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==Psychic Powers== Guard Psykers are drawn from the {{W40kKeyword|Scholastica Psykana}}, and thus don't have a regiment; however they're the only {{W40Kkeyword|Psykers}} with the {{W40kKeyword|Astra Militarum}} keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you're limited to the '''Psykana''' discipline. Fortunately for you, it's really good! The rules breakdown is [[Warhammer 40,000/Tactics/Psychic 101(8e)|here]], but here's some tactical commentary. *'''Offensive Powers''' **'''Terrifying Visions (WC 7):''' If manifested, an enemy unit with 18" of the psyker suffers -2 to its leadership. One of the hardest powers to channel, with only a 58.33% base chance of success. This, combined with the fact that most of the units you'll cast it on - those with high points-per-model where Battleshock is most painful - are high leadership, have ways around it, or can just deny your powers to begin with, makes it highly situational. That said, you can synergize with other Imperial leadership debuffs like '''Sicaran Infiltrators''', {{W40kKeyword|Metallica}}'s -1Ld Stratagem, Space Marine '''Reivers''' The Guard (and Imperium) is all about coordination! **'''Gaze of the Emperor (WC 6):''' With a 72.22% base chance of success and no save of any kind aside from a deny roll, this is a TEQ-buster. It's model-count-dependent, so it's lousy against Characters, but it can wreck small units of high points-per-model troops, or densely packed blobs of cheaper models. Aim carefully - friendly fire is ''on'' - and beware the random range! ***Of note is that itβs the units that suffer the mortal wounds, not the models. This means that you can't snipe out specialists. ***Because friendly fire is on, you can use this, if you're desperate, to try and detonate your own Hellhound(s). **'''Psychic Maelstrom (WC 7):''' If manifested, roll a D6. On a 2+, an enemy unit within 18" of the psyker suffers a mortal wound, then you throw another D6. on a 3+, you repeat this process until you fail to deliver a wound. This power is hard to channel, but it can be powerful. This can target Characters, and it's probably best used in this fashion; you've got a really solid chance of scoring at least one mortal wound if you pull it off. As-is, there's no way to add to the roll to wound, but the rule is future-proofed for it; if you do find a way, this power can become a ''lot'' stronger. Save a Command Re-Roll for this one - by re-rolling the lowest of two dice you can get it off about 84% of the time. *'''Defensive Powers''' **'''Psychic Barrier (WC 6):''' If manifested an {{W40kKeyword|Astra Militarum}} unit gets +1 to their saves until the start of your next psychic phase. Channels relatively reliably. The flat bonus to saves can make certain units ''stupidly'' durable and it affects Invulnerable saves, too! Going from 3+ to 2+ outright halves wounds taken, before AP. Make sure to cast it on a unit that the enemy can't ignore so they don't just target something else. Good for Scions, since it protects against both ranged and melee. Stack it with '''Nightshroud''' on a Baneblade and make your opponent weep salt-water crocodile tears. One of the best powers on the list, right there with... **'''Nightshroud (WC 6):''' A new power added with the Codex, this is essentially a psychic smokescreen; all ranged hit rolls made towards the targeted {{W40kKeyword|Astra Militarum}} unit subtract 1. Best against low accuracy shooting. Psychic Barrier is better in about 70% of the circumstances you'd be using this, but by RAW it can cause enemy Plasma gunners to blow themselves up, and ''completely'' negates '6+ to hit' effects like Necron Tesla weapons. It also stacks with Night Fighting and similar rules. **'''Mental Fortitude (WC 4):''' AKA'' 'I'm'' the Commissar now!' This will go off more than nine times out of ten and makes the unit in question ''immune to morale''. You don't even have to execute anyone! Limited far more by the Psychic Focus rule in matched play - you only get one.
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