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Old April 20th, 2006, 06:00   #5 (permalink)
Warrior47
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I think a usefull and fluffy power for psykers would be this:

1. Telepathy cover- The psyker can raise ground in a colum to create temporary cover for troops. This cover is the size of the small blast template, is impassible and cannot be seen over or through. Your psyker may use this power during you shooting phase and it requires a psykic test. The temporary terrain lasts until your next shooting phase and ends at the beginning of that phase. If the psyker is killed while the terrain is being cast it lasts till the end of the phase and then disappears. While casting, your psyker can't move, shoot, or assault.

2. Future Sense- Your psyker can sense the dangers of the future and can act accordingly. At the beginning of every opponents shooting phase roll a dice for every psyker that has this ability. On a roll of a 5+, the psyker who's dice was rolled is able to move 3" towards the nearest cover, towards your table edge or towards your command squad. If your psyker moves this way, he will always count as moving on your next turn for purposes of shooting. On a roll of a 4, the psyker has a 5+ invunerable save for the rest of the turn, brought about by the supreme clarity and awareness of the world around him.
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