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===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.
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