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Warhammer 40,000/9th Edition Tactics/Psychic 101
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====Craftworld Eldar==== Warlocks and Spiritseers use the Runes of Battle. Each has ''two'' effects - you choose one ''after'' casting the power successfully. For the purposes of the Rule of One, each effect is considered to be a separate power. Farseers utilize the Runes of Fate. Any Craftworld Psyker that knows Smite may exchange that power for one from the Runes of Fortune table. Wraithseers may only cast one of their three unique powers. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Runes of Battle ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Conceal/Reveal | 18 || Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit | Until the start of your next Psychic phase, ranged weapon hit rolls against target must subtract 1 / target unit gains no bonus to its saves from cover against Asuryani units from the psyker's army. | 6 |- ! 2!! Embolden/Horrify | 18 || Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit | Until the start of your next Psychic phase, target has +2/-1 Leadership. | 6 |- ! 3 !! Enhance/Drain | 18 || Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit | Until the start of your next Psychic phase, target has +1/-1 to hit rolls in the Fight phase. | 7 |- ! 4 !! Protect/Jinx | 18 || Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit | Until the start of your next Psychic phase, target has +1/-1 to their saving throws against Asuryani units from the psyker's army. | 7 |- ! 5 !! Quicken/Restrain | 18 || Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit | Target unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase / Until the start of your next Psychic phase, target unit must halve their Move characteristic. | 7 |- ! 6 !! Empower/Enervate | 18 || Friendly Asuryani (Biker and Infantry) Units / Enemy Unit | Until the start of your next Psychic phase, target adds 1 to wound rolls in the Fight phase / subtracts 1 from all wound rolls in the Fight phase. | 6 |} {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Runes of Fate ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Guide | 24 || Friendly Asuryani Unit | Until the start of your next Psychic phase, target unit can re-roll failed ranged weapon hit rolls. | 7 |- ! 2 !! Doom | 24 || Enemy Unit | Until the start of your next Psychic phase, Asuryani units from the psyker's army can re-roll failed wounds against the target. | 7 |- ! 3 !! Fortune | 24 || Friendly Asuryani Unit | Until the start of your next Psychic phase, whenever the target unit suffers a wound, roll 1D6 - on a 5+, ignore the wound. If a unit already has an ability with a similar effect (e.g. Ulthwé’s Foresight of the Damned attribute, or the Avatar of Khaine’s Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase. "Similar" is not defined past Molten Body, so [[skub|discuss with your opponent]] any other abilities you encounter where interpretations might differ, although it "seems" clear that e.g. Fuegan is immune to this. | 7 |- ! 4 !! Executioner | 18 || Closest Enemy Unit | Target suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target unit suffers an additional D3 mortal wounds. | 7 |- ! 5 !! Will of Asuryan | Aura 6 || Friendly Asuryani Unit | Until your next Psychic Phase, affected units automatically pass Morale tests. Additionally, you can add 1 to all Deny the Witch tests that you make for the casting psyker until your next Psychic phase. | 5 |- ! 6 !! Mind War | 18 || Enemy Character | Each player rolls 1D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If the psyker’s score is higher, the target suffers a number of mortal wounds equal to the difference between the two scores. | 7 |} {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Runes of Fortune ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Fateful Divergence | 6 || Friendly {{W40Kkeyword|<Craftworld>}} Unit | Until the start of your next Psychic phase, you can re-roll a single hit roll, wound roll or save roll for the affected unit. | 4 |- ! 2!! Witch Strike | N/A || Self | Until the start of your next Psychic phase, this psyker adds 2 to the damage characteristic of their melee weapon. | 4 |- ! 3 !! Ghostwalk | 6 || Friendly {{W40Kkeyword|<Craftworld>}} Unit | Until the start of your next Psychic phase, add 2 to the result of target unit's charge rolls. | 6 |- ! 4 !! Crushing Orb | 18 || Visible Enemy {{W40Kkeyword|Character}} Unit | Roll three d6. For each 5+, the target suffers 1 mortal wound. | 4 |- ! 5 !! Focus Will | 6 || Friendly {{W40Kkeyword|<Craftworld> Psyker}} Unit | Until the end of this phase, add 2 to the result of any psychic tests made by the target. | 6 |- ! 6 !! Impair Senses | 18 || Enemy Unit | Select an enemy unit when this power is manifested. Until the start of your next Psychic phase, when that unit is chosen to make a shooting attack, all models within the affected unit can only target the closest visible enemy unit unless the targeted unit is within 18" of the shooting model. | 6 |} {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Wraithseer Runes ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Enliven | 12 || Friendly Visible Wraithguard, Wraithblade or Wraithlord Unit | Until the start of your next Psychic phase, target unit rolls twice for Advance and Charge rolls and discards the lowest. | 6 |- ! 2 !! Foreboding | 6 || All Enemy Units | As long as they remain within 6" of the Wraithseer, all affected enemy units have -1 Leadership. | 8 |- ! 3 !! Deliverance | 12 || Friendly Visible Wraithguard, Wraithblade or Wraithlord unit | Until the start of your next turn, whenever target unit takes a wound, roll a D6. On a 6+, the wound is ignored. | 7 |} </div> <div style="margin-left: 1em;>
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