Editing
Warhammer 40,000/9th Edition Tactics/Psychic 101
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Adeptus Astartes==== <div style="margin-left: 1em;> ====="Codex" Astartes===== Space Marine chapters drawn from the "stock" Space Marine codex all share the same Discipline, Librarius. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Librarius ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Veil of Time | 18 || Adeptus Astartes Unit | Until the start of your next Psychic phase, target unit can re-roll charge and Advance rolls, and always fights first in the fight phase, even when not charging. | 6 |- ! 2 !! Might of Heroes | 12 || Adeptus Astartes Model | Until the start of your next Psychic phase, target model has +1 Strength, Toughness, and Attacks. | 6 |- ! 3 !! Psychic Scourge | 18 || Visible Enemy Unit | Roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens. | 6 |- ! 4 !! Fury of the Ancients | 3D6 || Visible Enemy Model | Draw an imaginary straight line between the psyker and the target; each enemy unit that this line passes over or through suffers a mortal wound. | 7 |- ! 5 !! Psychic Fortress | 18 || Friendly Adeptus Astartes Unit | Until the start of your next Psychic phase the target automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored. | 5 |- ! 6 !! Null Zone | Aura 6 || Enemy Models | Until the start of your next Psychic phase, affected models cannot take invulnerable saves and must halve the results of all Psychic tests (rounding up). | 8 |} </div> <div style="margin-left: 1em;> Primaris Librarians in Phobos Armor cannot use Librarius. Instead, they take powers from the Obscuration Discipline {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Obscuration ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Shrouding | 18 || Friendly Phobos Unit | Until the start of your next Psychic phase, enemies can only shoot at the target unit if they are the closest unit to them. | 6 |- ! 2 !! Soul Sight | 18 || Friendly Phobos Unit | Until the start of your next Psychic phase, any ranged attacks the target makes can re-roll to hit and ignore cover. | 6 |- ! 3 !! Mind Raid | 18 || Visible Enemy Model | Target suffers 1 mortal wound. If the target is a character, roll 3d6 - If the result is equal to or greater than the target's Leadership score, you gain 1 Command Point. | 6 |- ! 4 !! Hallucination | 18 || Visible Enemy Unit | Until the start of your next Psychic phase, subtract 1 from the Leadership of every model in the target unit. Your opponent then rolls 2d6 - If the result is greater than the highest Leadership score in the unit, then they also subtract 1 from all hit rolls until the start of your next Psychic Phase | 6 |- ! 5 !! Tenebrous Curse | 18 || Visible enemy unit that cannot FLY | Target suffers 1 mortal wound. Until the start of your next Psychic phase, the target halves their movement score and halves the result of any charge or advance rolls made (rounding up). | 6 |- ! 6 !! Temporal Corridor | 3 || Friendly Phobos Unit | Target immediately moves and advances, rolling 3d6 and taking the highest when rolling to advance. This can target a unit only once per Psychic Phase. | 7 |} </div> <div style="margin-left: 1em;> ======Ultramarines====== Instead of any of the default disciplines, Librarians of the Ultramarines Chapter can take powers from the Indomitus Discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Indomitus ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Precognition | N/A || Self | Until the start of your next Psychic phase, target unit gains a 5+ Invulnerable save. When this unit is attacked during this time, all rolls to hit subtract 1 from their result. | 5 |- ! 2 !! Scryer's Gaze | N/A or Aura 18 || N/A or Friendly Ultramarines Unit | If your army is Battle-Forged, you immediately gain 1 Command Point. Alternatively, the target can re-roll all die to hit, to wound, or damage. | 7 |- ! 3 !! Telepathic Assault | 24 || Visible Enemy Unit | Roll 2d6 and add 2 to the roll. For each point that this roll exceeds the highest Leadership score in the target unit, the target suffers 1 mortal wound. | 7 |- ! 4 !! Storm of the Emperor's Wrath | 18 || Nearest Visible Enemy Unit | Roll a d6 for each model in the target unit - For each 6, the target suffers a mortal wound. | 6 |- ! 5 !! Psychic Shackles | 18 || Visible Enemy Unit | Until the start of your next Psychic phase the target halves their movement score and halves the results of all rolls made to advance or charge (rounding up). This cannot stack with the effects of Tenebrous Curse. | 6 |- ! 6 !! Empyric Channeling | 12 || Friendly Ultramarines Librarian | Until the end of your Psychic phase, the target adds 2 to any channeling rolls they make and cannot suffer from Perils of the Warp when they roll two 1s or two 6s. | 5 |} </div> <div style="margin-left: 1em;> ======White Scars====== Instead of any of the default disciplines, Librarians of the White Scars Chapter can take powers from the Stormspeaking Discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Stormspeaking ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Blasting Gale | 18 || Visible Enemy Unit | Until the start of your next Psychic phase, target unit cannot advance and rolls 1d6 less when charging. | 7 |- ! 2 !! Lightning Call | 18 || Closest Visible Enemy Unit | Target suffers 1d3 mortal wounds. If the unit is not destroyed, roll 1d6 - on a 4+, the target suffers another mortal wound. If the unit is not destroyed, roll 1d6 - on a 5+, the target suffers another mortal wound. If the unit is not destroyed, roll 1d6 - on a 6+, the target suffers yet another mortal wound. | 7 |- ! 3 !! Ride the Winds | 12 || Friendly White Scars Unit | Until the start of your next Psychic Phase, the target unit adds 2 to any advance or charge rolls they make. | 6 |- ! 4 !! Storm-Wreathed | 12 || Friendly White Scars Unit | Until the start of your next Psychic Phase, the target unit cannot be targeted by overwatch. After the target unit successfully charges, select an enemy unit within 1" of each model in this unit and roll 1d6 - on a 6+, the enemy unit suffers a mortal wound. | 6 |- ! 5 !! Spirits of Chogoris | 18 || Visible Enemy Unit | Until the start of your next Psychic phase the target, subtract 1 from the leadership score of all models in this unit and subtract 1 from any hit rolls the target unit makes. | 6 |- ! 6 !! Eye of the Storm | Aura 12 || Enemy Models | Roll 1d6 for each target unit within range, adding 1 if the target can FLY - On a 4+, that unit suffers a mortal wound. | 6 |} </div> <div style="margin-left: 1em;> ======Iron Hands====== Instead of any of the default disciplines, Librarians of the Iron Hands Chapter can take powers from the Technomancy Discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Technomancy ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Blessing of the Machine God | 18 || Friendly Iron Hands Vehicle or Friendly Iron Hands Vehicle with TITANIC | Until the start of your next Psychic phase, add 1 to the target unit's hit rolls. | 5 or 8 |- ! 2 !! Objuration Mechanicum | 18 || Visible Enemy Unit | Until the start of your next Psychic phase, whenever the target unit rolls a 1 to hit with a ranged weapon the target suffers a mortal wound.. | 7 |- ! 3 !! Fury of Medusa | 18 || Visible Enemy Model | Draw an imaginary line with 1mm width between the caster's base and the target's base. Roll a d6 for the target model's unit and any other units this line crosses over, adding 2 if the unit in question is a vehicle - On a 4-5 unit suffers a mortal wound, but on a 6 the unit suffers 1d3 mortal wounds. | 6 |- ! 4 !! Psysteel Armour | 12 || Friendly Iron Hands Unit | Until the start of your next Psychic Phase, you can add 1 to the target's armor save rolls. This cannot affect invulnerable saves. | 6 |- ! 5 !! Reforge | 3 || Friendly Iron Hands Vehicle | Target recovers d3 lost wounds. | 5 |- ! 6 !! Machine Flense | 18 || Visible Enemy Vehicle | Target immediately suffers 1d3 mortal wounds. You can then target another enemy vehicle within 6". Roll a d6 for each mortal wound the target suffered - on a 4+ this secondary target suffers a mortal wound. | 6 |} </div> <div style="margin-left: 1em;> ======Raven Guard====== Instead of any of the default disciplines, Librarians of the Raven Guard Chapter can take powers from the Umbramancy Discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Umbramancy ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Umbral Form | N/A || Self | Until the start of your next Psychic phase, the target has a 4+ Invulnerable save. | 5 |- ! 2 !! Enveloping Darkness | 18 || Visible Enemy Unit | Until the start of your next Psychic phase, this target cannot fire Overwatch and when subtracts 1 from all hit rolls. | 7 |- ! 3 !! Spectral Blade | N/A || Self | Until the start of your next Psychic Phase, the target's Strength is equal to their Leadarship score. In addition, when the target makes a melee attack against an enemy unit whose highest Leadership score is beneath their own, this attack gains an AP of -4. | 5 |- ! 4 !! Shadowstep | 18 || Friendly Raven Guard Unit | Remove the target unit from the field. You may now re-deploy this unit wherever you wish on the field, so long as it's at least 9" from an enemy unit. | 7 |- ! 5 !! The Abyss | 18 || Visible Enemy Unit |Roll 3d6. For each 4+ that is rolled, the target unit suffers a mortal wound. If this would result in the death of any models in the unit, the target subtracts 1 from their Leadership score until the end of this turn. | 6 |- ! 6 !! The Darkness Within | 18 || Up to Three Visible Enemy Units | Roll 1d6 for each target unit, adding +1 if you rolled a 10+ on the channel power test. For each 4+, the target suffers a mortal wound. | 6 |} </div> <div style="margin-left: 1em;> ======Imperial Fists====== Instead of any of the default disciplines, Librarians of the Imperial Fists Chapter can take powers from the Geokinesis Discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Geokinesis ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Tectonic Purge | Aura 12 || Visible Enemy Unit | Until the start of your next Psychic phase, whenever an enemy within this aura makes a charge, they must subtract 2 from the result. | 6 |- ! 2 !! Wrack & Ruin | 18 || Visible Building Unit or Visible Enemy unit wholly within a terrain setpiece | Roll 9d6, adding +1 to each roll if the target was a building. On every 5+, the target suffers a mortal wound. | 6 |- ! 3 !! Iron Inferno | 18 || Blast 6 | Roll 1d6 for each enemy unit within this area. On a 4+ this unit suffers a mortal wound. | 6 |- ! 4 !! Fortify | 12 || Friendly Imperial Fists Infantry or Biker Model | Target recovers d3 Wounds. | 4 |- ! 5 !! Aspect of Stone | N/A || Self | Target adds +2 to their Strength and Toughness scores. | 5 |- ! 6 !! Chasm | 18 || Visible Enemy Unit without the FLY rule. | Roll 2d6 and compare it to the target's lowest Move score. If the result is less than the Move score, then the unit suffers a mortal wound. If the result is equal to the Move score, then the target suffers d3 mortal wounds. If the result is greater than the Move score, then the unit suffers 3 mortal wounds. | 6 |} </div> <div style="margin-left: 1em;> ======Salamanders====== Instead of any of the default disciplines, Librarians of the Salamanders Chapter can take powers from the Promethean Discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Promethean ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Flaming Blast | 24 || Visible Enemy Units within 3" of selected point | Each enemy unit must roll 1d6; on a 4+, they suffer a mortal wound. | 6 |- ! 2 !! Flame Shield | 18 || Visible Friendly Salamanders Unit | Until the start of your next Psychic phase, all ranged attacks against this unit subtract 1 from their hit roll. In addition, all charge rolls against this unit subtract 1 from their result. | 6 |- ! 3 !! Burning Hands | N/A || Self | Until the start of your next Psychic phase, any attacks that the target unit makes with a Close Combat Weapon inflict a mortal wound upon a successful hit. | 6 |- ! 4 !! Drakeskin | 12 || Visible Friendly Salamanders Unit | Until the start of your next Psychic phase, add +1 to the Toughness of all models in the target unit. | 6 |- ! 5 !! Fury of Nocturne | 18 || Visible Enemy Unit | Roll 2d6. If the result of this roll exceeds the highest toughness of the enemy unit, then that unit suffers 1D3 mortal wounds. | 6 |- ! 6 !! Draconic Aspect | Aura 12 || Visible Enemy Units | Until the start of your next Psychic phase, subtract 2 from the Leadership of all enemy units within 12" of the psyker. | 6 |- |} </div> <div style="margin-left: 1em;> =====Blood Angels===== Blood Angels psykers lose Librarius and instead use Sanguinary. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Sanguinary ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Quickening | N/A || Self | Add 3 to Advance and charge rolls you make for the psyker, and make D3 additional attacks with them in the Fight phase, until the start of your next Psychic phase. | 7 |- ! 2 !! Unleash Rage | 12 || Friendly Blood Angels Unit | Until the start of your next Psychic phase, target has +1 Attack. | 6 |- ! 3 !! Shield of Sanguinius | 12 || Friendly Blood Angels Unit | Until the start of your next Psychic phase, target unit has a 5+ invulnerable save. | 6 |- ! 4 !! Blood Boil | 6 || Visible Enemy Unit | Roll 2D6. If the total exceeds the highest Toughness characteristic in the target unit, the unit suffers 1D3 mortal wounds; if the total rolled is more than double that of the highest Toughness characteristic in the target, it suffers 3 mortal wounds instead. | 6 |- ! 5 !! Blood Lance | 12 || Visible Enemy Model | Draw a line between the target and the psyker. Roll a D6 for each model the centre of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound. Similar to Gaze of the Emperor that Psykana psykers can cast; has reliable range, but even worse mortal wound output. | 6 |- ! 6 !! Wings of Sanguinius | N/A || Self | The psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. | 5 |- |} </div> <div style="margin-left: 1em;> =====Dark Angels===== Dark Angels psykers lose Librarius and instead use Interromancy. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Interromancy ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Mind Worm | 12 || Visible Enemy Unit | Target unit suffers a mortal wound. Until the end of your turn, it can only be chosen to attack in the Fight phase last. | 6 |- ! 2 !! Aversion | 24 || Visible Enemy Unit | Until the start of your next Psychic phase, target unit has -1 to hit. | 6 |- ! 3 !! Righteous Repugnance | 12 || Friendly Dark Angels Unit | Until the start of your next Psychic Phase, target unit can re-roll all failed hit and wound rolls for melee weapons. | 7 |- ! 4 !! Trephination | 18 || Closest Visible Enemy Unit | Roll 2D6, adding 2 to the total if the psychic test was more than 10. The target unit suffers a mortal wound for each point over the units highest Leadership value. (This is worse than Smite in all circumstances.) | 7 |- ! 5 !! Engulfing Fear | Aura 6 || Enemy Units | Until the start of your next Psychic Phase, target units must roll 2 dice and discard the lowest when taking Morale tests in the Morale phase. | 6 |- ! 6 !! Mind Wipe | 18 || Visible Enemy Model | Each player rolls a D6 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 takes -1 WS, BS and Ld for the rest of the battle. | 7 |} </div> <div style="margin-left: 1em;> =====Grey Knights===== {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Sanctic |- ! scope=col | Number ! scope=col | Name ! scope=col | Charge ! scope=col | Type ! scope=col | Range ! scope=col | Target ! scope=col | Description ! scope=col | <abbr title="Units that must know this power.">Units</abbr> |- ! scope = row | 1 ! scope = row | Astral Aim | 6 || Blessing || 0 || Caster's Unit | style="text-align:left;" | Until your next psychic phase, the target can re-roll one hit roll when selected to shoot and ranged attacks models in it make ignore cover. *Use this to thwart Ork Boyz who think they're being clever by declaring a charge against you from around a barricade, or destroy cover-camping assholes like Tau or Imperial Guard. | [[{{PAGENAME}}#Heavy Support|Purgation Squad]]s |- ! scope = row | 2 ! scope = row | Purge Soul | 6 || Witchfire || 12 || Visible Enemy Unit that has not been targeted by Purge Soul this phase | style="text-align:left;" | Caster and target each roll 1d6+Ld. If the Caster's roll is higher, the target suffers 1d3 MW; on a tie, the target suffers 1 MW. *This is one of your few targeting Psychic Powers, meaning you can use it to snipe {{W40Kkeyword|character}}s. However, the average mortal wounds dealt by this power is very low - if your target's Ld equals your own, you'll deal an average of 1 MW ''after'' successfully casting (0.28 including base casting odds). | |- ! scope = row | 3 ! scope = row | Hammerhand | 5 || Blessing || 0 || Caster's Unit | style="text-align:left;" | Until your next psychic phase, the target can re-roll melee wound rolls (which is almost always better than +1 to wound). | [[{{PAGENAME}}#Troops|Strike Squad]]s, [[{{PAGENAME}}#Troops|Terminator Squad]]s, [[{{PAGENAME}}#Heavy Support|Nemesis Dreadknight]]s |- ! scope = row | 4 ! scope = row | Purifying Flame | 5 || Witchfire || 9 || Closest Visible Enemy Unit | style="text-align:left;" | Target suffers 3 MW plus another 1d3 if the Psychic Test was 11+. This deals nearly half again as many MWs as Smite (2.67 vs. Smite's 1.79). You're essentially getting something of a psychic shotgun, and Purifiers in particular love using it to blast the ever-loving shit out of an enemy. Even better with Cleansing Flame, of course. | [[{{PAGENAME}}#Elites|Purifiers]], [[{{PAGENAME}}#HQ Special Characters|Castellan Crowe]] |- ! scope = row | 5 ! scope = row | Armoured Resilience | 6 || Blessing || 0 || Caster's Unit | style="text-align:left;" | Until your next psychic phase, the target adds +1 to armour saves (-1Sv). Another piece of the puzzle when buffing a Dreadnought (Preservers Stratagem, anything from the Swordbearers, Smokescreen, Venerable's FNP, Duty Eternal). | [[{{PAGENAME}}#Elites|Dreadnought]]s with or without a Doomglaive, [[{{PAGENAME}}#Elites|Venerable Dreadnought]]s |- ! scope = row | 6 ! scope = row | Ethereal Castigation | 6 || Blessing || 0 || Caster's Unit | style="text-align:left;" | Target can immediately shoot and then can make a normal move, but cannot normal move, advance, shoot, or charge again this turn. Simply put, this gives you a fighting retreat without having to use Gate of Infinity; after all, you might need that to throw a more important unit somewhere. | [[{{PAGENAME}}#Fast Attack|Interceptor Squad]]s |} {| class="wikitable sortable mw-collapsible mw-collapsed" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Dominus |- ! scope=col | Number ! scope=col | Name ! scope=col | Charge ! scope=col | Type ! scope=col | Range ! scope=col | Target ! scope=col | Description |- ! scope = row | 1 ! scope = row | Gate of Infinity | 7 || Blessing || 18 || Friendly {{W40kKeyword|GREY KNIGHTS Psyker}} unit | style="text-align:left;" | Target may immediately re-deploy anywhere on the battlefield more than 9" away from an enemy unit. *This power right here. With a slightly clever setup, you can toss your Dreads around the board like some rabbit on speed, popping where it must go the moment it is needed. Also, nothing hinders you from teleporting out of melee and then shooting or charging. Your termies are tarpitted where you do not want them? No problem, just zip away. |- ! scope = row | 2 ! scope = row | Empyric Amplification | 7 || Malediction || 12 || Visible Enemy Unit | style="text-align:left;" | Until the start of your next Psychic phase, Nemesis and psi weapons gain +1D against the target. *Nice against whatever a purgation squad or melee anything is going to attack. |- ! scope = row | 3 ! scope = row | Sanctuary | 6 || Blessing || 18 || Friendly {{W40kKeyword|GREY KNIGHTS}} unit | style="text-align:left;" | Until the start of your next Psychic phase, target gets a 4++. *This power doesn't help Grand Masters, Captains, Chaplains, or Champions. If you're not able to afford the Stratagem necessary for warding staves, then this is your next best thing. |- ! scope = row | 4 ! scope = row | Vortex of Doom | 7 || Witchfire || 12 || Closest Visible Enemy Unit | style="text-align:left;" | Target suffers 2d3 MW and each other enemy unit within 3" of it suffers 1 MW. The Psychic Epitome Warlord Trait is specifically nerfed with this power to only affect the primary target, not the "splash" units. |- ! scope = row | 5 ! scope = row | Warp Shaping | 4 || Blessing || data-sort-value=999 | ∞ || None | style="text-align:left;" | If manifested, you can change which "Tide" is currently dominant, provided you select a Tide which has not already been dominant. *This power is vital to the optimal play of your army, so you will ''need'' to grab this on at least one model. |- ! scope = row | 6 ! scope = row | Ghostly Bonds | 5 || Malediction || 18 || Visible Enemy Unit | style="text-align:left;" | Until the start of your next Psychic phase, target's M is halved. |} =====Space Wolves===== Space Wolves psykers use Tempestas; they do not technically lose Librarius, as Space Wolves take their own, distinct psykers. Broadly speaking, all of these powers are inferior to at least one power in at least one other discipline; a Space Wolves psyker's best power will usually be ''Smite''. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto; text-align: center;" |+ Tempestas ! Number !! Name !! Range !! Target !! Description !! Charge |- ! 1 !! Living Lightning | 18 || Enemy Unit | Deals 1d3 mortal wounds to the nearest visible enemy unit. If the targeted unit is destroyed by this power, the closest enemy unit within 18" of the last enemy model to be removed by the power also takes 1d3 mortal wounds. This repeats until either a unit is not destroyed by the power or when there are no units close enough to a destroyed unit for it to spread. | 6 |- ! 2 !! Tempest's Wrath | 24 || Enemy Unit | Until the start of your next Psychic phase, target unit has -1 to hit. Copied and pasted from Aversion from the Interromancy discipline, but because the two powers have different names, they stack. | 6 |- ! 3 !! Murderous Hurricane | 18 || Visible Enemy Unit | Roll 1d6 for each model in the target; target suffers 1 mortal wound for each roll of a 6. Not overly reliable, but it's rare that anything scales with unit size in 8e. | 5 |- ! 4 !! Fury of the Wolf Spirits | 0 || Self | Until the next psychic phase, the user gains a bonus 6 melee attacks with S5 AP-3 D1. | 7 |- ! 5 !! Storm Caller | Aura 6 || Psyker and Friendly Space Wolves Units | Until the start of your next Psychic phase, targets gain the benefit of being in cover. | 8 |- ! 6 !! Jaws of the World Wolf | 18 || Enemy Non-Vehicle Unit | Roll 2D6. Target unit suffers a mortal wound for each point rolled above its Move. Random compared to smite, but potentially more powerful, and you can pick a target, including characters trying to hide. Becomes pretty useless above M6. {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Average mortal wounds inflicted, accounting for casting with 2D6 and no denial, caster has 4+ wounds remaining. |- ! Move !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12+ |- ! Mortal Wounds | 4.08 || 3.50 || 2.92 || 2.35 || 1.81 || 1.33 || 0.91 || 0.57 || 0.32 || 0.16 || 0.06 || 0.02 || 0.00 |} | 7 |} </div> </div> <div style="margin-left: 1em;>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information