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 matter his Rank category.
Four psychic powers are described below. The number following their names represents the amount of mental energy points needed to activate them.
Preservation / 4: the targeted fighter acquires the Survival Instinct ability until the end of the round. If he already has it, he succeeds all rolls bound to this ability on a result of 5 or 6 until the end of the round.
Intimidation / 5: the targeted fighter must place at least one combat die in Defense in every fight he participates in until the end of the round. He cannot voluntarily use abilities or effects that force him to not place any dice in Defense. Yet if he doesn't have a choice and such an effect is forced upon him, then this psychic power has no effect on him.
Rage / 8: the targeted fighter acquires the Sequence ability until the end of the round. If he already has this ability, then Rage has no effect on him.
Reprisal / 9: the targeted fighter acquires the Counter-Attack ability until the end of the round. If he already has the capacity Counter-Attack, then the difficulty of his Defense Rolls when making a Counter-Attack is only increased by 1 point instead of the usual 2.
These capacities have no effect on warriors with the Living-Dead, Inalterable, or Construct abilities.