Editing
Warhammer 40,000/9th Edition Tactics/Psychic 101
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Chaos=== <div style="margin-left: 1em;> ====Chaos Daemons==== Unlike with most factions, Chaos Daemons subdivide their psykers, with Daemons of the three non-Khorne deities taking different disciplines. Be'Lakor, the only Daemonic psyker not of any deity, uses the Dark Hereticus discipline. <div style="margin-left: 1em;> =====Nurgle===== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Nurgle ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Stream of Corruption | 7 || Closest Visible Enemy Unit | Target takes 1D3 mortal wounds if it has less than 10 models, or 1D6 if it has 10 or more. | 5 |- ! 2 !! Fleshy Abundance | 18 || Friendly Nurgle Daemon Unit | One model in the target unit recovers 1D3 wounds. | 5 |- ! 3 !! Nurgle's Rot | 7 || All Units (except Nurgle Units) | Roll 1D6 for each affected unit. On a 4+, the unit suffers 1D3 mortal wounds. | 7 |- ! 4 !! Shrivelling Pox | 18 || Visible Enemy Unit | Until the start of your next Psychic Phase, target takes -1 toughness. | 6 |- ! 5 !! Virulent Blessing | 18 || Friendly Nurgle Daemon Unit | Target unit may add +1 to all wound rolls in the Fight phase, and wound rolls of 7+ for that unit in the Fight phase inflict double damage. | 7 |- ! 6 !! Miasma of Pestilence | 18 || Friendly Nurgle Daemon Unit | Until the start of your next Psychic Phase, your opponent must subtract 1 from all hit rolls against the target unit. | 6 |} </div><div style="margin-left: 1em;> =====Slaanesh===== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Slaanesh ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Cacophonic Choir | 18 || Closest Visible Enemy Unit | Roll 2D6 (add 2 to the result if the psychic test result is more than 10). Target unit suffers a mortal wound for each point rolled above its highest Leadership value. This has the same average mortal wound output as Smite against targets with Ld5, but it's higher variance; At Ld5 it's 28% likely to do nothing at all (either from failing the psychic test or rolling under their Ld) and averages 3.15 wounds if it works, vs. 16% and 2.15 for Smite. Since the Warp Charge was dropped to 6 it's very situational but no longer a garbage fire. ([https://docs.google.com/spreadsheets/d/1CFA9-Od3gMTNKexX3X3Ub-ssv7DlyCSf6aaOKVlZmlI/edit Detailed Mathhammer breakdown]) | 6 |- ! 2 !! Symphony of Pain | 18 || Closest Visible Enemy Unit | Target unit subtracts 1 from all hit rolls until the start of your next Psychic phase. | 6 |- ! 3 !! Hysterical Frenzy | 18 || Friendly Slaanesh Daemon Unit | Target unit must also be within 1" of an enemy unit. It can pile in and attack as if it were the Fight phase. | 8 |- ! 4 !! Delightful Agonies | 18 || Friendly Slaanesh Daemon Unit | Until the start of your next Psychic Phase, roll 1D6 each time a model in the target unit loses a wound. Ignore the wound on a roll of 6. | 5 |- ! 5 !! Pavane of Slaanesh | 18 || Visible Enemy Unit | Roll a D6 for each model in the target unit. That unit suffers a mortal wound for each roll of 6. | 6 |- ! 6 !! Phantasmagoria | Aura 12 || Enemy Units | Until the start of your next Psychic Phase, all affected units take -1 Leadership. | 6 |} </div><div style="margin-left: 1em;> =====Tzeentch===== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Tzeentch ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Boon of Change | 18 || Visible Friendly Tzeentch Daemon Unit | Roll a D3 on the table below; all models in the target unit receive the listed bonus until the start of your next Psychic phase. {| class="wikitable" style="margin-left:auto;margin-right:auto;" ! D3 !! Boon |- | 1 || +1 Attack |- | 2 || +1 Strength |- | 3 || +1 Toughness |} | 7 |- ! 2 !! Bolt of Change | 18 || Visible Enemy Unit | Target unit suffers D3 mortal wounds; if a Character is slain by this, you can add a Chaos Spawn to your army. Set it up within 1" of the character before it is removed. If your Heralds cast this, you can expect to succeed 27.78% of the time (less than a third!), dealing 0.56 mortal wounds, on average. Much more reliable from a healthy Lord of Change, at 58.33% / 1.17 (1 1/6) mortal wounds dealt, but still rather shabby. | 8 |- ! 3 !! Gaze of Fate | N/A || N/A | Re-roll a single dice roll later during your turn. | 6 |- ! 4 !! Treason of Tzeentch | 18 || Visible Enemy Non-Warlord Character | Roll 2D6; if the result is greater than the target's Leadership, you can treat the model as Friendly in your Shooting, Charge, and Fight phases, until the end of your Fight phase. | 8 |- ! 5 !! Flickering Flames | 18 || Friendly Tzeentch Daemon Unit | Until your next Psychic phase, add 1 to any wound rolls made for the targets shooting weapons. | 5 |- ! 6 !! Infernal Gateway | 12 || Closest Visible Enemy Model | Target's unit and every other unit (friend or foe) within 3" of the target suffer 1D3 mortal wounds each. The number of mortal wounds inflicted is 1D6 per unit instead if the power is manifested with a Psychic test of 12+. | 8 |} </div></div><div style="margin-left: 1em;> ====Heretic Astartes==== Except for the Death Guard, all Legions share this Discipline, which they also, curiously, share with Be'Lakor. As Be'Lakor does ''not'' have the Heretic Astartes keyword or a way to get it, he only uses the offensive/debuffing powers from this list unless somehow allied into a Heretic Astartes army. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Dark Hereticus ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Infernal Gaze | 18 || Visible Enemy Unit | Roll 3 dice. The target suffers a mortal wound for each 4+. Average mortal wounds inflicted, casting with 2D6 and no denial, caster has 4+ wounds remaining: 1.25 (less than ''Smite''). | 5 |- ! 2 !! Death Hex | 12 || Visible Enemy Unit | Until the start of your next Psychic phase, the target cannot take invulnerable saves. | 8 |- ! 3 !! Gift of Chaos | 6 || Visible Enemy Unit | Roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a Character is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed. | 6 |- ! 4 !! Prescience | 18 || Friendly Heretic Astartes Unit | Target may add +1 to all hit rolls until the start of your next Psychic phase. | 7 |- ! 5 !! Diabolic Strength | 12 || Friendly Heretic Astartes Model | Until the start of your next Psychic phase, add 2 to the target's Strength characteristic and 1 to its Attacks characteristic. | 6 |- ! 6 !! Warptime | 3 || Friendly Heretic Astartes Unit | Target unit may move now, as if it were its Movement phase. A unit cannot have this cast on it more than once per turn. | 6 |} <div style="margin-left: 1em;> =====Death Guard===== Death Guard Sorcerers, Sorcerers in Terminator Armour and Malignant Plaguecasters use the Contagion discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Contagion ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Miasma of Pestilence | 18 || Visible Friendly Death Guard Unit | Until the start of your next Psychic phase, all hit rolls targeting target unit subtract 1. | 6 |- ! 2 !! Gift of Contagion | 18 || Visible Enemy Unit | Roll a D3 on the table below; all models in the target unit suffer the listed penalty, to a minimum of 1, until the start of your next Psychic phase. {| class="wikitable" style="margin-left:auto;margin-right:auto;" ! D3 !! Penalty |- | 1 || -1 Attack |- | 2 || -1 Strength |- | 3 || -1 Toughness |} | 7 |- ! 3 !! Plague Wind | 18 || Visible Enemy Unit | Roll 1 die for each model in target unit; the unit suffers a mortal wound for each 6. Average mortal wounds inflicted ''per model'', casting with 2D6 and no denial, caster has 4+ wounds remaining: 0.139 (5/36). | 5 |- ! 4 !! Blades of Putrefaction | 18 || Visible Friendly Death Guard Unit | Add 1 to all wound rolls it makes in the fight phase. Rolls of 7+ using melee plague weapons inflict a mortal wound. | 5 |- ! 5 !! Putrescent Vitality | 18 || Visible Friendly Death Guard (Infantry) Unit | Unit gains +1S and +1T. | 6 |- ! 6 !! Curse of the Leper | 14 || Closest Enemy Unit | Roll 7d6, target takes a mortal wound for each roll that exceeds its toughness characteristic. | 7 |} </div> <div style="margin-left: 1em;> =====Thousand Sons===== Note: Outdated since their codex release, I'll update it later. Now they have two disciplines, Change and Vengeance, that do a number of cool things, plus one power per cult (subfaction). But they don't keep the range increase (now mostly baked in anyways), nor they keep the penalties removal for casting the same power. For more info, see their tactics. Thousand Sons Sorcerers, Exalted Sorcerors and Sorcerers in Terminator Armour use either the Dark Hereticus or Change disciplines. Thousand Sons Daemon Princes and Magnus the Red can use the Dark Hereticus, Change, or Tzeentch (See Daemons) disciplines. Furthermore, their special rule '''Brotherhood of Sorcerers''' adds 6" to the range of all their powers (including Smite) and removes the penalties associated with casting Smite repeatedly. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Change ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Tzeentch’s Firestorm | 18 || Visible Enemy Unit | Roll 9 dice; the enemy unit you selected suffers a mortal wound for each roll of a 6. | 7 |- ! 2 !! Boon of Mutation | 3 || Friendly Thousand Sons Character (no Daemons) | Roll 2D6 and consult the chart below to see what effect this power has on that character for the rest of the game. {| class="wikitable" style="margin-left:auto;margin-right:auto;" ! 2D6 !! Boon |- | 2 || Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spa- Uhm thingie, to your army. If you do so, set up the ''Model'' within 6" of the character before removing them. |- | 3 || Add 6" to the Range of all of the character’s shooting weapons. |- | 4 || Add 3" to the character’s Move characteristic. |- | 5 || Each time the character loses a wound, roll a D6; on a 6, they do not lose that wound. If the character already has an ability with a similar effect, add 1 to any dice rolls you make for them to avoid losing wounds instead. |- | 6 || Add 1 to any Psychic tests you take for the character. |- | 7 || Choose a boon of your choice (you cannot choose Spawndom or Daemonhood). |- | 8 || Subtract 1 from hit rolls that target the character in the Fight phase. |- | 9 || Add 1 to the Damage characteristic of the character’s melee weapons. |- | 10 || Add 1 to the character’s Toughness characteristic. |- | 11 || Add 1 to the character’s Wounds characteristic. |- | 12 || Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince of Tzeentch to your army. If you do so, set up the Daemon Prince within 6" of the character before removing them. |} | 7 |- ! 3 !! Glamour of Tzeentch | 12 || Friendly Thousand Sons Unit | Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for models that target that unit. | 7 |- ! 4 !! Doombolt | 18 || Visible Enemy Unit | The targeted unit suffers D3 mortal wounds and in their following Movement phase must halve their Move characteristic and cannot Advance. | 9 |- ! 5 !! Temporal Manipulation | 12 || Friendly Thousand Sons Model | The target heals D3 wounds. | 6 |- ! 6 !! Weaver of Fates | 18 || Thousand Sons Unit | Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. | 6 |} </div> </div style="margin-left: 1em;> ====Heretics and Renegades==== Renegade Psyker Covens and Malefic Lords utilize their own unique set of powers. {| class="wikitable sortable" style="margin left-auto margin; right-auto; text-align: center;" |+ Renegades and Heretics ! Number !! Name!! Range !! Target !! Description !! Charge |- ! 1 !! Warp Flux | 12 || Visible Enemy Unit | The targeted unit suffers D3 mortal wounds, increased to D6 if the targeted enemy is a Vehicle. | 7 |- ! 2 !! Creeping Terror | 12 || Visible Enemy Unit | The target unit suffers a -D3 penalty to Leadership during the next Morale phase. | 7 |- ! 3 !! Unholy Vigor | 6 || All Friendly R&H Units | All affected units reroll all failed Charge rolls and all failed Hit and Wound rolls in the Fight phase. Affected units also suffer D3 mortal wounds. | 10 |}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information