TELEKINESIS

Revision as of 19:56, 16 July 2024 by Talonsin (talk | contribs) (Created page with " == Telekinesis == '''''Telekines are able to manipulate the material world with the power of their minds, translating sheer mental power into physical force. These psykers can lash their foes with psychic energy, erect invisible force shields to protect themselves and even levitate above the battlefield itself.''''' === Assail === '''(Primaris Power)''' {| class="wikitable" |Using nothing but the power of his mind, the psyker tears a boulder of rock from the ground and...")
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Telekinesis

Telekines are able to manipulate the material world with the power of their minds, translating sheer mental power into physical force. These psykers can lash their foes with psychic energy, erect invisible force shields to protect themselves and even levitate above the battlefield itself.

Assail

(Primaris Power)

Using nothing but the power of his mind, the psyker tears a boulder of rock from the ground and hurls it at the foe.

Warp Сharge: 1

Assail is a beam with the following profile:

Range S AP Type
18" 6 - Assault 1, Strikedown

1

Crush

By reaching out his arm and clenching his fist, the psyker entraps his foe in a choking and crushing mass of force. Gritting his teeth, the psyker continues the assault until flesh, armour and bone alike are ground to powder.

Warp Сharge: 1

Crush is a focussed witchfire power with a range of 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 an AP equal to the result of a separate D6 roll.


2

Objuration Mechanicum

Weapons jam and engines seize up as the telekine uses his powers to wrench and twist the inner workings at the hearts of nearby machines.

Warp Сharge: 1

Objuration Mechanicum is a malediction that targets a single enemy unit within 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.


3

Shockwave

The psyker slams his palms together and the noise is magnified a hundredfold, releasing a shockwave that snaps bones and knocks foes from their feet.

Warp Сharge: 1

Shockwave is a nova power with the following profile:

Range S AP Type
9" 4 - Assault 2D6, Pinning

4

Levitation

The psyker uses his telekinetic powers to launch himself skywards, leaping across the battlefield in a single bound.

Warp Сharge: 1

Levitation is a blessing that targets the Psyker. 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 terrain must take a Dangerous Terrain test. The Psyker and his unit cannot charge in the same turn 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.


5

Telekine Dome

Bullets bounce off of thin air and are deflected harmlessly away as the psyker erects a barrier of shimmering energy about himself.

Warp Сharge: 2

Telekine Dome is a blessing that targets the Psyker. 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.


6

Psychic Maelstrom

The telekine focuses his entire mental might into creating a vast maelstrom of destructive power, unleashing a storm of psychic energies that utterly consume his foes.

Warp Сharge: 2

Psychic Maelstrom is a witchfire power with the following profile:

Range S AP Type
12" 10 1 Assault 1, Barrage, Large Blast