nullified, until the target is slain, or until the Farseer decides to end it.

Farseer Only
Force 1
Range: 72"

Battle Fate

The Farseer examines the skeins of probability to determine which courses of action will give a single Eldar squad or vehicle the best chances of success. As a result a +1 modifier is applied to all the squad's or vehicle's shooting to hit rolls and Combat Scores in close combat. Battle Fate remains in play until the beginning of the next psychic phase when it is returned to the Farseer's hand and may be used again.

Farseer Only
Force 1
Range: 8"

Fortune

The Warlock summons protective energies about themselves and the Eldar nearby. All Eldar within 8" of the Warlock get a +2 bonus on their armour saving throws as long as this power is in effect. Fortune has no effect on vehicles or Dreadnoughts—only living Eldar. Fortune remains in play until it is nullified, the Warlock is killed, or they voluntarily end it.

Force 1-3
Range: 36"

Mind War

The Farseer reaches out and blasts the mind of a single enemy model within range. The Farseer rolls 4D6 plus +1D6 for each force card they use to energise the power. Mind War automatically inflicts 1 wound on the target for each 6 the Farseer rolls, with no armour saving throws possible. Mind War may be used on a vehicle crewman but the Farseer only rolls 2D6 +1D6 per force card used. If the Farseer uses Mind War on an enemy psyker they must take one random psychic power card from the psyker for each 6 they rolled instead of inflicting a wound. The power(s) are discarded and may not be used again for the remainder of the game. If the enemy psyker has less than the required number of psychic power cards they lose all of their powers and suffer D3 wounds.

Farseer Only
Force 1-3
Range: 18"

Executioner

Strands of incandescent energy stream from the Warlock's outstretched fingertips and weave themselves into a monstrous, glowing form near a single model within 18". The form is a psychic projection of the Warlock which immediately springs forward to attack the enemy in hand-to-hand combat. Each card used to energise this power allows the Warlock to attack one enemy model. Fight out the hand-to-hand combat immediately. The Warlock counts as charging and if they are fighting more than one opponent the normal rules for multiple combats do not apply. If the Warlock loses any of the combats they suffer no damage but this power is nullified immediately.

Force 1-2
Range: 12"

Guide

The Warlock reaches into the mind of a nearby Eldar and guides them as they fire their weapon. Select any single Eldar model within 12". The affected model can immediately fire their weapon at up to double their normal range and will hit automatically. Just select the target and calculate damage from the shot as normal. Using Guide with a pistol or basic weapon requires one card; two cards are necessary to fire ancient weapons, heavy, or support weapons. The weapon may only fire once so even weapons with sustained fire or multiple shots can only score a single hit using Guide.

Force 3
Range: 24"

Eldritch Storm

The Warlock conjures a howling storm of psychic energy which sends troops flying. Place the Eldritch Storm template anywhere within 24" of the Warlock. Roll a scatter dice for any models more than half under the template. If an arrow is rolled the model is flung in the direction indicated to the storm's edge and may not move or shoot in the next turn. If a hit is rolled the model suffers an S3 hit and is flung to the storm's edge as above. Vehicles in the storm will go out of control when they next move. This card should be placed next to the Warlock or face up on the table edge to indicate it is in play. The Storm template remains in play until the Warlock is killed or wishes to end it. While the Eldritch Storm remains in play nothing can move, see, or shoot through it.

Force 2

Destructor

The Warlock unleashes a devastating surge of psychic power. Place the special Destructor template so that its narrow end touches the Warlock and its broad end covers the target. Anything more than half under the template is hit unless it can roll equal or under their Initiative on a D6. Models hit suffer an S6 hit with no armour save possible. Vehicles and buildings are hit automatically and the Destructor bolt is stopped if it strikes a vehicle or building. Otherwise, the template moves 12" forward in the same direction at the start of each subsequent psychic phase. The Destructor template remains in play until the Warlock decides to end it by taking the card back into their hand during the psychic phase, the Warlock is killed, the Destructor is nullified, or until the template eventually leaves the battlefield.


Ork Weirdboyz

Force 2
Range: 24"

Squish

The Weirdboy grunts as they exert their powers on a single model within 24". Glowing lights trap the victim, solidify, constrict, and crush the life out of them. The target suffers 2D6 minus their own Strength S5 hits. Vehicles deduct their ram value Strength characteristic from the number of hits inflicted.

Force 1
Range: 36"

'Eadbutz

The Weirdboy smashes one of the enemy psykers with an 'eadbut of pure Waaagh! power. Both players roll a D6 and add the mastery levels of their respective psykers to their score. If the enemy psyker loses they suffer 1 wound and can't use any powers until the next psychic phase, though they can continue to use warp cards to nullify etc. as normal. If the scores are drawn or the Weirdboy loses the 'Eadbutz has no effect.

Force 1
Range: 24"

Kop Dis!

The Weirdboy hurls a torrent of psychic energy which travels up to 24" and strikes the first model in its path. The victim is hurled back D6+1"; if the model hits anything, its move is halted and both models take an S5 hit. Kop Dis! can also be used on area effect templates such as Vortex, Hellfire and plasma bursts. If a template is moved, it will score a hit on anything it moves over.

Force 3
Range: 24"

Da Krunch

The Weirdboy's fevered brain conjures up a huge ectoplasmic vision and the mighty foot of Gork stomps down to squish the enemy! Use the special template to represent the area covered by the foot by placing it over the desired target. Any models under the template are automatically hit unless they can roll under their Initiative rating on a D6 to get out of the way. Any models which fail to dodge suffer an S10 hit.

Force 2
Range: 18"

Power Vomit

The Weirdboy hurls a ball of fluorescent green psycho-plasma from their churning innards. Draw a straight line 18" from the Weirdboy. Any models that lie under the line are struck by the Power Vomit and sustain an S5 hit. The Power Vomit will pass through any target, even if it causes no damage. Its progress is not blocked by models, scenery or buildings, the psychic energy automatically passes right through them.

Force 2
Range: 24"

Brain Bursta

A violent bolt of power erupts from the Weirdboy's sloping forehead and rockets up to 24" across the battlefield in a dead straight line. The first model the bolt touches is overloaded with Ork power and must roll under their Toughness on a D6 or their head explodes! Head explosions always kill their victims regardless of the number of wounds they have. Armour saving throws do not protect against the Brain Bursta. Vehicles hit by the Brain Bursta suffer a hit to one randomly determined crewman who must roll to survive as above.

Force 3
Range: 4D6"

Death Wave

A glowing wave of psychic power bursts from the Weirdboy's eyes. Place the Death Wave template so that its centre touches the Weirdboy and then move it 4D6" in a straight line away from them. Any models covered by the template as it moves suffer a hit; models partially covered are hit on a roll of 4, 5 or 6 on a D6. Roll a D6 for any models that are hit—if the roll equals or beats their Toughness they are killed regardless of armour saving throws and how many wounds they have. Vehicles are not affected but crews are—each crew member suffers a hit from the Death Wave on a roll of 5 or 6 on a D6. The Death Wave will pass through any target, even if it causes no damage. Its progress is not blocked by models, scenery or buildings as the psychic energy automatically passes right through them. The Death Wave continues to move 4D6" in the same direction at the start of each subsequent psychic phase. The wave remains in play until it is nullified or until it eventually leaves the battlefield.

Force 3
Range: 36"

Waaagh!

The Weirdboy floods the area with the power of the Waaagh! All enemy psykers in range are knocked flat and suffer 1 wound if the Ork player can roll higher than their mastery level on a D6. If they are knocked flat they can't use any more powers until the next psychic phase, though they can continue to use warp cards to nullify etc. as normal. All Ork and Gretchin units within 36" of the Weirdboy add 1 to their WS and can reroll any Ld tests they take until the end of the next turn.


Tyranid

Force 2
Range: 36"

Psychic Scream

A great scream of psychic energy from the hive mind scours across the battlefield, causing psykers to writhe in agony or driving them insane. Every enemy psyker within 36" of the Hive Tyrant, Patriarch, or Magus must roll 2D6. If a psyker rolls equal to or under their Toughness characteristic, they are unaffected. If they roll over their Toughness but equal to or under their Leadership characteristic, they are stunned and incapable of using any warp cards or taking any actions until the start of the next psychic phase. Stunned psykers fight in hand-to-hand combat with a WS of 1. If the psyker rolls over their Leadership, they are driven insane by the Scream and take no further part in the battle—remove the model as an effective casualty.

Force 1-3
Range: 6-18"

The Horror

The Horror fills the minds of living creatures with visions of their own worst fears. It affects every squad and character model within a 6 to 18" radius of the Hive Tyrant, Patriarch, or Magus. The radius varies according to how many cards are expended: 1 card equals 6", 2 cards equals 12", and 3 cards equals 18". The affected squads and models must take an immediate Break test even if they have already taken one this turn. The Horror has no effect on creatures which cannot be broken or which are not living creatures.

Force 1
Range: 18"

Hypnotic Gaze

Part of the awesome power of the hive mind reaches out through its minions to paralyse the foe with its terrible gaze. Hypnotic Gaze can be used on a brood of Tyranid Warriors, Genestealers, or 'Stealer Hybrids within 18" of the Hive Tyrant, Patriarch, or Magus. Roll a Ld test on 2D6 for every enemy model which is within 6" and visible to one of the brood. Any models which fail are paralysed and can't perform any actions as long as the Hypnotic Gaze remains in play. Paralysed models are hit automatically in hand-to-hand combat but psykers may continue to use their powers. Any affected models which end up more than 6" away from the affected brood at the start of either player's turn recover automatically.

Force 3
Range: 18"

Catalyst

A surge of psychic energy from the hive mind impels its brood forward. The creatures possess unnatural vitality, shrugging off hideous damage as they swarm towards the foe. Catalyst can be used on a single brood within 18" of the Hive Tyrant, Patriarch, or Magus. The brood becomes frenzied for as long as the Catalyst remains in play. Additionally, the brood takes its armour saving throws on 2D6 just like models wearing Terminator armour. Catalyst remains in play until it is nullified or the brood is destroyed.


Slaanesh

Force 2
Range: 24"

Beam of Slaanesh

A dazzling burst of rainbow light shoots from the Chaos Magus's fingertips to strike the first model in its path. The victim must roll equal to or under their Ld on 3D6 to fight the intense waves of sensation which threaten to overwhelm them. If the victim fails the test, they enter a rapturous, euphoric state which halves all of their characteristics (rounding up) and makes them subject to the rules for Stupidity for the rest of the battle. A successful nullify used on the affected model will bring them to their senses again.

Force 1

Acquiescence

The Chaos Magus reaches out a hand overflowing with multi-coloured light and touches a victim in base-to-base contact with them. As they do so, the victim staggers back with an idiotic grin of pleasure on their face. The victim must roll under their Initiative on a D6 to avoid the touch. If they fail to avoid the Acquiescence, they enter a rapturous euphoric state which halves all of their characteristics (rounding up) and makes them subject to the rules for Stupidity for the rest of the battle. A nullify used on the affected model will return them to normal.

Force 3
Range: 24"

Fleshy Curse

The Chaos Magus summons the power of raw psychic energy and directs it at a single living model within 24". The victim must roll equal to or under their Toughness on 2D6 to resist the power which engulfs them; otherwise, the curse twists and warps their body into a Chaos Spawn. The mindless Spawn immediately shambles, crawls, or slithers off 2D6" in a random direction. It retains its old Toughness and number of wounds. The Spawn will then move 2D6" in a random direction in the compulsory movement phase of its own movement phase. The Spawn moves directly over troops in its path, causing an automatic S4 hit on any model it touches. The Spawn does not fight in hand-to-hand combat and is hit automatically if so attacked. It cannot be broken and is immune to psychology. Note that even a nullify will not revert the Spawn back to its original form.

Force 2
Range: 24"

Pavane of Slaanesh

The Chaos Magus unleashes the corrupting power of their magic against a single enemy squad or model within 24". The victim(s) must roll equal to or under their Ld on 2D6 or be overcome by the psychic power, beginning to leap and cavort uncontrollably, howling with glee. The models can no longer move or shoot and may not roll any attack dice in hand-to-hand combat, being far too involved in their dancing. The Pavane lasts until it is nullified, the user is slain, or it is willfully dispelled.


Tzeentch

Force 1
Range: 6"

Pink Fire of Tzeentch

Guttering flames of pink magic spurt from the Chaos Magus's outstretched hands and strike the first model in their path. A model struck by the flickering Pink Fire of Tzeentch will suffer D6 hits with a Strength of 4 + D6. Make one roll to determine the Strength of all the hits.

Force 1

Boon of Tzeentch

The Chaos Magus chants, appealing to Tzeentch, Lord of Magic, to grant them new magics to destroy their foes. If the psychic power succeeds the Chaos player can draw two more cards from the warp deck immediately. These cards are added to the Chaos player's current hand of cards dealt to them by the warp flux this turn.

Force 3
Range: 24"

Tzeentch's Fire Storm

The Chaos Magus launches a fiery mass of flames up to 24" to strike the first model in its path. The flames drain away the victims' souls to the capricious realm of Tzeentch and Pink Horrors are drawn back by the energy flow. Place the Fire Storm template over the target. Every model touched by the template suffers an S5 hit with no armour saving throw possible. Vehicles touched by the template suffer an S5 hit to one randomly determined crewman. For every full 3 wounds inflicted by Tzeentch's Fire Storm a Pink Horror is created. Place newly created models in the area affected by the template. The Pink Horrors form a new unit under the control of the Tzeentch player.

Force 2
Range: 12"

Bolt of Change

The Chaos Magus summons a bolt of raw magical power and hurls it up to 12", striking the first model in its path. The victim must roll equal to or under their Toughness on 2D6 to resist the power which engulfs them; otherwise the magic rips through them, twisting and warping their body in a blur of growth and change. In a matter of moments the psychic power is spent, leaving nothing but a pile of indescribable slime. Armour does not protect against the Bolt of Change. Vehicles suffer a randomly allocated hit with an armour penetration value of 3D6+6.


Nurgle

Force 3
Range: 24"

Plague Wind

The Chaos Magus unleashes a putrid wind of decay against a single living enemy model within 24". The Wind inflicts 3D6 hits minus the target's Toughness. Each hit causes a wound on a roll of 4+ on a D6. For every 3 wounds inflicted by the Wind, one Plaguebearer is created, forming a new unit within 3" of the victims of the Wind.

Force 2

Miasma of Pestilence

The Chaos Magus summons a stinking cloud of pestilence and magically wraps the diseased vapours about themself like a monstrous shroud. Any living models within 6" of the Magus are affected by the miasma and suffer an S3 hit as soon as they are within range. Followers and daemons of Nurgle are unaffected. The psychic power remains in play until it is nullified, the Chaos Magus is slain, or the Chaos Magus decides to end the psychic power.

Force 1

Aura of Decay

With a leering grin, the Chaos Magus bestows a blessing from Nurgle on themself or a single model in base-to-base contact with them. The target starts to exude an aura of psychic power so disgusting that it and all models within 3" of it lose 1 from their Attacks characteristic as they retch uncontrollably. Followers and daemons of Nurgle are unaffected by the putrescent aura. The psychic power lasts until it is nullified, until the affected model is slain, or until the Chaos Magus decides to stop using the psychic power.

Force 2

Stream of Corruption

The Chaos Magus vomits forth a stinking jet of putrid blood, pus, maggots, slime, and other foulness. Place the Stream of Corruption template with the pointed end touching the Chaos Magus model and the round end over the target. Any living models, friend or foe, more than half under the template will be overwhelmed and choked to death by the foulness unless they can roll their armour save. Models with a Toughness of 7 or greater will not be automatically killed by the Stream but sustain D6 wounds instead.


Squat

Force 1
Range: 12"

Mental Fortress

The Ancestor Lord weaves a powerful mental barrier around themself and those nearby. The Ancestor Lord and all friendly models within 12" gain an additional saving throw of 5 or 6 on a D6 against psychic attacks. Mental Fortress remains in play until it is nullified or the Ancestor Lord is killed.

Force 1
Range: 12"

Domination

The Ancestor Lord turns their immense willpower on the mind of a single enemy model and takes over their body for a moment. The player nominates a single model in range as their victim. The victim must pass a Ld test with a -2 modifier to resist the power of the Domination. If the model fails, the player can force it to perform one action immediately—this could be to make a normal move, fire a weapon, throw a grenade, etc. Vehicle crew may be targeted using this power but those in enclosed vehicles make their Ld test with a Ld of 10. A dominated model cannot be forced to kill itself.

Force 3
Range: 9"

Hammer of Fury

The Ancestor Lord unleashes a mighty psychic hammer blow against their foes, smashing them back with supernatural force. All enemy models within 9" of the Ancestor Lord are blasted backwards 3" directly away from them and suffer a S5 hit. Vehicles suffer a S5 hit to each hit location. Moving enemy vehicles will go out of control in their next movement phase. Models with a Strength of 6 or more will not be driven back by the Hammer of Fury, though they will suffer a S5 hit as normal.

Force 2
Range: 24"

Force Dome

Dome may be used anywhere within 24" of the Ancestor Lord. A giant dome of energy bursts from the ground—take the special Dome template and place it within range. The Dome prevents all movement across its edge, trapping models inside. The dome stops models seeing, shooting, or using psychic powers through it. At the end of each of their own movement phases, models in contact with the dome can try to destroy it by rolling under their Strength on 3D6. Vehicles can destroy the dome by rolling 2D6 and scoring equal to or less than the Strength of their Ram Value. The Dome remains in play until it is nullified or removed.