Discipline: Telekinesis

(Entry)
Type: upgrade
LinkId: d972-8812-5dd0-1307
Hidden: false

Constraints:

max: 1
Rules (4)
Strikedown
Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with the Strikedown special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.
Gets Hot
When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) - this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.

Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) - this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.

If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is also a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.
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
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.

Profiles:

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAPDetails
6 - Psychic Maelstrom

2

Witchfire

12"

10

1

Assault 1, Barrage, Large Blast

3 - Shockwave

1

Nova

9"

4

-

Assault 2D6, Pinning

(Primaris) Assail

1

Beam

18"

6

-

Assault 1, Strikedown

Psychic Power Warp ChargePower CategoryRange
1 - Crush

1

Focussed Witchfire

18"

Roll 2D6. The target model suffers a hit with a Strength equal to the result (a result of an 11 or 12 wounds automatically or, in the case of a vehicle, causes an automatic penetrating hit) with APD6.

5 - Telekine Dome

2

Blessing

Self

Whilst the power is in effect, the Psyker, and all friendly models within 12" of the Psyker, have a 5+ invulnerable save against any shooting attack.

2 - Objuration Mechanicum

1

Malediction

24"

Whilst the power is in effect, all of the target's ranged weapons have the Gets Hot special rule. In addition, if the target is a vehicle (or vehicle squadron), each vehicle in the unit suffers a single Strength 1 hit with the Haywire special rule.

4 - Levitation

1

Blessing

Self

Unless the target is Zooming, Swooping or is locked in close combat, the Psyker and his unit immediately make a move of up to 12". This move cannot end up on top of another unit or impassable terrain, but ignores intervening units, terrain etc. Any model that starts or ends this move in difficult terrainmust take a Dangerous Terrain test. The Psyker and his unit cannot charge in the sameturn that they use this power, and all models count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.

Used By (9)