Epic Roleplay – Alternate Psychic Powers

Alternate Psychic Powers
As with alternate talents, 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.

Also, as a general note regarding “alternates” (be it talents, powers, or in the future perhaps other things like wargear, home worlds, or whole careers), the reason to nest the new elements under existing ones, is to avoid the necessity of updating/ amending other parts (especially career advance tables!) to include the alternates in the game.

Telepathy
Verminspeech at the beginning of the orders phase, target one beast within 25cm of the psyker, roll 1D6, on a 3+, the psyker gains control of the beast for this turn, placing orders for it, moving, attacking, or taking any actions with it as they wish

Purge Psyker
Nullify when an enemy within 75cm of the psyker tries to use a psychic power, roll 1D6, on a 3+, the power fails

Summon Daemon
Chaos Gate in the end phase of a turn in which the retinue neither moved, nor shot, nor fought in close combat, roll 1D6, on a roll of 2+, the retinue has to take a psychic save, if it fails, the raw chaos drawn forth consumes the retinue (roll for casualty recovery), if the save succeeds, the retinue gains one Chaos Card

Hammerhand
Wreck at the beginning of the close combat segment, roll 1D6, on a 4+, the retinue may attack one building they are in contact with, the building has to take a save with a negative modifier equal to the retinue’s CAF (maximum -6), the attack against the building is treated as a close combat, so any additional enemies qualify for gaining extra dice for outnumbering the retinue

Illusion
Doppelganger at the beginning of the close combat segment, roll
roll 1D6, on a 4+, any enemy would defeat the retinue in close combat, has to roll equal to or higher than their Morale Value, otherwise they expended their attacks on illusory doppelgangers, leaving the retinue unhurt

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