Discipline: Technomancy

(Entry)
Type: upgrade
LinkId: 5130-6614-c2b0-1e10
Hidden: false

Constraints:

max: 1
Rules (2)
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
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.

Profiles:

Psychic Power Warp ChargePower CategoryRange
(Primaris) Subvert Machine

1

Malediction

18"

If this power is successfully manifested, randomly select one of the vehicle's weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that have been destroyed). Then, you and your opponent each roll a dice and look up the result below: If your opponent rolls higher, nothing happens. If the results are drawn, then that weapon can only fire Snap Shots whilst this power is in effect. If you roll higher, you can immediately shoot with that weapon at another enemy unit; the weapon fires using the vehicle's Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shts.

1 - Blessing of the Machine

1

Blessing

24"

Whilst the power is in effect, the target vehicle ignores the effects of Crew Shaken and/or Crew Stunned damage results and has the Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst this power is in effect.

2 - Machine Curse

1

Focussed Witchfire

18"

Machine Curse is a focussed witchfire power that targets a single enemy vehicle unit within 18". The target model immediately surfers D3 Strength 1 AP- hits with the Haywire special rule.

3 - Reforge

1

Blessing

24"

The controlling player can choose for the target vehicle either to immediately recover one Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. In addition, the target vehicle has the It Will Not Die special rule whilst this power is in effect. If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.

4 - Warpmetal Armour

2

Blessin

24"

If this power targets a vehicle unit, then whilst it is in effect add 1 to all the Armour Values (Front, Sides and Rear) of models in that unit. If this power targets a non-vehicle unit, then whilst it is in effect add 1 to the Toughness of all models in the target unit. If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.

6 - Machine Flense

2

Focussed Witchfire

18"

The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.

Psychic Power (Attack) Warp ChargePower CategoryRangeStrengthAPTypeDetails
5 - Fury of Mars

1

Beam

18"

1

-

Assault 1, Haywire

Used By (3)