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Warhammer 40,000/9th Edition Tactics/Psychic 101
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====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;>
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