The Masters of the Mind
In every round, before making the Tactical Roll, a Neuromancer can call on his psychic powers. If he chooses to do so, he must make a Discipline Roll of freely chosen difficulty. This roll must be made using the Discipline printed on the Neuromancer's Reference card, even if it is has been modified.
If he fails this test, the Neuromancer cannot move during the round, not even to make a Pursuit Movement. He cannot fire and must place all this dice in Defense until the end of the round.
If he passes this test, the Neuromancer gets a reserve of mental energy points equal to the chosen difficulty. These points allow him to activate his psychic powers. Any unused points are lost at the end of the Movement phase.
A Neuromancer cannot use his faculties on himself, but they can target any figurine, including a different Neuromancer, within 10 cm or less of him and onto which he has a line of sight. If he has enough points, he can activate several capacities in the same round and use the same one several times. But a same fighter can only be targeted by one psychic power per round. A Neuromancer can activate his mental capacities during the Movement phase after having moved.
In Rag'Narok, a Neuromancer can accompany any Scorpion Unit as an Independent, no mater his Rank category.