Mentat Psychic Powers


 

Force 1.....................................................Range 18"

Fold Space

The Mentat opens a Gate between two points on the battlefield.  Take the two special Gate markers and place them within 18" of the Mentat.  The two markers represent either end of a tunnel through the Nexus.  Any models which move into one of the Gate markers disappear, instantaneously reappearing out of the other Gate marker.   Models expend no movement between the Gate markers and may charge or make run moves through them as normal.  Only models small enough to get through the tunnel may use it, so no vehicles, etc. can pass through.  Fold Space remains in play until it is nullified or the Mentat using it is killed.  Place this card with the Gate markers or at the edge of the table to show that it is in play.

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Force 1............................................Range: 4D6"

Spatial Shift

The Mentat takes on a bright glow which suddenly flashes into blinding light.  when the light fades he has disappeared.  The Mentat reappears up to 4D6" away as a bright glow which flares into a sudden flash.  Spatial Shift can be used to carry the Mentat into hand-to-hand combat, in which case he fights as normal in the next combat round and counts as charging in the first round.

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Force 1

Mystic Shroud

The Mentat conjures a shroud of psychic energy to protect himself.   Should the Mentat subsequently suffer 1 or more wounds from either shooting or close combat the shroud will absorb and negate each wound on the D6 roll of 3, 4, 5 or 6; roll 1D6 per wound caused.  If the Mentat is attacked by a psychic power which either causes wounds or kills him outright, the Mystic Shroud will save him on the D6 roll of a 4, 5 or 6.  When used to save against a psychic power the shield is automatically nullified if the save is successful.  Once used the shroud remains in play until nullified or the Mentat is killed.  This card may be placed with the Mentat or at the edge of the table.

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Force 1..........................................Range: 72"

Fortuna

The Mentat examines the skeins of probability to try to determine which courses of action will give a single Ming squad or vehicle the best chances of success.  As a result a +1 modifier is applied to all the squad's shooting to hit rolls and Combat Scores in close combat.  This card should be placed next to the affected unit or face up on the table edge to indicate it is in play.  Fortuna remains in play until the beginning of the next psychic phase when it is returned to the Mentat's hand and may be used again.

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Force 1-3............................................Range: 18"

Astral Warrior

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

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Force 1-3.............................................Range: 36"

Mental Blast

The Mentat reaches out and blasts the mind of a single enemy model within range.  The Mentat rolls 4D6 plus +1D6 for each force card he uses to energize the power.  Mental Blast automatically inflicts 1 wound on the target for each 6 the Mentat rolls, with no armour saving throws possible.  Mental Blast may be used on a vehicle crewman but the Mentat only rolls 2D6 +1D6 per force card used.  If the Mentat uses Mental Blast on an enemy psyker he must take one random psychic power card from the psyker for each 6 he 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 he loses all of his powers and suffers D3 wounds.

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Force 3.................................................Range: 3D6"

Vortex

A sphere of utter darkness opens between the outstretched hands of the Mentat and widens into a swirling vortex.  The vortex can be sent in any direction and will move forwards 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 (in most cases this means instant annihilation).  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.  While the Vortex template is still in play this power may not be used again.

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Force 2..................................................Range: 24"

Banish Daemon

The Mentat hurls his powers against a daemon in an attempt to banish it back into the warp.  The Banish Daemon power travels up to 24" and strikes the first target in its path.  The Mentat rolls 2D6 and adds his mastery level to the result; the daemon rolls 1D6 and adds its current number of wounds to the result.  If the Mentat'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 Mentat's score is lower the Banish Daemon power does not work.  If the daemon's score is twice that of the Mentat or more the Mentat suffers D3 wounds from the psychic feedback.

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Force 1.................................................Range: 24"

Mystic Flail

Crackling bolts of power lash out from the Mentat'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.   If this happens leave this card as a reminder and take it back at the beginning of the next psychic phase.  Daemons struck by Mystic Flail suffer a D3 hits at S8 rather than S4.

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Force 1..................................................Range: 9"

Nullity Bubble

The Mentat projects a powerful mental shield to protect himself and those nearby against psychic attack.  The Mentat and all friendly models within 9" increase their Ld characteristic to 10 as long as the Nullity Bubble is in effect.   The Mentat and all friendly models within 9" gain a saving throw of 4, 5 or 6 on a D6 against psychic attacks.  Protective Aura remains in play until it is nullified or the Mentat is killed.  This card should be placed with the Mentat at the edge of the table  as a reminder that it is in play.

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Force 1...................................................Range: 36"

Mystic Purging

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

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Force 1................................................Range: 12"

Mind Control

The Mentat turns his immense will power on the mind of a single enemy model and takes over its body for a model in range as his victim.  The victim must pass a Ld test with a -2 modifier to resist the power of the Mind Control.  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.  Any firing uses the subjugated model's BS and normal rules apply as regards targeting, line of sight, etc.   Vehicle crew can be targeted with Mind Control but those in enclosed vehicles count as having a Ld of 10; exposed vehicle crew test on their basic Leadership.  A Mind Controlled model cannot be forced to kill itself.

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