Powers of the Void

 OVERVIEW 

Powers of the Void are the Universal Union's equivalent of psychic powers. They are casted in the psychic phase as normal. A unit with the GIFTED keyword is equivalent to a unit with the PSYKER keyword. A unit with the GIFTED keyword can deny psychic powers from GIFTED units and PSYKER units, but their own powers can only be denied by another unit with the GIFTED keyword. By default, they know Smite, and then a set number of powers from the Discipline of Void. Their psychic mastery level allows them to manifest, deny, and know a given number of psychic powers, including Smite. They are not true psykers as they do not use the Warp/Immaterium as a psychic power source, instead using another dimension known as the Void. As the Void is nowhere near as dangerous, but not entirely danger-free, a GIFTED unit that suffers Perils of the Warp only suffers one wound, however units in a D6" radius around it must roll their armor saving throws. For every model that fails these rolls, deliver one wound. Allocate wounds and slain models accordingly.

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Discipline of Void'''

Voidbolt. Voidbolt is the first power of the Void Discipline. Voidbolt has a warp charge value of 7. Target the closest enemy unit within 36 inches. That unit suffers D6+2 mortal wounds.

Fires of the Void. Fires of the Void is the second power of the Void Discipline. Fires of the Void has a warp charge value of 8. Target the closest terrain feature or enemy vehicle within 36 inches. Any enemy units within 12 inches of the targeted terrain feature or vehicle must roll a D6. On a 4+, the unit is undamaged but must move its full movement wholly out of the 12" zone on its next movement turn. If it cannot get out of the 12" zone on its first movement action, then it must roll a D6 and get a 5+ to be undamaged when its next movement action occurs. If it still cannot move out of the 12" zone, then it must roll a D6 again and get a 6+ to be undamaged when its next movement action occurs. For now on until the unit is out of this zone, it must roll a 6+ on its next D6 to ignore damage from Fires of the Void. If a unit in the 12" zone fails its D6 roll, then it must take one mortal wound for every model within 12" of the targeted terrain feature or vehicle. The affected unit then may move if any models remain. If the original target of this power was an enemy vehicle, the vehicle takes D6 mortal wounds on the first turn the power was cast. The vehicle then does not take any more wounds from this psychic power or its re-castings. Fires of the Void must be re-casted every turn by the "psyker" that casted it. If Fires of the Void fails any subsequent required re-castings, all effects of this power are negated and no units are hurt within 12" of the affected terrain feature or vehicle.

Fatal Collapse. Fatal Collapse is the third power of the Void Discipline. Fatal Collapse has a warp charge value of 7. Target an enemy unit within 24 inches. The unit suffers one wound and a -1 to morale tests and leadership for the remaining turn. If the unit has at least 10 models, it suffers -3 to morale tests and leadership for the remaining turn, and also suffers D6 mortal wounds.

Agitate Operating Energy. Agitate Operating Energy is the fourth power of the Void Discipline. Agitate Operating Energy has a warp charge value of 8. Target a friendly vehicle or SYNTH unit. Range does not affect this power's targeting abilities. Heal 1 wound. Then roll a D6. The D6 result heals that much wounds on the targeted vehicle or SYNTH unit.

Instill Fear. Instill Fear is the fifth power of the Void Discipline. Instill Fear has a warp charge value of 7. Target an enemy unit. Range does not affect this power's targeting abilities. Roll a 3D6 and add the caster's psychic mastery level to the result of this roll. For example, a psychic mastery of 2 and a result of 11. Add 2 to the value of 11, resulting in a 13 total for your result. Every point over the unit's leadership causes one model in that unit to flee.

Void Paradox. Void Paradox is the sixth and final power of the Void Discipline. Void Paradox has a warp charge value of 8. Target up to three units within 24 inches. The targets can be a friendly or enemy unit, although the targets cannot be both friendly and enemy. If the targets are friendly units, relocate them off board. They may be deep striked back into the battlefield, setting up from the Void, however they must be at least 6 inches away from the caster and the enemy. If the targets are enemy units, the targets disappear from play. These targets cannot be selected to do any action in any way and cannot hold cover, objectives, or use auras and abilities. They may not move, shoot, charge, use psychic powers, or take tests. They may also not be shot at, charged, affected by psychic powers, or be affected by auras, abilities, or other units and stratagems in any way. On the turn they come back, they suffer D6 wounds and become available again following the enemy command phase.