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===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...
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