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Until your next Psychic phase, add 1 to any wound rolls made for the targets shooting weapons. Roll 2D6 if the result is greater than the target's Leadership, you can treat the model as Friendly in your Shooting, Charge, and Fight phases, until the end of your Fight phase. Re-roll a single dice roll later during your turn. Much more reliable from a healthy Lord of Change, at 58.33% / 1.17 (1 1/6) mortal wounds dealt, but still rather shabby. If your Heralds cast this, you can expect to succeed 27.78% of the time (less than a third!), dealing 0.56 mortal wounds, on average. Set it up within 1" of the character before it is removed. Target unit suffers D3 mortal wounds if a Character is slain by this, you can add a Chaos Spawn to your army. Roll a D3 on the table below all models in the target unit receive the listed bonus until the start of your next Psychic phase. Until the start of your next Psychic Phase, all affected units take -1 Leadership. That unit suffers a mortal wound for each roll of 6. Roll a D6 for each model in the target unit. Until the start of your next Psychic Phase, roll 1D6 each time a model in the target unit loses a wound. It can pile in and attack as if it were the Fight phase. Target unit must also be within 1" of an enemy unit. Target unit subtracts 1 from all hit rolls until the start of your next Psychic phase. Since the Warp Charge was dropped to 6 it's very situational but no longer a garbage fire. This has the same average mortal wound output as Smite against targets with Ld5, but it's higher variance At Ld5 it's 28% likely to do nothing at all (either from failing the psychic test or rolling under their Ld) and averages 3.15 wounds if it works, vs. Target unit suffers a mortal wound for each point rolled above its highest Leadership value. Roll 2D6 (add 2 to the result if the psychic test result is more than 10).
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To give you an idea of how likely this is, here is a table summarizing your chances.īy and large, each Faction has its own Discipline, although exceptions abound. If you made it this far (cast successfully, psyker lived, not denied), resolve the power as specified in the power's rules, as modified by the rules on the psyker, etc. In Matched Play, only the Smite power, which all psykers know by default unless their rules say otherwise, can be spammed all other powers can only be attempted once per turn. Every psyker knows some set of powers, can attempt to manifest some number of powers per friendly Psychic phase, and can attempt to deny some number of psychic powers in each enemy Psychic phase. Psychic powers are used in their own phase, after moving but before shooting.