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===Geomortis=== *'''Primaris - Rockmaw:''' - WC2 Power which targets a unit 18" from the Sorcerer. All models must make a Dangerous Terrain test with no armor saves allowed. *'''1 - Ley Leech:''' WC1 Blessing which targets a friendly non-vehicle character within 18". The character heals D3 wounds, and gives the entire unit IWND. The ability to heal wounds lost to Perils is great. Even better when used on that Nurgle Chaos Lord on Bike to truly make your opponent rage. The latter unit-wide IWND is only decent if you're hanging out with [[Chaos Spawn|The Nameless Beasts]], or if you've taken a Helfist Murderpack; it might not restore HP, but IWND on Helbrutes that can play Look Out, Sir shenanigans can pay off. *'''2 - Rupture:''' WC1. Pick a point 24" from the Psyker. All units within 6" take a single S5 AP4 ignores cover hit, and the area becomes Dangerous Terrain. *'''3 - Torturer of Worlds:''' WC1 Malediction targeting all enemies within 18". They all treat movement as difficult terrain, and cannot run, flat out, or turbo-boost. *'''4 - Earthly Anathema:''' WC1 blessing which gives a friendly unit within 24" Move Through Cover and Ignores Cover on all its ranged weapons. Furthermore, the unit does not need line of sight to attack a unit, only range matters. Holy shit, that's awesome. Give this to your Obliterators or Vindicator Squadron and laugh at your opponents.(Obliterators? Vindicators? My friend, put this on a dakkafiend with hades autocannons and watch your enemy elites who were hiding in 2+ cover get wiped from the board. *'''5 - Profane Ruination:''' WC1 witchfire that targets a single Building or terrain piece within 24". If it targets a building, on a 1-3 it takes a glancing hit, and on a 4+ it takes a penetrating hit. If on a piece of terrain on a 4+ an enemy unit inside takes D6 S6 AP- hits, randomly allocated. *'''6 - Worldwrithe''' WC3 power that target a piece of terrain in 24". You can then lift it 24" from its starting point, so long as you drop it over 1" away from a unit or other terrain piece. All units inside the terrain piece must take Dangerous Terrain tests, or if they're not fully in the terrain they must disembark, taking DT tests as they go. This is a neat power for it allows you to either levitate a cover-camping unit closer, reestablish line of site, the list goes on. '''Summary:''' While generally viewed as a weak or hard to use group of powers for loyalists, the powers of Geomortis open up some interesting doors for CSM players particularly when artefacts like the Dimensional Key require getting your lord into close combat as soon as possible. Can also be utilized with a flying Daemon Prince of Nurgle, since jinking doesn't affect your ability to manifest powers, and the high mobility allows you to make more effective use of powers like Torturer of Worlds, Earthly Anathema and Rupture. An expensive, but effective hassling tactic/distraction Carnifex if successful, and very hard to shoot down. Iron Warriors can run riot by taking a Fortification with a couple of Geomancers and a beefy Cult of Destruction boasting a Cranium Malevolus. It's like having a flying Land Raider with three times as many guns, a minefield, moat, EMP generator, and Tank Hunters. Do it with a Fortress of Redemption (Damnation?) and make damned sure you take out the Melta, Chainfists, Wraithguard and Carnifexes. Stay close enough to your Rapier Conversion Beam squad to give them x-ray vision - because who doesn't want a Whirlwind squadron loaded with Demolisher rounds?
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