|
Unless otherwise noted, these work as described in the Psychic Powers section on page 74 of the Warhammer 40,000 rulebook.
Executioner: The Visionary projects his own spirit away from his body, to launch an attack against an enemy model within 24” and the Visionary’s line of sight. As with Mind War this may be a character or other model which could not normally be individually targeted. This power is used at the start of the Exodite shooting phase, and allows the Visionary to attack the chosen model and its squad in close combat. The model and any models of his squad within 2” fight back as normal in hand to hand combat. The Visionary cannot use the power if he is already engaged in close combat. He is treated as charging, ignores the effects of cover, may use a second close combat weapon and any additional attacks from wargear, psychic powers and mounts. If he is wounded, the Visionary is unharmed but his spirit retreats to his body and he may not make any attacks in the assault phase. Normal saves always apply for the enemy. A unit taking casualties from Executioner must test to avoid pinning. Any casualties taken count towards casualties in the shooting phase.
Fortune: The Visionary looks into the near future to foresee where the enemy will attack. The psychic power is used at the start of the Exodite turn. Nominate one Exodite unit with a model within 6” of the Visionary. This may be the unit of the Visionary. This unit may re-roll any failed armour or cover saves until the start of the next Exodite turn.
Heal: The Visionary can attempt to repair his bodies damaged patterns. Virtually any affliction can be corrected this way.
At the start of any Exodite turn the Visionary may use this power on himself. The Visionary restores 1 wound. The effect is permanent. If the Visionary fails the Psychic test to use this power he always looses 1 wound, even in addition to a “perils of the warp” attack.
Improve: By reweaving the pattern of his own body and channel some of the spiritual force of the World Spirit through his body a Visionary can improve on what the World Spirit has bestowed on him. At the start of any Exodite turn the Visionary may use this power on himself. The Visionary may improve up to 3 of the following characteristics until the start of the next Exodite turn:
No characteristic may be improved more then two times. (e.g., the Visionary can choose to improve S +2 and A +1.)
|