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===Silencer Powers=== Silencers are units with the '''Empyrean Anathema ''' tag. These units are treated similarly to psykers with a few exceptions: * Silencers cannot cast any Psychic power, including Smite and Shield. They may also never be affected by any Psychic Powers other than those cast by other Silencers. * They must instead pick their powers from either the Null Field or Cryomancy disciplines(Gaining a special '''Primaris''' power depending on the discipline chosen) * A Silencer uses 3d6 when attempting to deny an enemy psychic power within 12" * Silencers; and any unit within 6" of them, can never be affected by any Psychic Powers. Any powers that would be effecting a unit must immediately end once entering the Silencer's Aura. ''Null-Fields are all silencer powers that focus on manipulating their aura of nullification. These can be used to shatter the minds of foes. Or to weaken, and possibly even sever the powers of enemy psykers.'' {| border="1" cellspacing="0" cellpadding="5" align="left" ! Power Number ! Power Name ! Charge Level ! Description |- | Primaris Power | Unleashed Null Aura | Null Charge 1 | '''Passive''': Psykers and Daemons within 6” of the Silencer lose -2 Leadership. The Silencer may burn a Null Charge (no test required) in order to affect all enemy units within range with the -2 Leadership penalty until the Silencer’s next Psychic Phase. '''Active''': Unleashed Null Aura is a Nova with a range of 6” that is usable in close combat. Units with the Daemon and/or Psyker special rule within this range suffers Daemonic Instability and/or Perils of the Warp if applicable. |- | 1 | Synapse Disruption | Null Charge 1 | Synapse Disruption is a Nova with a range of 6", that can be used even if the Silencer is locked in close combat. All non-Synapse units, affected by this power count as not being within range of a Synapse creature until the start of your next Psychic phase. Non-Tyranid enemy units affected instead use their lowest leadership values for the purposes of any leadership tests that the squad may be call to take. You may increase the Null Charge cost of the power to 2 increasing it's range to 12". |- | 2 | Warp Void | Null Charge 2 | Warp Void is a Witchfire power with a range of 18" that hits automatically. All Maledictions and Blessings currently affecting the target unit immediately end. If no blessings or maledictions are removed, then the squad must take pass a Leadership test at -2Ld, or be forced to fire Snap Shots until the end of their next turn. You may increase the cost to 3 Null Charges, increasing the range by 6" and Leadership penalty to -4Ld. |- |3 |Shatter Mind |Null Charge 2 |Shatter Mind is a Focused Witchfire power with a range of 18". The targeted model immediately rolls 2D6 and subtracts its Leadership. It takes a number of wounds equal to the number remaining with no armour or cover saves allowed. If the target model is slain as a result, remaining Wounds are carried to it's squad, resolved like a Barrage hit, centered on the target model. You may increase the Null Charge cost of the power to 3 to roll 3D6 instead of 2D6. |- |} <br style="clear: both; height: 0px;" /> ====Cryomancy==== ''A Silencer's aura holds roots deep within the fabric of reality, bearing the keys to selectively unmake physics not unlike a psyker. While psyker powers tend to be more energetic, these null powers annihilate energy. Cryomancy is the use of Entropy to freeze enemies solid, staunch wounds, or even create barriers of pure ice.'' {| border="1" cellspacing="0" cellpadding="5" align="left" ! Power Number ! Power Name ! Charge Level ! Description |- | Primaris Power | Exothermic Blood | Null Charge: 6 | '''Exothermic Blood''' When this power is cast, select a model from any unit within 12". This may include characters that have fallen(simply mark the position they died, and refer to it later when you cast this power). Roll a d6, and on a 3+ that model may be returned to play with 1 wound remaining. At the end of your next psychic phase, the effected model immediately loses a single wound unless this power is re-casted upon it. ''In essence, you owe this spell back it's wound.'' |- | 1 | Ice-Lance | Null Charge: 7 | *unfinished* |- | 2 | Ice Wall | Null Charge: 7 | *unfinished* Building walls, made of ice. Blocks line of sight. |- | 2 | Heat Death | Null Charge: 12 | *unfinished* Small-ish debuff, but incredibly dangerous to both allies and enemies. |- |} <br style="clear: both; height: 0px;" />
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