ASURYANI PSYKER model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool.
One ASURYANI PSYKER model from your army.
Command phase.
Select one enemy unit within 18" of and visible to your model. That enemy unit must take a Battle‑shock test, subtracting 1 from that test.
One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.
Fight phase, just after an enemy unit has selected its targets.
Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to move this phase, was not set up on the battlefield this phase, and is within 9" of one or more friendly ASURYANI PSYKER models.
Your Movement phase.
Remove your unit from the battlefield and set it up again anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
Until the end of the phase, your unit is not eligible to be selected to move.
One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that has not been selected to shoot this phase and is within 9" of one or more friendly ASURYANI PSYKER models.
Your Shooting phase.
Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability and each time a model in your unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
One ASURYANI PSYKER model from your army within 9" of that enemy unit.
Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
One ASURYANI INFANTRY unit from your army (excluding WRAITH CONSTRUCT units) that was selected as the target of one or more of the attacking unit’s attacks and is within 9" of one or more friendly ASURYANI PSYKER models.
Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
ASURYANI PSYKER model only. In your Command phase, you can add 1 to or subtract 1 from the value of one Fate dice in your Fate dice pool.
ASURYANI PSYKER model only. Models in the bearer’s unit have the Feel No Pain 4+ ability against mortal wounds, Psychic Attacks and Critical Wounds caused by attacks with the [DEVASTATING WOUNDS] ability.
ASURYANI PSYKER model only. Add 12" to the Range characteristic of ranged Psychic weapons equipped by the bearer.
ASURYANI PSYKER model only. Once per turn, when your opponent targets a unit from their army within 12" of the bearer with a Stratagem, the bearer can use this Enhancement. If it does, increase the CP cost of that usage of that Stratagem by 1CP.
At the start of the first battle round, you generate Fate dice by rolling a number of D6 based on the battle size, as shown below. Keep your Fate dice to one side – this is your Fate dice pool.
"In an Incursion sized battle, you roll three D6. In a Strike Force sized battle, you roll six D6. In an Onslaught sized battle, you roll nine D6."
Each time you use one of the Stratagems opposite, if your Fate dice pool contains one or more Fate dice showing the corresponding value in the table below, you can discard one of those corresponding Fate dice. If you do, reduce the CP cost of that usage of that Stratagem by 1CP.
"Presentiment of Dread has a Fate dice value of 1. Forewarned has a Fate dice value of 2. Unshrouded Truth has a Fate dice value of 3. Fate Inescapable has a Fate dice value of 4. Isha’s Fury has a Fate dice value of 5. Psychic Shield has a Fate dice value of 6."