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==Psychic Powers== Marked sorcerers and DP's can and actually MUST take some god-specific powers. Do note, that unless your Psyker is in a Legion Detachment, you cannot roll more than half of the powers from god's chart, so no all-Tzeentch dakka chart for your Arhiman or all-Slaanesh rape chart for level 3 [[Snowflame|cocaine sorcerer]]. On the bright side you get a free Primaris from your god discipline, despite generating some powers from other disciplines. You still have to generate a power or two from your god's table though, so you lose access to the Focus of another discipline. Traitor Legions updates these god-specific Lores to have 6 powers plus primaris instead of 3 plus primaris, and adds rules for Ectomancy, Geomortis, Heretech and Sinistrum; you can find the rules for these latter 4 in Traitor's Hate, but as usual, Legions gives so much more for your buck. ===Tzeentch=== *'''Primaris: Tzeentch's Firestorm:''' The problem with this Primaris is that it's too random for its own good. As a small blast, it remains an inaccurate weapon, while its randomized strength means it only takes one bad roll for this bad-boy to end up [[Fail|wounding Guardsmen on 5+]]. There's some cutesy special rule where each model killed by this attack inflicts D3 lasgun hits on the unit...but the odds of that mattering are near-nil. That said, it is somewhat decent for spending your last warp charge or two. Bit of luck, this might burn a big swathe through a blob unit. *'''1: Boon of Mutation:''' This power is also pretty bad. A character within 2" of the caster (read: most likely in the same unit, or the Psyker himself) takes a S4, AP- hit, and, if he survives, he gets a roll on the Chaos Boon table. When doing so, he re-rolls Dark Apotheosis, but ''not'' Spaw-- er, gribbly-tentacle-thing-dom. Granted, sometimes it's worth getting a fleshy thing-that-must-not-be-named; a Combi-Melta Champion that has already fired would be a notable example. If you're running the Chaos Warband with Favored Scions, this "could" be a usable power if cast early-on because you now have the potential to "double-buff" target characters or negate unintentional transformations, but you generally want to focus more on higher-priority powers. Even moreso than with normal powers, you will want your Psyker to be able to have a good "move instead of fire" ability, be it Turbo or Swooping. **'''Silly Observation:''' Boon of Mutation can target *any* friendly character. Even those without Champion of Chaos. Although you are Battle Brothers only with Daemons (and Renegades & Heretics if playing Forgeworld), this does allow for silly rules-breaking quandaries like Bloodthirsters with 2+ rerollable armor. Are you feeling lucky, punk? Be careful with this though. You could potentially have a lot of psykers pouring all their warp-charges into buffing a Daemon into some nigh-unkillable fuck, but one unlucky roll and you can have all your luck reversed if he's turned into that which shall not be named. **'''Silly Observation part 2:''' In the last Black Crusade Campaign Book, the Helforged Warpack allows one of your warmachines to become a character-type unit with a 4++, thus allowing you to stab him in the back for a sweet upgrade. Why would you want to make a Maulerfiend/Forgefiend/Helbrute/Defiler more killy than they already are ? I don't know ! But who knows, you might end up with an 3++ invul on your Helbrute or Instant Death on your Forgefiend. Again, "Are you feeling lucky" ? **'''MathHammer:''' One Str 4, AP nothing hit will wound (and be unsaved by) a lowly chaos Champion 1/6th of the time. 1/12th if a Terminator, Biker, or rocking the Mark of Nurgle, 1/18th if you've got T5, 2+ (Nurgle-termie) or T 6 3+ (Nurgle Bike). How useful are the boons? Well, you have a 1/6 chance of getting nothing. However, a solid 2/3rds (minimum) of the table are helpful. Absolute worst case, 1/6 chance to die, 2/3 chance to improve? Sounds like the odds aren't that bad. I'm just saying this isn't NEARLY as bad as some people want to make it out to be. *'''2: DOOMBOLT:''' DOOMBOLT. If you are rolling for Tzeentchian Powers, Doombolt is the power you want. Simply put, it's an 18" S8, AP1, Beam that makes vehicle explosions even explodier. It has good range, and unlike comparable powers, you only need one Warp Charge for it to succeed. Yes, DOOMBOLT is awesome, and yes, you do most definitely want it. *'''3: Siphon Magic:''' WC1 Blessing on the Psyker. Finally a Tzeentch power rewarding psyker lists! For the remainder of that Psychic Phase, every time a friendly Psyker manifests a psychic power within 18", the caster of Siphon Magic gets an extra die; the Psyker in question may spend those dice as bonus Warp Charge. Bring horrors and laugh. This power's utility basically depends on the caster's mastery level. For a sorcerer with a high mastery level, it is a huge benefit, being able to cast multiple other pricier powers while letting the other psykers in the army also use theirs. However, for a sorcerer with only ML1, [[Derp|it is completely and utterly useless, as they only get to cast one power per psychic phase anyway, including this one]]: the Grand Coven army list prevents this, but even then, the only powers left to a ML1 Tzeentch sorcerer who rolled this are the primaris power and Force; the Primaris is not particularly good, and if you really want your Sorcerer to cast Force to trigger '''Blessing of Tzeentch''', chances are you will do that first rather than burning Warp Charge on this power instead! **'''Jury is Out:''' Due to amusing RAW, it ''may'' be possible to use this power to store dice over multiple turns. This is based on the fact that while the Psyker can spend the dice as "bonus Warp Charge" they're not technically Warp Charge, and the blessing's only effect is to allow you to accrue such dice in the first place. Discuss this with your opponents beforehand, but in practice this shouldn't be a gamebreaker, especially if you end up rolling this power for a ML 1 Aspiring Sorcerer who would otherwise have no reason to ever attempt to manifest this power. *** It is very unlikely that extra charges can be "saved for later", since most blessings last until your next Psychic phase and there is no reason why this one is different. **** You would be able to use them to Deny stuff in the opponent's turn, though... ****The above argument about durations is incorrect; there are ''many'' blessings and maledictions with effects that linger past the caster's next Psychic phase; to pick an obvious example, Gate of Infinity does not demand that you move the unit back when the power ends, and Hallucination can cause Wounds, which of course do not heal when the power ends. The power is definitely necessary to collect the dice, so when your next Psychic Phase begins it wears off and you can't collect more until you get the power back, but the original argument stands: that the collected dice are permanent, like inflicted wounds are, and neither storing the dice nor spending the dice depends on the power being "up", since neither relevant rules sentence mentions it. *'''4: Breath of Chaos:''' This power costs 2 Warp Charges, and is a 4+ Poisoned AP2 flamethrower that glances vehicles on a 4+. This is a nice one to have, but it's not DOOMBOLT. What kills this one is the cost. It is actually very powerful, able to turn a unit of TEQs into sludge, but since Doombolt only costs half as much... *'''5: Baleful Devolution:''' WC2, S6 AP2 Assault D6 focused witchfire. On a 6 it causes Instant Death and turns removed models into a Chaos SpaBLAGRHBASDFAHhh. Despite it being a Focused Witchfire, this power is probably better for sniping Monstrous Creatures, especially those without Invulnerable Saves. Every 6 shaves off an extra D3 wounds from a Wraithknight while denying Feel No Pain, or outright turns a Tyranid MC into...one of those things. To a lesser degree, S6 is S6 and you "could" use this power to strip some HP off, though rolling on Heretech will be a better deal if you want to do that. The high base WC cost means using it to intentionally snipe enemy models from squads suffers from the same issues the Maleceptor has! Normally, Psychic Shriek is a better "all-around" power to have, though this power does at least have some other uses. **The word "models" is used instead of "model" in the power description, which means yes, if you manage to roll a bunch of 6's while hitting an infantry squad you will end up with a LOT of...those things. *'''6: Treason of Tzeentch:''' WC3 24" Malediction. Immediately make a shooting attack with the unit as if it's a friendly unit. They don't count as having moved, and must test Pinning afterward. Time for mind control battles with GSC, HELL YEAH! Note, while this power costs one more WC than the equivalent GSC power Mind Control, this one can affect an entire unit rather than just a single model; see that unit of Grav-Cannon Devastators? You know you want to shoot with them... *'''Gaze of Magnus:''' No model can generate it but it's in this discipline for some reason anyway and only Magnus knows it. 18" Destroyer beam with AP1 and Soul Blaze. You can pop TEQ formations, whole squadrons and Tyranid MC herds. The downside? It is Warp Charge 5 power... but this is discounted since Magnus harnesses WC on 2+. You will want to spend about 10 dice or more but only if you are very, very, VERY afraid that someone will deny it (GK Librarian with Nemesis ward stave says [[Meme|"Hey, what's going on?"]]) or if you couldn't deny Psychic Scourge (but this won't happen since MagiMagnus denies on 3+). The Destroyer table is still random yet, and you may take 1 or 2 HP off from half of hit Land Raiders and the rest will be still unharmed but Magnus has a set of cheaper anti-tank powers to fix this or use instead, and you may ally with Kairos to turn miserable 1s to unstoppable 6s. '''Summary''': Originally the worst god-specific discipline, it still remains debatable if it was upgraded. On one hand, the lore has two awesome powers in Doombolt and Treason of Tzeentch, and Baleful Devolution can be <s>funny if nothing else</s> a wonderful MC killer. On the other hand, there's the rest of the Discipline. Tzeentch's Firestorm remains <s>one of the</s> THE worst Primaris Powers in the game, Gift of Mutation is generally not worth casting, and Siphon Magic is never worth casting on an ML1 Sorcerer without some debatable reading into the RAW. This leaves a ML1 sorcerer with a 1 in 3 chance of rolling a useless power, a 1 in 3 chance of rolling a situationally usable power, and a 1 in 3 chance of rolling a good one. For a higher-level sorcerer, this becomes a 1 in 2 chance for a good power since Siphon Magic would actually work then, or a 2 in 3 with the movement to use Breath of Chaos. More than anything, this Lore is for those that wish to field Magnus or Ahriman, where their higher Mastery Levels (or auto-knowing powers in the case of Magnus) and improved mobility make them a lot scarier. A Daemon Prince can also make good use of this discipline, especially in any of the 3 Legions with access to a 2+ Armor Save relic... ===Nurgle=== *'''Primaris: Nurgle's Rot:''' Like with Tzeentch Primaris, it's full of random and FUN. Every enemy unit within 6", except Nurgle-aligned units, take D6+1 number of hits with 4+ poisoned and AP5. Depending on your rolls and number of nearby squads it could kill dozens of Guardsmen or Orks, or deal a single wound on space marine, which would be armor saved. Remember that if you're within range of just one enemy model from, say, 2 different squads, both of them are hit with that D6+1! *'''1: Weapon Virus:''' Curse that adds "Gets Hot" to all weapons in targeted unit. Awesome on vehicles and flyers that have weapons that pour out a lot of shots. Guardsmen, Shoota Boyz, Cultist and Kroot blobs would hate your guts. MEQ's and TEQ's wouldn't even be bothered by this, however the one time they roll that 1 for their armour save... **Consider casting this on enemy vehicles with blast weapons. Rolling a 1 stops blast/template weapons from firing. Also, knights armed with gatling guns will shit their oversized metallic pants. *'''2: Fleshy Abundance:''' WC1 Blessing targeting a friendly model within 14". They immediately regain D3 wounds. Useful for regaining wounds lost to Perils. Also wonderful on a Daemon Prince leading a '''Favoured of Chaos''' formation, since he has a huge flashing neon arrow pointing at him. With a steady stream of this power, he can tank untold amounts of hurt. *'''3: Blades of Putrifaction:''' WC1 Blessing. Close combat weapons gain Poisoned, and if they already have the poison rule they become Poisoned (2+). **This power is amazing on a wide variety of units. Even Cultists with this power up can become a threat to enemy units, simply by drowning their opponent in weight of armor save, while higher-strength units can benefit from re-rolling to wound. You know what also increases strength? Curse of the leper. Sadly it does little versus Gargantuan Creatures and nothing versus vehicles. ***Not so fast! The aforementioned blob of Cultists with this power on can still wound GCs on 6+, which with their massive amount of bodies and thus attacks, could well be enough. *'''4: Gift of Contagion:''' The longest range curse in the game with a whopping 48" range. Roll a d3; on a 1 the target gets -1 A and Shrouded, on a 2 -1 S and cannot run, on a 3 -1 S and T. Note that this power explicitly states that it can stack on itself, despite the normal rules for multiple Witchfires/Maledictions not stacking. Basically, all of these make the enemy unit worse in melee, so cast, then charge. *'''5: Plague Wind:''' Double warp-charge poisoned AP2 spell, now in form of large blast, rather than flamer template. It could kill more things than Breath, but it can harmlessly scatter away, and even on one of your own squads (if not with the same Mark). The only real problem with it is that Daemons get it for one warp charge. *'''6: Curse of the Leper:''' Unlike the other powers, Curse can either be cast as a Blessing or Malediction. If cast on a Friendly unit, they gain +1S and +1T; on an enemy, -1S and -1 T. Whether it's S5 T6 Obliterators, or lowering the Strength of a unit of Genestealer Hybrids before you charge them with a Walker, this is an incredibly flexible power. What makes it even scarier is that it can stack with Enfeeble or other Toughness-lowering effects. Ally in a Daemon Prince with Grotti the Nurgling for added hilarity, and you could conceivably one-shot said Riptide with a Lascannon! '''Summary''': Originally merely "passable", Traitor Legions has arguably made this one of the best support disciplines in the game. With 2 Blessings, 2 Maledictions, and a power that function as either a Blessing or Malediction, you don't take Nurgle to blast your opponent to smithereens (though Plague Wind can do a respectable job softening up the opposition) so much as to selectively influence positional advantages in-game. Combined with the fact that the Mark of Nurgle also lets a Sorcerer take a Palanquin, and you can get a potent all-around caster for a surprisingly reasonable cost. ===Slaanesh=== *'''Primaris: Sensory Overload:''' This is a fairly non-random primaris with the ability to annoy if not outright cripple an enemy unit of choice each turn. By itself, it's a 24" S4, AP 4, Assault 4 shot, but with Blind, Concussive, and Pinning. At worst, you force a Blind Check on a single enemy unit of choice, since you only have to hit in order for it to go off. Against armies known for low Initiative (Orks and Necrons most notably), this can outright cripple a unit of choice, while the other effects require actually landing wounds for it to matter. Concussive would stack with the Blind Check if you somehow managed to wound a solo multi-wound model, while Pinning can annoy weaker squads. Really though, this is for the Blind Check. *'''1: Hysterical Frenzy:''' This is a fairly random buff, with the potential to be either mediocre or outright scary. You select a friendly non-vehicle unit within 12", and roll a D3 to see what buff they receive. On a 1, the unit receives an extra point of Initiative. On a 2, an extra point of Strength and on a 3, an extra attack. Could be hilarious on a prince with the drug relic. *'''2: Delightful Agonies:''' WC1 Blessing that targets a friendly unit within 12". Gives squad Feel No Pain (4+). Somewhat redundant in the Emperor's Children detachment, but great for any unit that can't take an Icon of Excess. Endurance on the Biomancy table is better, but you're more likely to roll this if you go all in on Slaanesh powers. *'''3: Symphony of Pain:''' This is another fairly useful spell. it curses an enemy squad with -1 BS an WS, but ''also'' increases the strength of all sonic weapon hits against them by 1. The power is explicitly stated to be cumulative, so you could hypothetically further debuff the enemy and buff Noise Marines. *'''4: Sonic Shockwave:''' WC1. S5 AP4 9" Nova Assault D6, pinning, ignores cover. *'''5: Aural Onslaught:''' WC2 beam at S8 AP2 Assault 1, and before you roll to wound any enemy unit targeted must pass a Leadership test or if they fail you re-roll to wound. *'''6: Apoplectic Glee:''' AKA "Ecstatic Seizures" or "Long range [[Trazyn]]". Point at non-vehicle squad, cast, and watch as every model takes a hit at their base strength. Two warp charges, but certainly worth it watching Orks, Guardsmen, Tau, and Nids delete themselves for you. Ignores Cover as well, so kill some cover camping gribblies! '''Summary''': Originally the best of a bad bunch, Slaanesh still remains fairly unfocused, with a mix of powers for different occasions. One witchfire punishes MSU, another punishes blobs, another hurts hard targets, and another hits a unit with an array of debuffs. This leaves a blessing that randomly ups offensive output, one that adds defense, and a minor Malediction. The problem is that you can't really bank on getting that one power you want, so you're going to need mobility to make the most of this Lore. A Bike Sorcerer remains useful as ever, especially if you want to run more Bikes (and hopefully an Icon of Excess for extra protection). A Prince is an option, though you should ideally take the Intoxicating Elixir and hope for extra Toughness. Either way, this discipline is a bit of a crapshoot but has the tools to handle most threats. ===Ectomancy=== *'''Primaris - Warp Shock:''' WC1 Witchfire with Range 18", S5 AP 4, Assault 6. This is an alright "1 Warp Charge leftover" primaris to have. Although it's not Psychic Shriek, it's still usable. *'''1 - Empyric Shield:''' WC1 Blessing that gives the Psyker a 3+ Invulnerable save. A Daemon Prince in a Thousand Sons detachment that gets this power can engage trollface, as this would stack with Blessing of Tzeentch for a 2+ rerollable Invulnerable Save. Yeah, you wish you can roll this power. *'''2 - Daemon Shriek:''' WC1 Witchfire Nova. All units within 9" suffer 1 S1 AP- Haywire hit. *'''3 - Coruscating Blaze:''' - WC2 Witchfire at S5 AP4 Assault D6, and if you roll a 4 for each enemy unit in 6" of the targeted unit, they also suffer D6 S5 AP4 hits. It's literally the same as Lightning arc from the Loyalist Fulmination discipline. *'''4 - Infernal Claws:''' WC1 Blessing that targets the Psyker. Gains +1 Attacks and Strength, and for every hit he lands, he gains 2 extra hits at S5 AP-. Any hits count, be it Hammer of Wrath, attacks from Combat Familiars, or even those from Icy Aura. It's worth considering to gear up for this on psykers that plan to roll all their powers in ectomancy. Especially if it's a prince, since smash applies to make all these additional attacks AP2. The real edge-case combo (if you luck out, that is) goes to Crimson Slaughter that manage to roll the "Spectral Assailants." Basically, since every '''model''' in base-to-base of your Warlord takes d6 automatic Strength 3 hits, those would trigger the extra hits from Infernal Claws. Let us suppose that your Lord gets in a fight, mulches a few guys, and they proceed to pile in. Let us suppose you're facing a small Guard blob or Ork mob (they wound you on 6s), maybe 5 or so models in base-to-base. At the start of the next close combat phase you're in, that blob would take 5d6 Strength 3 hits (so an average of 17.5 hits), which would result in an average of 35 additional Strength 5 hits on the enemy unit! An Alpha Legion Daemon Prince with the Blade of the Hydra is also an excellent dice-bucket generator. *'''5 - Ghost Storm:''' WC2 Blessing which targets an unengaged non-flying vehicle or unit in 18". That unit may immediately make an additional 18" move, ignoring all intervening terrain and models, effectively making the unit do a free "Interceptor Shunt". The unit "counts as moving" for that turn and cannot charge. *'''6 - Soulswitch:''' WC2 Blessing that targets a non-vehicle unit within 24", even ones locked in combat. The Psyker's unit and the affected unit swap places. If either unit was Zooming (meaning either that you cast the power on a Daemon Prince, or the Daemon Prince did the casting), said units switch to Gliding, and if either unit was engaged in a close combat, the newly-swapped units end up engaged in old close combats instead. Uses for this power include: **Strategic repositioning: Whether it's setting up a proper Melta strike or pulling Obliterator Teams into better firing positions, a Bike-mounted Sorcerer has the option to give your army critical boosts to speed as needed before Turboing to better positions for subsequent repositions. It also lets your army spread a wider net. **Escaping bad combats/setting up traps: Put your Sorcerer in a unit that's unlikely to break. Be it Plague Zombies, Helcult Cultists, a unit of Daemonkin Bloodletters if you're feeling cheeky...you have options. There's nothing preventing you from Summoning a unit of Plaguebearers or another "tarpit" unit (or a proper beatstick unit if that's your preference) then using Soulswitch to pull them into your close combat. **Yo-yo-ing: A Daemon Prince has the option to Vector Strike a foe, then use Soulswitch on one of your backfield units to pull himself back to safety. Depending on your plans, you can either use this ability defensively (Soulswitch a unit of Summoned Screamers, then have the Screamers turbo back to their battleline), or offensively (Vector Strike an opponent's transport, Soulswitch an Obliterator team to finish the passengers off). **'''Jury Is Out:''' Both Ghost Storm and Soulswitch state they target a '''unit'''. The BRB states that Allies of Convenience are counted as enemies, and thus cannot receive Blessings, but other Traitor's Hate blessings explicitly state that they target a '''friendly unit.''' Whether this is an editing mistake on GW's part, or an explicit exception is to be determined; as a rule, assume that the rulebook takes precedence, because the rules do not explicitly state you may target non-friendly units, though discuss with your opponent (or TO if applicable) beforehand. Common sense is to talk with your opponent about this, but these are not rules as intended. '''Summary:''' Ectomancy is a really good Discipline for Chaos Space Marines. One of the traditional shortcomings of the army is that it is slow, and two of the major powers help you get your army around the map. Ghost Storm is useful for strategic redeployment while Soul Switch can let your Psyker serve as a "slingshot" for melee units, or let you "withdraw" some units to safety. Beyond that, Empyric Shield gives you a de-facto "Storm Shield" for a Sorcerer or Daemon Prince while Infernal Claws lets you mulch through your opponent in melee. Daemon Shriek can give an anti-flyer tool, and when all else fails, you have two additional Witchfires. ===Geomortis=== *'''Primaris - Rockmaw:''' - WC2 Power which targets a unit 18" from the Sorcerer. All models must make a Dangerous Terrain test with no armor saves allowed. *'''1 - Ley Leech:''' WC1 Blessing which targets a friendly non-vehicle character within 18". The character heals D3 wounds, and gives the entire unit IWND. The ability to heal wounds lost to Perils is great. Even better when used on that Nurgle Chaos Lord on Bike to truly make your opponent rage. The latter unit-wide IWND is only decent if you're hanging out with [[Chaos Spawn|The Nameless Beasts]], or if you've taken a Helfist Murderpack; it might not restore HP, but IWND on Helbrutes that can play Look Out, Sir shenanigans can pay off. *'''2 - Rupture:''' WC1. Pick a point 24" from the Psyker. All units within 6" take a single S5 AP4 ignores cover hit, and the area becomes Dangerous Terrain. *'''3 - Torturer of Worlds:''' WC1 Malediction targeting all enemies within 18". They all treat movement as difficult terrain, and cannot run, flat out, or turbo-boost. *'''4 - Earthly Anathema:''' WC1 blessing which gives a friendly unit within 24" Move Through Cover and Ignores Cover on all its ranged weapons. Furthermore, the unit does not need line of sight to attack a unit, only range matters. Holy shit, that's awesome. Give this to your Obliterators or Vindicator Squadron and laugh at your opponents.(Obliterators? Vindicators? My friend, put this on a dakkafiend with hades autocannons and watch your enemy elites who were hiding in 2+ cover get wiped from the board. *'''5 - Profane Ruination:''' WC1 witchfire that targets a single Building or terrain piece within 24". If it targets a building, on a 1-3 it takes a glancing hit, and on a 4+ it takes a penetrating hit. If on a piece of terrain on a 4+ an enemy unit inside takes D6 S6 AP- hits, randomly allocated. *'''6 - Worldwrithe''' WC3 power that target a piece of terrain in 24". You can then lift it 24" from its starting point, so long as you drop it over 1" away from a unit or other terrain piece. All units inside the terrain piece must take Dangerous Terrain tests, or if they're not fully in the terrain they must disembark, taking DT tests as they go. This is a neat power for it allows you to either levitate a cover-camping unit closer, reestablish line of site, the list goes on. '''Summary:''' While generally viewed as a weak or hard to use group of powers for loyalists, the powers of Geomortis open up some interesting doors for CSM players particularly when artefacts like the Dimensional Key require getting your lord into close combat as soon as possible. Can also be utilized with a flying Daemon Prince of Nurgle, since jinking doesn't affect your ability to manifest powers, and the high mobility allows you to make more effective use of powers like Torturer of Worlds, Earthly Anathema and Rupture. An expensive, but effective hassling tactic/distraction Carnifex if successful, and very hard to shoot down. Iron Warriors can run riot by taking a Fortification with a couple of Geomancers and a beefy Cult of Destruction boasting a Cranium Malevolus. It's like having a flying Land Raider with three times as many guns, a minefield, moat, EMP generator, and Tank Hunters. Do it with a Fortress of Redemption (Damnation?) and make damned sure you take out the Melta, Chainfists, Wraithguard and Carnifexes. Stay close enough to your Rapier Conversion Beam squad to give them x-ray vision - because who doesn't want a Whirlwind squadron loaded with Demolisher rounds? ===Heretech=== *'''Primaris - Corrupt Machine:''' WC1 18" Malediction. Randomly select a weapon on an enemy vehicle then both you and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots with that weapon. If you roll higher, [[Awesome|You take control of said vehicle's weapon for a turn.]] This power has several inherent limitations: The most immediate one is that hull-mounted weapons are still restricted by normal fire arcs, and those Soulgrinder cannons you're facing down will be looking at you. The second is that just because you get to shoot doesn't mean your opponent is forced to snap-shoot next turn; if your plan was to stop a Knight from double-tapping with a Rapid-Fire battle-cannon, this could be a problem. One thing this power lets you do is mess up units with "One-Use Weapons." Hit your opponent's Manticore with this power, and not only are you inflicting a good deal of damage, but that's one less missile that's landing in your own ranks. *'''1 - Boon of the Iron Beast:''' - WC1. Blessing you give to 1 vehicle in 24". It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle already has PotMS. Note that unless explicitly stated, the same Blessing cannot stack, and currently Chaos has no vehicles with POtMS, so that part of the copypaste is currently useless. You "can" use this power as a gimmick to let a Defiler split-fire its Battle Cannon at one unit while double-tapping another with Havoc Launchers, but gimmicks are cute when they don't rely on "and then I get lucky and roll this power." A more practical use for this power will be if you're running a Predator or two as a backfield firebase, as it would protect them from an unlucky Penetrating hit, or let them threaten two vehicles at once (Autocannon to one vehicle, Lascannons to another), or even if you simply want to let your Vindicator move 12" then fire. In a pinch, this lets your Chaos Land Raider work like a Loyalist one, though Land Raiders are still inefficient even with a tiny point discount. Also fantastic with Purge, allowing you to reposition and fire your Basilisks, Wyverns, and other Artillery Carriage units. *'''2 - Scrapcode Curse:''' WC1. 18" Focused Witchfire. Smacks a vehicle with D3 S1 AP- Haywire hits. Your first "HP stripping" power. *'''3 - Dark Invigoration:''' - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND. While the repairs are nice, your Daemonic vehicles already get IWND so that bonus is partially wasted; this is nice to cast on a Soulgrinder however. *'''4 - Fleshmetal Hide:''' WC2. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. This is the only "general-purpose" power in this entire Discipline, *'''5 - Electromortis:''' WC1. A S1 Haywire Beam. *'''6 - Flayerstorm:''' WC2. Focused Witchfire, 18". Target loses D3 HP, no saves, no ifs ands or buts. For each HP lost, inflicts D6 S4AP6 rending hits to an enemy unit within 12" of the target vehicle. Your second HP stripping power, you will want to throw extra Warp Charge down anyway. "Focused Witchfire" is fairly silly for powers like this, as squadroned vehicles aren't the most common thing. '''Summary:'''Heretech is Technomancy under a different name. Like that discipline, this discipline is very specialized towards vehicles, with only one out of the seven powers being "general purpose"... It has two defensive buffs for your vehicles, and one offensive buff, but the real reason you take this discipline is because two of the three powers let you rapidly strip Hull Points from an enemy vehicle regardless of Armor, one power lets you strip a HP from multiple vehicles in a line, and another lets you use your opponent's guns against them. If you're up against an enemy with next-to-no vehicles (Battlesuit Tau, Scatterbike Eldar, etc), this discipline is going to be useless for you, but if you're up against someone wanting to run an Armored Company, this may give you that extra edge. ===Sinistrum=== * Primaris - Fury of the Gods - WC1. S5 AP3 Assault 1 Blast. *'''1 - Warp Fate:''' A WC 2 Blessing that lets the Psyker and his unit re-roll all failed saving throws. I don't think I need to tell you how awesome this is. *'''2 - Empyragheist:''' A WC 1 Beam with 20" S6 AP4 and Pinning. *'''3 - Armour of Hatred:''' A WC 1 Blessing that gives the Psyker and all friendly units within 12" Fearless, Adamantium Will, and a 4++ against against Witchfires only. The 4++ can be handy against enemies that rely on Witchfires to kill you (notably, the Tzeentchian Warpflame Host, the Wyrdstorm Brotherhood, and others), as you'll have that defense on top of ability to Deny. *'''4 - Diabolic Strength:''' A WC 1 Blessing that gives the Psyker +2 Strength, Toughness, Initiative, and Attacks. It essentially wraps up the attribute increases from Iron Arm and Warp Speed into a nice Warp Charge 1 package, though it doesn't give the other benefits (notably, Smash or Fleet). A Daemon Prince that lucks out and rolls this power goes from a glass sledgehammer to a concrete wrecking ball. *'''5 - Warp Lure:''' A WC1 Malediction that targets an enemy Psyker within 24". You roll roll 2D6 and add the Mastery Level of your Psyker, while your opponent rolls 1d6 and adds the Mastery Level of the targeted Psyker. If you roll higher, that Psyker takes a single wound with no saves of any kind allowed, and that enemy Psyker only manifests Warp Charge dice on rolls of 6. On top of all of this, if you beat your opponent's roll by 3 or more, that Psyker forgets a randomly-determined power. Because of the extreme potential this power has to shut down your opponent's Psychic Phase altogether, this power will draw a lot of Deny the Witch dice, making it a good opener power. The fact that it is a malediction and not a Witchfire means that you can use this power against Flyers (usually meaning Flyrants, though you "could" chip a wound off Fateweaver if your opponent blows dice elsewhere)/Invisible units without any issue, and may circumvent "Look Out Sir" mechanics, and the fact it ignores any and all saves can be scary when one considers that many Psykers have 2 wounds at best. All it takes is for your opponent to Perils of the Warp once, and this power can snipe out a Psyker...assuming you get Line of Sight that is. *'''6 - Death Hex:''' WC 2 Malediction that targets an enemy unit, drops its invulnerable save by 2 (to a minimum of 6+). This thing is essentially Banishment, but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker's 2++ bullshit, Riptide's Shield Generator buff, as well as stuff like Draigo with his 3++ (even if Draigo specifically probably has better DtW than you). '''Summary:''' Sinistrum is the copy-paste of Librarius. It has a grab-bag of assorted powers, related to making the Sorcerer fight harder, passively or actively defending against enemy Psychic powers, or making or breaking Deathstars.
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