Discipline: Librarius

(Entry)
Type: upgrade
LinkId: 44f0-dba4-9e9c-2edf
Hidden: false

Constraints:

max: 1
Rules (3)
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 and must immediately Go to Ground. As the unit has already taken its saves, Going to Ground does not protect it against the fire of the Pinning weapon that caused the test - it's too late! 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. If a unit has already Gone to Ground, no further Pinning tests are taken. If the special rules of a unit specify that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish.
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Adamantium Will
A unit that contains at least one model with this special rule receives a +1 bonus to Deny the Witch tests.

Profiles:

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAPTypeDetails
(Primaris) The Emporer's Wrath

1

Witchfire

18"

5

3

Assault 1, Blast

2 - Fury of the Ancients

1

Beam

20"

6

4

Assault 1, Pinning

Psychic Power Warp ChargePower CategoryRange
1 - Veil of Time

2

Blessing

Self

Whilst the power is in effect, the Psyker and his unit can re-roll all failed saving throws.

5 - Psychic Scourge

1

Malediction

24"

The Psyker manifesting this power rolls two dice and adds their Mastery Level to the highest result. The target Psykerrolls a single dice and adds their Mastery Level to the result. If the enemy Psyker's result is higher, there is no effect. If the scores are drawn, or your result is higher than the enemy Psyker's, the target suffers a Wound with no saves of any kind allowed and, whilst this power is in effect, can only successfully manifest Warp Charge points on the roll of a 6. Finally, if your result is at least 3 points higher than that of the enemy Psyker's, then they also lose a randomly chosen psychic power; they cannot use it for the rest of the battle.

3 - Psychic Fortress

1

Blessing

Self

Psychic Fortress is a blessing that targets the Psyker. Whilst the power is in effect, all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules. ln addition, whilst this power is in effect, all friendly units within 12" of the Psyker have a 4+ invulnerable save against any Wounds caused by witchfire powers.

6 - Null Zone

2

Malediction

24"

Whilst the power is in effect, all models in the target unit suffer a -2 penalty to any invulnerable saves they have. This is cumulative with any other modifiers to a model's invulnerable save, but cannot make it worse than 6+.

4 - Might of Heroes

1

Blessing

Self

Whilst the power is in effect, add 2 to the Psyker's Strength, Toughness, Initiative and Attacks.

Used By (3)