Discipline: Fulmination

(Entry)
Type: upgrade
LinkId: 195b-a696-40fb-5de2
Hidden: false

Constraints:

max: 1
Rules (1)
Haywire
When a weapon with this special rule hits a vehicle, roll a D6 to determine the effect rather than rolling for armour penetration normally: 1: No effect; 2-5: Glancing hit; 6: Penetrating hit

Profiles:

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAPType
(Primaris) Electrosurge

1

Witchfire

18"

5

4

Assault 6

2 - Electropulse

1

Nova

9"

1

Assault 1

Haywire

3 - Lightning Arc

2

Witchfire

18"

5

4

Assault D6

After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are Randomly Allocated

Psychic Power Warp ChargePower CategoryRange
1 - Electroshield

1

Blessing

Self

Whilst the power is in effect, the Psyker has a 3+ invulnerable save.

6 - Electrodisplacement

2

Blessing

24"

Remove all models in the target unit except one, then swap the position of the Psyker with that model. Then, set up all models from the Psyker's unit (if any) within 6" and unit coherency of the Psyker, and set up all remaining models from the swapped model's unit within 6" and unit coherency of that model. If either unit was locked in combat, the displaced unit is now locked in combat with that enemy; models cannot otherwise be placed within 1" of an enemy model. Unless locked in close combat, these units can charge in the same turn.

4 - Fists of Lightning

1

Blessing

Self

Whilst this power is in effect, the Psyker adds I to both his Strength and Attacks. In addition, each time the Psyker hits an enemy unit in close combat, that unit suffers two additional Strength 5 AP- Hits.

5 - Magnetokinesis

2

Blessing

18"

Unless the target is Zooming, Swooping or is locked in combat, it can immediately make a move of up to 18". The unit can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The unit cannot charge in the same turn that it was moved using this power, and all models in the unit count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.

Used By (3)