Discipline: Biomancy

(Entry)
Type: upgrade
LinkId: af58-7900-a265-ee4a
Hidden: false

Constraints:

max: 1
Rules (5)
Smash
All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it's attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model's Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result.
Relentless
Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.
Fleet
A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
Eternal Warrior
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Feel No Pain
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that 'no saves of any kind are allowed', for example those inflicted by Perils of the Warp).

Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved  Wound is discounted - treat it as having been saved.

If a unit has the Feel No Pain special rule with a number in brackets afterwards -Feel No Pain (6+), for example - then the number in brackets is the D6 result needed to discount the Wound.

Profiles:

Psychic Power Warp ChargePower CategoryRange
2 - Enfeeble

1

Malediction

24"

Whilst the power is in effect, the target unit suffers a -1 penalty to both Strength and Toughness, and treats all terrain (even open ground) as difficult terrain.

1 - Iron Arm

1

Blessing

Self

Whilst the power is in effect, the Psyker has +3 to his Strength and Toughness and he gains the Smash special rule.

4 - Warp Speed

1

Blessing

Self

Whilst the power is in effect, the Psyker has +3 to his Initiative and Attacks and he gains the Fleet special rule.

5 - Endurance

2

Blessing

24"

Whilst the power is in effect, all models in the target unit gain the Eternal Warrior, Feel No Pain (4+) and Relentless special rules.

6 - Haemorrhage

1

Focussed Witchfire

18"

The target must pass two separate Toughness tests or suffer a Wound with no armour or cover saves allowed for each test that was failed. If the target is removed as a casualty, randomly select another model (friend or foe) within 2" of him. That model must pass a single Toughness test or suffer a Wound with no armour or cover saves allowed. If that model is removed as a casualty, continue the process of selecting another model and taking a single Toughness test until either a model survives or there are no more suitable targets within range.

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAPType
3 - Life Leech

1

Witchfire

18"

6

2

Assault 2

If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle.

(Primaris) Smite

1

Witchfire

18"

4

2

Assault 4

Used By (8)