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Warhammer 40,000/7th Edition Tactics/Grey Knights
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=====Geokinesis===== Primaris '''Chasm''' - WC2 Forces a dangerous terrain test without armor save on a single unit. #'''Earth Blood''' - WC1. Targets a model in 18" of the Psyker. That guy immediately regains D3 ''WOUNDS'' (The wording by default excludes vehicles), and the target plus his entire unit gain IWND. The latter effect won't come into play too often unless you're hanging out with Paladins or Dreadknights, but the ability to replenish a guy's wounds (hint: like Draigo), or restore wounds lost to Perils to max is great. #'''Scorched Earth''' - WC1 malediction, 24". Choose a point, it deals a single S5 AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap. #'''Land Quake''' - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost or flat out. #'''Phase Form''' - WC1 blessing, 24". Single unit. Give move through cover, and Ignore cover to all weapons. [[Awesome|Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters.]] This is the return of the Purgation Squads' 5th ed power except now everyone can use it. #'''Warp Quake''' - WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6 AP- hits. #'''Shifting Worldscape''' - WC3 24". [[What|Move a piece of terrain by 24"]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn't entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. ''''Lots'''' of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Paladins]], teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ'ing]] [[Eldar|assholes]], etc.
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