Discipline: Geokinesis

(Entry)
Type: upgrade
LinkId: 7284-e731-9d87-e31c
Hidden: false

Constraints:

max: 1
Rules (3)
It Will Not Die
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a 5+, that model regains a Wound or Hull Point lost earlier in the game.
Ignores Cover
Cover saves cannot be taken against Wounds, glancing hits or penetrating hits caused by weapons with the Ignores Cover special rule.
Move Through Cover
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.

Profiles:

Psychic Power Warp ChargePower CategoryRange
(Primaris) Chasm

2

N/A

18"

All models in the enemy unit must immediately take a Dangerous Terrain test with no armour saves allowed (invulnerable saves can be taken normally). This psychic power has no effect on Swooping or Zooming units.

1 - Earth Blood

1

Blessing

18"

The target immediately regains D3 wounds lost earlier during the battle. In addition, whilst the power is in effect, the target and all models in their unit have the It Will Not Die special rule.

4 - Phase Form

1

Blessing

24"

Whilst the power is in effect, the unit has the Move Through Cover special rule and all of its weapons have the Ignores Cover special rule. In addition, the unit does not need line of sight in order to attack an enemy unit in the Shooting phase; as long as the target is in range, it can be shot at.

6 - Shifting Worldscape

3

N/A

24"

The targetted terrain feature must be one that can be physically picked up and placed in a different location on battlefield. Move the terrain to an area of open ground anywhere on the battlefield within 24" of its starting position, so long as it is more than 1" away from any other models or other terrain features after the relocation is complete. Any units that have all of their models on the piece of terrain are moved with it. If a unit has only a portion of its models on the terrain feature, then the models that occupy the terrain piece are immediately moved off it by their player, in the same manner as a model disembarking from a vehicle (treating the edge of the terrain as an Access Point and ending this move wholly within 6" of the terrain and in coherency). Models moved in this way must then take a Dangerous Terrain test.

5 - Warp Quake

1

Witchfire

24"

If you targeted a building, roll a dice; on a roll of 1-3, the building suffers a glancing hit, and on a roll of 4-6, it suffers a penetrating hit. If you targeted a piece of Ruins terrain, roll a dice for each unit that is even partially within those ruins: on a 4 or more, that unit suffers D6 Strength 6 AP-hits as they are struck by falling debris. These hits are Randomly Allocated.

2 - Scorched Earth

1

Malediction

24"

Choose the point on the battlefield when the power is manifested. Each unit within 6" of that point immediately suffers a single Strength 5 AP4 hit with the Ignores Cover special rule (hits are Randomly Allocated). In addition, whilst the power is in effect, all terrain (including open ground) within 6" of the point chosen is treated as being dangerous terrain.

3 - Landquake

1

Malediction

18"

Whilst this power in effect, the targets move as though they were in difficult terrain. Furthermore, whilst this power is in effect, the targets cannot Run, Turbo-boost, or move Flat Out. This psychic power has no effect on Swooping or Zooming units.

Used By (3)