Discipline: Runes of Fate

(Entry)
Type: upgrade
EntryId: d79e-c78c-6090-d288
Hidden: false
Rules (5)
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.
Fleshbane
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always Wound on a 2+. 

In either case, this special rule has no effect against vehicles or buildings.
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 Warp ChargePower CategoryRange
(Primaris) Guide

1

Blessing

24"

Guide is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls when shooting.

1 - Executioner

1

Focussed Witchfire

24"

Executioner is a focussed witchfire power with a range of 24". The target suffers 3 hits, resolved at the Psyker's Strength with the Fleshbane special rule and AP-. If the target is removed from play as a result, another model in the same unit suffers 2 hits as described above. If the second target is slain, a third and final model in the same unit suffers 1 hit as described above. If the Psyker chose the first target mode, he can choose the second and third target models. If the first target model was chosen randomly, then the second and third target models must also be chosen randomly. If at any point a target survives, or there are no models left in the target's unit, the power's effects end.

2 - Doom

2

Malediction

24"

Doom is a malediction that targets a single enemy unit within 24". If the target is a non-vehicle unit, all failed To Wound rolls made against the target can be re-rolled whilst this power is in effect. If the target is a vehicle, all failed Armour Penetration rolls made against it can be re-rolled whilst this power is in effect.

3 - Will of Asuryan

2

Blessing

Self

Will of Asuryan is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules.

5 - Mind War

2

Focussed Witchfire

24"

Mind War is a focussed witchfire with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the scores are drawn, the target model suffers a -1 penalty to its Weapon Skill and Ballistic Skill until the end of the following turn. If the Psyker's score is higher, the target also suffers a number of Wounds equal to the difference between the two scores. No armour or cover saves are allowed against Wounds caused by Mind War.

4 - Fortune

2

Blessing

24"

Fortune is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target can re-roll all failed saving throws and Deny the Witch rolls.

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAP
6 - Eldritch Storm

3/4

Witchfire

24"

3

3

Type:

Assault 1, Fleshbane, Haywire, Pinning, Large Blast/Apocalyptic Blast

Details:

Each time this psychic power is used, choose whether it will have a Warp Charge cost of 3 or 4. This choice must be made before the Psychic test is taken. It uses a Large Blast if it is manifested at Warp Charge 3, and an Apocalyptic Blast if it is manifested at Warp Charge 4.

Used By (1)