Chaos Cult Wyrd Powers
RAW ✔️ The Book of Ruin, p34
Cult Witches are Psykers, as described on page 75 of the Necromunda Rulebook, drawing their powers from the Warp and providing their Cultist brethren with a link to the gods of Chaos. A Cult Witch has access to the Chaos Cult Wyrd Power list below as one of their Primary skill sets.
1. Pyromancy – Scouring (Basic)
Coruscating balefire erupts from the Witch's eyes or outstretched hands, engulfing the enemy. For as long as this Wyrd Power is maintained, the Cult Witch counts as being armed with the following weapon:
| Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | |
|---|---|---|---|---|---|---|---|---|---|
| Scouring | - | T | - | - | 2 | - | 1 | - | Blaze, Template |
2. Telekinesis – Levitation (Basic), Continuous Effect
The Cult Witch rises upon invisible aetheric updrafts, floating just above ground level as they are held aloft by a writhing curtain of Warp energy. For as long as this Wyrd Power is maintained, the Cult Witch's Movement is increased by 3" and they ignore all terrain, may move freely between levels without restriction, and can never fall. They may not, however, ignore impassable terrain or walls and may not end their movement with their base overlapping an obstacle or another fighter's base. Furthermore, they cannot be Pinned. As the Cult Witch is only levitated a few inches above the ground, this ability does not affect lines of sight or the use of cover.
3. Biomancy – Warp Strength (Simple), Continuous Effect
The Witch's skin crackles with corposant as dark power grants them inhuman potency. For as long as this Wyrd Power is maintained, the Cult Witch's Strength is increased by 2, and the Damage of any close combat attacks they make is increased by 1.
4. Telekinesis – Dark Shield (Simple)
Powerful energies envelop the Witch, protecting them and their allies from harm. Until the End phase of this round, add 1 to the result of any save rolls made for the Cult Witch and any other fighters from their gang within 3" of them (if they do not have a save roll, they gain a 6+ save).
5. Telepathy – Maddening Visions (Basic)
Nearby enemies find themselves struck by nightmarish apparitions as the Cult Witch becomes a conduit for unfettered Warp energy. Until the End phase of this round, make a Willpower check for any enemy fighter who ends their turn within 3" of the Cult Witch. If the check is failed, the fighter is driven temporarily insane – this can be marked by placing an Insanity marker on their Fighter card.
6. Telekinesis – Assail (Basic)
The Cult Witch uses the force of their will to push enemies and objects from their path. Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit, and becomes Prone and Pinned.