Psychic Discipline: Fury of the Salamander (Awakening Fire RoW Only!)

(Entry)
Type: upgrade
LinkId: 3362-9642-1313-7811
Hidden: true
Rules (5)
Pinning
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
• The unit is locked in combat.
• The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
• The unit is composed entirely of Vehicle models.
• The unit is Embarked on a Transport Vehicle.
• The target unit is affected by the Fearless special rule.

A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain (sec page 222), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Deflagrate
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Shell Shock (X)
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.

For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Template Weapons
Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are allocated following the normal rules.

Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined, roll To Wound as normal.

Wall of Death
Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is also a Hellstorm weapon then it instead inflicts D6 Hits.

Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm template (see page 152), but otherwise obey the rules for other Template weapons.

Profiles:

Psychic Power
Salamander's Fury:

At the start of their own player turn, the controlling player of a Psyker with this power may choose to make a Psychic Check. If the Check is successful then all enemy models within 18" of the Psyker treat all Open Terrain as Difficult Terrain and all Difficult Terrain as both Difficult Terrain and Dangerous Terrain until the start of the Psyker’s controlling player’s next player turn. However, the Psyker may not Move, make Shooting Attacks or Charge in that turn. If the Check is failed, the Psyker suffers Perils of the Warp but may otherwise act normally.

Psychic Weapon RangeStrengthAP
Elemental Horror

Template

7

4

Assault 1, Pinning, Deflagrate, Shell, Shock (3), Psychic Focus

Modifiers:

set hidden false
and
1 selections of XVIII: Salamanders in force (recursive)
1 selections of The Awakening Fire (SAL) in force (recursive)
Used By (1)