
As before, when you would normal gain one of the psychic powers below, you may instead choose to gain one of the listed alternate versions of the psychic power.
Psychic Blade
Psychic Shield at the start of a single close combat, before rolling the combat dice, roll 1D6, on a 2+, if the retinue cannot get a worse result than a draw in that combat
Mind Blast
Aura of Fire place a barrage template so that it fully covers the retinue and then roll 2D6, any model or stand fully or partially under the template is hit by a barrage with a number of barrage points equal to the roll, if the roll was greater than 9, the barrage has a save modifier of -1 per point over 9 (i.e., a roll of 10 results in a -1 save modifier, 11 in a -2 modifier, and 12 in a -3 modifier)
Fly
Standstill at the beginning of the movement phase, target a flyer within 50cm of the psyker and roll 1D6, on a roll of 2+, the flyer’s maximum movement for this turn is reduced by 10cm for every point over 1, if the flyer cannot meet its minimum move requirement due to this reduction, it will crash
Psychic Barrier
Aura of Protection at the beginning of the combat phase, roll 1D6, on a 3+, the psyker and each member of the retinue gains a saving throw, this lasts until the end of the turn
Wind Blast
Lightning Arc during the first fire segment, roll 1D6, on a 5+, draw a 25cm long straight line from the psyker in any direction, the closest model or stand crossed by the line is hit automatically and must make a save with a -6 modifier or be destroyed, if the target survices the lignting fizzles out, but if the target is destroyed, the second closest target must save at -5, and so on, the seventh target makes an umodified save, and any further targets make their save at a +1 modifier (gaining a 6+ save if they normally do not possess an armour save), the lighting can knock down multiple shields, but each shield counts as separate targets for the purpose of degrading the power and each shield is entitled to the standard shield save against psychic powers
