Pyrae

(Entry)
Type: upgrade
EntryId: 6c08-592d-ebee-6003
Hidden: false
Costs: 10 Point(s)
Rules (4)
Inferno Shield
At the end of each Initiative Step, each Unit that scored any Hits against a Unit that contains any Models with this Special Rule suffers D6 Hits with a Strength of 4, an AP of '-' and a Damage of 1, allocated by that Unit's Controlling Player.
Critical Hit (X)
"Attacks made with the Critical Hit (X) Special Rule have a chance to automatically cause a wound and inflict 1 extra point of Damage."
When any Hit Test is made for an attack with the Critical Hit (X) Special Rule, if the result of the Dice Roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Critical Hit (X) Special Rule, then if a Hit is inflicted by that Hit Test, that Hit becomes a 'Critical Hit'.

A Critical Hit automatically inflicts a wound without any dice being rolled, counting as the roll of a '6' for any variable Special Rules that might be triggered by a Wound Test, and increases the Damage of the Hit by +1.
Armourbane
"A Weapon with the Armourbane Special Rule counts Glancing Hits as Penetrating Hits."
When making Armour Penetration tests for an attack with this Special Rule, a result that is equal to, or greater than, the target Armour Value inflicts a Penetrating Hit. A Weapon with this Special Rule can never inflict a Glancing Hit, and any Rule that would force them to do so instead inflicts a Penetrating Hit.
Breaching (X)
"With a Weapon that has a Breaching (X) Special Rule there is a chance that a Wound Test may result in the Wound ignoring Armour Saves."
When any Wound Test is made for an attack with the Breaching (X) Special Rule, if the result of the Dice roll, before any modifiers are applied, is equal to or greater than the value of X attached to this variant of the Breaching (X) Special Rule, then if a wound is inflicted by that Wound Test, that wound becomes a 'Breaching Wound'.

A Breaching Wound is always treated as having an AP of 2 regardless of the Characteristics of the Weapon used to make the attack.

Profiles:

Psychic Power
Inferno Shield
Summary:

This Psychic Power allows a Unit to inflict automatic hits onto a Unit that makes Melee Attacks against them.

Trigger:

The Active Player may choose to Manifest the Inferno Shield Psychic Power at the end of the Declare Weapons and Set Initiative Steps Step of a Combat.

Focus:

The Focus of the Power must be a Model with the Pyrae Trait and under the Active Player's control, and must be part of a Unit in that Combat.

Target:

The Target Unit must be the Unit that the Focus is part of, and must only include models with the Thousand Sons Trait.

Duration:

If successfully Manifested, the effects of this Psychic Power last until the Combat is resolved.

Process:
  1. Once the Controlling the Focus and Target Unit have been decided, Player of the Focus must make a Manifestation Check.
  2. If this Psychic Power is successfully Manifested, then all Models in the Target Unit gain the Inferno Shield Special Rule.
  3. If the Manifestation Check fails then there is no further effect.
Psychic Melee Weapon IMAMSMAPDTraits
Burning Grasp

I

1

8

3

2

Psychic

Critical Hit (6+), Breaching (5+), Armourbane

Used By (1)