THE TERRORS OF THE WARP Each time a Psyker suffers Perils of the Warp, roll twice on the Perils of the Warp table and apply both results. Perils of the Warp If a unit suffers Perils of the Warp, roll a D6 and consult the Perils of the Warp table. If the unit has the Brotherhood of Psykers/Sorcerers special rule, the effects of the Perils of the Warp result apply a randomly determined model in the unit who has the Brotherhood of Psykers/Sorcerers special rule. Note that suffering Perils of the Warp does not necessarily mean that a psychic power fails to manifest. Assuming that the Psychic test was successful and any Deny the Witch test failed, the psychic power still manifests, regardless of whether or not the Psyker in question suffers a Wound or is slain by Perils of the Warp.If a unit suffers Perils of the Warp, roll a D6 and consult the Perils of the Warp table. D6 Result___________________________________________________________________ 1 Dragged into the Warp: The Psyker must take a Leadership test. If the test is passed, the Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed. If the test is failed, the Psyker is removed as a casualty' and his unit suffers D6 Strength 6 APi hits. For Wound allocation purposes, assume the attack is coming from the Psyker that suffered Perils of the Warp. 2 Mental Purge: The Psyker suffers l Wound/glancing hit with no saves of any kind allowed. In addition, randomly select one psychic powrer known to the Psyker. That power is immediately lost, and cannot be used by the Psyker for the rest of the battle.
REVENANT PSYKERS Psykers with the Ynnari Faction can choose to generate psychic powers from the Revenant discipline if they wish. REVENANT Primaris Power Spirit Hook Warp Charge l With a beckoning gesture, the psyker draws the soul forth from the mortal forms of their enemies and sets it free upon the wind. l. Shield of YnneadWarp Charge l Those favoured by the Whispering God are bestowed with his protection, manifesting itself as a shield of spiritual energy capable of turning aside even the strongest of attacks. Storm of WhispersWarp Charge 1 The low hiss of the psyker’s whisper is joined by the voices of their ancestors, the cumulative effect building to a maddening crescendo that drives mortal minds to insanity in a matter of seconds. 3. Word of the PhoenixWarp Charge 2 Chanting in the ancient tongue of the Aeldari as they draw upon the aetheric currents, the psyker blesses their allies with the paradoxical power of the mythical phoenix, who dies in flame only to be reborn all the stronger. 4. Ancestor’s GraceWarp Charge 2 Drawing forth the greatness that is the genetic legacy of all Eldar, be they craftworlder or Commorrite, the psyker bolsters their fellows' bodies and souls until they achieve the apex of their potential. 5. Unbind Souls Warp Charge 2 The cutting of the cord that binds soul to body was once the province of the crone goddess and her priestesses. Since the awakening of Ynnead, those skilled in the 6. Gaze of Ynnead Warp Charge 3 The psyker’s eyes blaze with white fire as they turn themselves into a conduit for the power of their god. For a brief moment, the Whispering God himself peers dimly from the Ynnari’s eyes - those he perceives are slain in an instant, regardless of their paltry’ mortal shields. Woe to those who draw his gaze... ANCESTOR’S GRACE Ancestor's Grace is a blessing that targets a friendly non-vehicle unit within 14". Whilst this power is in effect, the target unit adds 1 to its Weapon Skill, Ballistic Skill, Initiative, Attacks and Leadership characteristics, and gains the Adamantium Will special rule. Adamantium Will A unit that contains at least one model with this special rule receives a +1 bonus to Deny the Witch tests. Deny the Witch If your opponent makes a successful Psychic test, you can attempt to nullify the power being manifested by making a Deny the Witch test. For a Deny the Witch test to be successful, you need to nullify all of the Warp Charge points that were successfully harnessed by the Psyker when he passed his Psychic test. To make a Deny the Witch test, first select one of your units that was a target of the enemy’s psychic power. You will then need to expend a number of Warp Charge points; declare how many points you will spend and remove them from your pool. Then roll a number of D6 equal to the number of Warp Charge points expended. Apply any of the following modifiers that apply to each individual dice roll: The target unit contains one or more models with: Modifier The Psyker, Psychic Pilot or Brotherhood of Psykers/ Sorcerers special rule +1 GAZE OF YNNEAD Gaze of Ynnead is a witchfire powrer with the following profile: Range S AP Type 12" 10 1 Assault 1, Ignores Cover, Inescapable Assault A model shooting an Assault weapon shoots the number of times indicated on its profile - whether or not the bearer has moved. A model carrying an Assault wreapon can fire it in the Shooting phase and still charge into close combat in the Assault phase. Ignores Cover Cover saves cannot be taken against Wounds, glancing hits or penetrating hits caused by weapons with the Ignores Cover special rule. Inescapable Invulnerable saves cannot be taken against this psychic power. SHIELD OF YNNEAD Shield of Ynnead is a blessing that targets the Psyker. Whilst this power is in effect, all friendly units within 7" of the Psyker have a 6+ invulnerable save. SPIRIT HOOK Spirit Hook is a focussed witchfire power with a range of 18". If the Psyker has a higher Leadership than the target, the target suffers a Strength 6 hit; otherwise, it suffers a Strength 3 hit. No armour or cover saves are allowed against hits caused by this power. Spirit Hook has no effect on vehicles. STORM OF WHISPERS Storm ofWhispei's is a nova power with the following profile: Range S AP Type 9" 3 2 Assault 2D6, Pinning, Ignores Cover Assault A model shooting an Assault weapon shoots the number of times indicated on its profile - whether or not the bearer has moved. A model carrying an Assault wreapon can fire it in the Shooting phase and still charge into close combat in the Assault phase. Pinning If a non-vehicle unit suffers one or more unsaved Wounds from a wreapon 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 wreapon 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 snecial rules of a unit snecifv that the unit can never be Pinned, the unit WORD OF THE PHOENIX Word of the Phoenix is a psychic powder that targets a friendly unit with the Strength from Death special rule within 24". That unit can immediately make a Soulburst action. UNBIND SOULS Unbind Souls is a witchfire powrer with the following profile: Range S AP Type 12" 4 - Assault*, Soulreap * Unbind Souls makes a number of shots equal to the number of models in the enemy unit. Assault A model shooting an Assault weapon shoots the number of times indicated on its profile - whether or not the bearer has moved. A model carrying an Assault wreapon can fire it in the Shooting phase and still charge into close combat in the Assault phase. Soulreap If any models in the target unit are slain, one friendly unit with the Strength from Death special rule within 7" of the target unit may make a Soulburst action.
Yvraine HUNGERING BLADE Replaces one of the bearers melee weapons. Range S AP Type User - Melee, Blessing of Yvraine, Fleshbane Melee Weapons with the Melee type can only be used in close combat. Blessing of Yvraine If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has any lost Wounds restored. 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. BLESSING OF YVRAINE If an Aeldari model is killed by this weapon, before any casualties are removed the wielder has any lost Wounds restored. HERALD OF YNNEAD Whenever an Aeldari model is slain within 7" of Yvraine, roll a dice. On a 4+, Yvraine immediately regains a lost Wound. If that model was a Psyker, add 1 to Yvraine’s Mastery Level (to a maximum of Mastery Level 4) and immediately generate another psychic power for her. GYRINX FAMILIAR At the start of each Psychic phase, generate D3 extra Warp Charge points. Only Yvraine can use these Warp Charge points.
ASU-VAR, THE SWORD OF SILENT SCREAMS Range S AP +2 2 Type Melee, Silence, Two-handed Melee Weapons with the Melee type can only be used in close combat. Silence Enemy units within 3” of the Visarch use the lowest Leadership characteristic in their unit, rather than the highest. Two-handed A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons. Verwandte Glossarbegriffe Index SILENCE Enemy units within 3” of the Visarch use the lowest Leadership characteristic in their unit, rather than the highest. WARDEN OF YVRAINE If the Visarch is in a unit with Yvraine, you can choose for Yvraine to pass Look Out, Sir rolls automatically. If you do so, you must allocate the Wounds to the Visarch. Additionally, the Visarch always passes the Initiative test when making a Glorious Intervention to take Yvraine’s place. Glorious Intervention A character can declare a Glorious Intervention at the start of his own Fight sub-phase, before any blows are struck, if a friendly character in the same combat is about to fight a second or subsequent round of a challenge. A character cannot declare a Glorious Intervention in the first round of a challenge or during the enemy turn. Nor can a character that cannot fight or strike blows (including those that are not engaged with an enemy model) declare a Glorious Intervention. To see whether or not the Glorious Intervention has been successful, the intervening character must take an Initiative test. If the test is failed, nothing happens - the character has not been quick enough. He fights the current round of close combat as normal. If the test is passed, the character making the Glorious Intervention takes the place of the friendly character in the ongoing challenge. The character thus displaced now fights in the close combat according to the normal rules, whilst the character that made the Glorious Intervention fights in the challenge. The two characters now fighting the challenge should attempt to move into base contact with each other following the same rules as when the challenge was first accepted, with the character performing the Glorious Intervention as the challenger. WAY OF THE VISARCH The Visarch always has a Warlord Trait generated from the Ynnari Warlord Traits table, even if he is not your Warlord. For the purposes of this Warlord Trait, the Visarch is considered to be your Warlord.
Yncarne YNNEAD STIRS The Yncarne, and all friendly non-vehicle units with the Ynnari Faction within 12” of the Yncarne, have the Fearless and Feel No Pain special rules. 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. 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. AVATAR OF YNNEAD Whenever an Aeldari model is killed within 7" of the Yncarne, roll a dice. On a 3+, the Yncarne regains a Wound lost earlier in the battle. INEVITABLE DEATH The Yncarne must be deployed in Deep Strike Reserve. Unless the Yncarne has been slain, each time a unit (friend or foe) is completely destroyed (unless it was destroyed because it fled the battle), you may immediately place the Yncarne as close as possible to the position of that unit, at least 1" from all enemy models, even if the Yncarne is still in Reserve. The Yncarne may not charge in a turn in which it uses this ability.
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