TECHNOMANCY DISCIPLINE

Technomancy affects the spirits of machines the same way other disciplines manipulate the minds of sentient creatures. No technology is proof against this power, and weapons, vehicles and even fortifications can be cursed by a talented technomancer. The psyker reaches into the workings of his target, subverting its vital energies to turn guns on their owners or cause tanks to roll to a shuddering halt. The power to destroy can also be turned to more benign ends, and Technomancy is equally effective in mending ailing machine spirits, readying them for war once more.

PRIMARIS POWER

SUBVERT MACHINE ................................ WARP CHARGE 1
The psyker imposes his will upon an enemy machine spirit, forcing it into a state of dormancy or confusion, or even causing it to fire upon its own allies.

Subvert Machine is a malediction that targets a single enemy vehicle within 18”. If this power is successfully manifested, randomly select one of the vehicle's weapons (do not include Bombs, weapons with the One Use Only/One Shot only special rule that have already been fired, and weapons that have been destroyed). Then, you and your opponent each roll a dice and look up the result below:

If your opponent rolls higher, nothing happens.

If the results are drawn, then that weapon can only fire Snap Shots whilst this power is in effect.

If you roll higher, you can immediately shoot with that weapon at another enemy unit – the weapon fires using the vehicle's Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shots.
1. BLESSING OF THE MACHINE ............... WARP CHARGE 1
A dormant machine spirit is coaxed into vital life by the psyker's mental impulse. Though granted only fleeting animus, when such a spirit is roused from its slumber, it will not hesitate to lash out at those it deems a threat.

Blessing of the Machine is a blessing that targets a single friendly vehicle within 24”. Whilst the power is in effect, the target vehicle ignores the effects of Crew Shaken and/or Crew Stunned damage results and has the Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
2. MACHINE CURSE ................................ WARP CHARGE 1
The psyker's otherworldly vision penetrates the vehicle's armoured shell, laying bare its vulnerable inner workings to his destructive manipulation.

Machine Curse is a focussed witchfire power that targets a single enemy vehicle unit within 18”. The target model immediately suffers D3 Strength 1 AP- hits with the Haywire special rule.
3. REFORGE ............................................. WARP CHARGE 1
The psyker's mind communes with the machine spirit of a damaged vehicle, soothing its pain as otherworldly energies reforge its wounded hull.

Reforge is a blessing that targets a single friendly vehicle unit within 24”. The controlling player can choose for the target vehicle either to immediately recover one Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. In addition, the target vehicle has the It Will Not Die special rule whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
4. WARPMETAL ARMOUR ....................... WARP CHARGE 2
At the psyker's command, Warp energy temporarily coalesces into a steely metal, bolstering the armour of nearby tanks or wrapping allies in a second skin capable of turning aside bullet and blade alike.

Warpmetal Armour is a blessing that targets a single friendly unit within 24”. If this power targets a vehicle unit, then whilst it is in effect add 1 to all Armour Values (Front, Sides and Rear) of models in that unit. If this power targets a non-vehicle unit, then whilst it is in effect add 1 to the Toughness of all models in the target unit.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
5. FURY OF MARS ....................................... WARP CHARGE 1
The psyker channels the mechanical wrath of the Omnissiah into an enormous, Warp-fuelled pulse that surges forth in an invisible wave to unleash ruin upon the impure technology of the foe.

Fury of Mars is a beam with the following profile:
Range S AP Type
18" 1 - Assault 1, Haywire
6. MACHINE FLENSE ................................ WARP CHARGE 2
The psyker's mind lashes out at an enemy war machine to shred its armoured hull. Not yet satisfied with the damage he has wrought, the psyker redirects the jagged fragments he has torn free to assail yet more of his foes.

Machine Flense is a focussed witchfire that targets a single enemy vehicle unit within 18”. The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit with 12” of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.