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===(Chaos) Space Marine Disciplines=== :In Angels of Death, [[Space Marines]] got 4 new psychic disciplines. Traitor Legions allows [[Chaos Space Marines]] to take the same powers, with the discipline names changed; each discipline will list the Space Marine name / the Chaos Space Marine name. The powers also have name swaps, so where only one name is present, that is the Space Marine name, and where two are present, it follows the same shape as the discipline names. ====Fulmination/Ectomancy==== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Fulmination/Ectomancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Electrosurge/Warpshock | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=4|type=Assault|rof=6}} Point at hordes and explode them. | 1 |- ! 1 !! Electroshield/Empyric Shield | Blessing || data-sort-value=0 | Self || Model | The Psyker gains a 3++. An almost free Storm Shield for a turn. Useful, since many librarians don't get Storm Shields. | 1 |- ! 2 !! Electropulse/Daemonshriek | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=1|ap=-|type=Assault|rof=1|rules=Haywire}} Obviously best used against heavily mechanized lists, or otherwise when other antivehicle weapons aren't on hand. Be wary of using it on walkers, since your psyker will have a high likelihood of being mulched afterwards. | 1 |- ! 3 !! Lightning Arc/Coruscating Blaze | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=4|type=Assault|rof=1D6}} After resolving this, roll a die for every ''other'' enemy unit within 6" of the target; on a 4+, that unit suffers 1D6 S5 AP4 hits that are randomly allocated. Note that the jump occurs even if the original shots all miss. | 2 |- ! 4 !! Fists of Lightning/Infernal Claws | Blessing || data-sort-value=0 | Self || Model | +1S and +1A. For every hit the psyker lands in close combat (not wound, hit), the unit hit suffers 2 additional S5AP- hits. | 1 |- ! 5 !! Magnetokinesis/Ghost Storm | Blessing || 18 || Unit | If the target is not Zooming, Swooping, or locked in combat, it immediately moves 18" as if were Jump Infantry and cannot charge this turn. The target counts as having moved in the Movement phase when shooting weapons in the Shooting phase. It can be used like old-school Lash of Submission to move enemies out of cover (with free Dangerous Terrain), or it could move a friendly unit into place for shooting. | 2 |- ! 6 !! Electrodisplacement/Soulswitch | Blessing || 24 || Unit (Nonvehicle) | Swap the psyker with any one model in the target unit, then redeploy the psyker's unit within 6" and coherency of him, and the target unit within 6" and coherency of the swapped model. If the psyker's unit was locked in close combat with anything, the target unit is now locked in close combat with that thing, and vice versa, Can be truly devastating when used correctly. | 2 |} ====Librarius/Sinistrum==== :;Overview ::AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and possibly defeating enemy death stars too. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Librarius/Sinistrum Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! The Emperor's Wrath/Fury of the Gods | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=3|type=Assault|rof=1|rules=Blast}} Basic anti-MEQ. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind_.28Genestealer_Cults.29|Psionic Blast]] at -6" range and than [[Warhammer_40,000/Tactics/Psychic_101#Powers_of_da_Waaagh.21|Frazzle]] at -6" range and -1S. | 1 |- ! 1 !! Veil of Time/Warp Fate | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his entire unit re-roll all failed saving throws. This power, right here, ties with Invisibility for absolute Psychic cheese. And with good reason. A Terminator squad with rerollable 2+/5++ or 3++ makes it damn near invincible as it plows into the enemy force's tight sphincter. Heck, bare-bones Wolf Guard Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. | 2 |- ! 2 !! Fury of the Ancients/Empyragheist | Witchfire (Beam) || 20 || Unit | {{40k-Ranged-Weapon-Profile|range=20|strength=6|ap=4|type=Assault|rof=1|rules=Beam, Pinning}} This one's okay. It could glance AV12 or wound a Monstrous Creature with a mediocre save and punch through to damage another unit, but being a beam means that you would have to line up the caster ''just right'' to get anything more than a single on an infantry unit, and it can be great if pinning goes off. | 1 |- ! 3 !! Psychic Fortress/Armour of Hatred | Blessing || data-sort-value=0 | Self || Model | Gives the Psyker a 12" unit bubble of Fearless, Adamantium Will, and 4++ that only works on Witchfires. Optimized for psyker-heavy armies which makes it situational, but fearless makes it more broadly situational. | 1 |- ! 4 !! Might of Heroes/Diabolic Strength | Blessing || data-sort-value=0 | Self || Model | +2 to S, T, I, and A. Essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. | 1 |- ! 5 !! Psychic Scourge/Warp Lure | Malediction || 24 || Model (Psyker) | The caster rolls 2D6 keep highest +ML; target rolls 1D6+ML. On a draw or better, the target loses 1W (no save, but FNP works) and the targeted psyker can only harness warp charges on 6+ while the power is in effect. If the caster beats the target by at least 3, the target permanently loses a random power. | 1 |- ! 6 !! Null Zone/Death Hex | Malediction|| 24 || Unit | Target drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Warhammer_40,000/Tactics/Psychic_101#Sanctic|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smashfucker's 2++, a Riptide's Shield Generator buff, and Cursed Earth+Grimoire bullshit. | 2 |} ====Geokinesis/Geomortis==== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Geokinesis/Geomortis Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Chasm/Rockmaw | Malediction || 18 || Unit | Cannot target units which are Swooping, Zooming, or locked in combat. All models in the target take a dangerous terrain test with no armour saves allowed. While ''Move Through Cover'', ''Skilled Rider'', and the like will shut this down, and its functional Strength of 0 with Poisoned (6+) that also works on Vehicles, do remember that this power ignores both armor ''and'' cover, due to being a Malediction. | 2 |- ! 1 !! Earth Blood/Ley Leach | Blessing || 18 || Model (Character, Nonvehicle) | Target regains 1d3 '''''wounds''''', and his entire unit gains IWND. Healing others is good, healing wounds lost to Perils is great, and granting IWND to a variety of targets is epic. | 1 |- ! 2 !! Scorched Earth/Rupture | Malediction|| 24 || Point | Each ''unit'' (friend or foe) within 6" of the target point suffers a randomly allocated S5 AP4 hit, which, like all maledictions, will ignore cover as it does not count as shooting. All terrain, including open ground, in that same area counts as dangerous. Crap. | 1 |- ! 3 !! Landquake/Torturer of Worlds | Malediction || 18 || Unit | This power works like a nova: all enemy units within range are targeted. Units which are not Swooping or Zooming always move as if in difficult terrain, and cannot run, turbo-boost, or flat-out. | 1 |- ! 4 !! Phase Form/Earthly Anathema | Blessing || 24 || Unit | Grants Move Through Cover, Ignores Cover to all weapons, and [[Awesome|IGNORING LINE OF SIGHT when attacking enemy units in the Shooting phase; only the range matters.]] | 1 |- ! 5 !! Warp Quake/Profane Ruination | Witchfire (Profileless) || 24 || Building/Ruins | For a building, roll a die: on 1-3 inflict a glance, on a 4+ inflict a pen. For ruins, roll a die for each unit within; on a 4+, inflict 1D6 S6 AP- randomly allocated hits (so on average, 1.33 hits per unit). | 1 |- ! 6 !! Shifting Worldscape/Worldwrithe | Malediction|| 24 || Terrain Feature | [[What|Move a piece of terrain by 24"]], including units completely within it; units partially within instead disembark as if from an open-topped vehicle. Disembarking models definitely take dangerous terrain tests; units that 'ride' the terrain may or may not, depending on how you interpret the rule. '''''Lots''''' of ways to use this. The wording issue boils down to, "Move units completely within X way. Move units partially within Y way. Models moved in this way take Dangerous terrain tests.", so if "this" means Y, then the riders are fine, but if "this" means "moved by the power", then the riders take the tests, too. No FAQ entry as of this writing. | 3 |} ====Technomancy/Heretech==== :;Overview ::The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a CAD of tank-heavy Guard makes this all kinds of epic. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Technomancy/Heretech Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Subvert Machine/Corrupt Machine | Malediction || 18 || Model (Vehicle) | Randomly select a weapon on the target which is not a Bomb, One Use Only, One Shot Only, or destroyed. You and your opponent each roll a die. If ''they'' roll higher, nothing happens. If you draw, that weapon can only shoot snap shots. If ''you'' roll higher, you [[Awesome|take control of said vehicle's weapon to shoot right now, using the vehicle's BS, and firing Snap Shots if the vehicle is Stunned or Shaken.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. The only drawback is the range, though there're [[Terminator|a few]] [[Bike Squad|different ways]] [[Drop Pod|to handle it]]. Unfortunately, if you toss this on a Walker that's locked in combat it won't do anything productive, despite being able to legally target it; this power would be strictly better as a profileless witchfire, as that would let you cast it out of a fire point. | 1 |- ! 1 !! Blessing of the Machine/Boon of the Iron Beast | Blessing || 24 || Model (Vehicle) | Target ignores Crew Shaken, Crew Stunned, and either gives it Power of the Machine Spirit, or if the target already has PotMS, +1 BS instead. The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. | 1 |- ! 2 !! Machine Curse/Scrapcode Curse | Witchfire (Focused) (Profileless) || 18 || Model (Vehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=1|ap=-|type=Assault|rof=1D3|rules=Haywire}} | 1 |- ! 3 !! Reforge/Dark Invigoration | Blessing || 24 || Model (Vehicle) | Target recovers 1 HP ''or'' repairs 1 Weapon Destroyed ''or'' repairs Immobilised (choose exactly 1), and gets IWND. The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. | 1 |- ! 4 !! Warpmetal Armour/Fleshmetal Hide | Blessing || 24 || Unit | Affected vehicles get +1 AV to all sides; affected non-vehicles get +1 T. The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|gauss weaponry]] still doesn't give a shit. | 2 |- ! 5 !! Fury of Mars/Electromortis | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=1|ap=-|type=Assault|rof=1|rules=Beam, Haywire}} | 1 |- ! 6 !! Machine Flense/Flayerstorm | Witchfire (Focused) (Profileless) || 18 || Model (Vehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} The hit model loses D3 HP. For each HP lost, inflict 1D6 S4 AP6 rending hits on an enemy unit within 12" of said model; each lost HP may target a different unit, or they may all target the same one. | 2 |} ====Loyalist Chapter Disciplines==== :The [[Dark Angels]], [[Blood Angels]], and [[Space Wolves]] each have a unique discipline only they have access to. =====Interromancy (Dark Angels)===== :;Overview ::Works heavily on messing with leadership and stat-lines. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Interromancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Mind Worm | Witchfire (Focused) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=6|ap=2|type=Assault|rof=1|rules=Ignores Cover}} If a model takes an unsaved wound, then it takes -3 to BS, WS, I AND Ld (to a minimum of 1) for the rest of the game. With even just 1 wound, that special snowflake or Monstrous Creature just became an expensive paperweight and now that it has been buffed to Strength 6 it is a much more credible threat against those tougher models where the debuff will ''really'' sting. | 1 |- ! 1 !! Seed of Fear | Malediction || 9 || Unit | This is a nova-style power, despite being a malediction (it targets all enemy units within range). Target units take all Morale, Pinning, and Fear tests on 3D6. Dark Angels have a fear overload so this is good against even moderately high Ld armies with every Terminator squad able to get Perfidious Relic of the Unforgiven and the Interrogator-Chaplain. Note that this does not force those checks, you still have to do that normally. | 1 |- ! 2 !! Righteous Repugnance | Blessing || 24 || Unit | Grants Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]. | 1 |- ! 3 !! Aversion | Malediction || 24 || Unit | Target may only fire Snap Shots. Perfect for negating a high threat unit to your army such as an antiarmor squad or anti-TEQ. *cough* Tau *cough* | 1 |- ! 4 !! Maelstrom of Misery | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1|ap=2|type=Assault|rof=1|rules=Blast, Neural Shock}} Neural Shock is Poisoned (4+) with a different name. | 2 |- ! 5 !! Trephination | Witchfire (Focused) (Profileless) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} The model hit rolls 2D6+2, then subtracts their leadership value, taking the difference in wounds with no armour or cover saves allowed. Psychic Shriek, fuck ''that'' guy edition. Combo'd with Mind Worm wounding first, it'll absolutely destroy characters. | 2 |- ! 6 !! Mind Wipe | Malediction || 24 || Unit | Target reduces WS and BS to 1; this power ends early, at the end of the target's next turn, but when it does, the unit must take an Ld test. If they fail, the reduction becomes permanent. Cast on a Deathstar unit. Just 1 turn of WS/BS1 can mean so much for you and throw That Guy's carefully thought plan off balance, even better if he fails the Ld test. Not to mention that (without factoring in modifiers), on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 warp charges, but you should always be throwing 7 or 8 at this. It sounds like it would be great when combo'd with Mind Worm, and it does on--single model units; but you would have to use Mind Worm on the sergeant to bust a squad down to the next highest LD value, which obviously doesn't work as well. All armies will have a better-than-half chance of passing their check (unless you've messed with their leadership), AND the unit is still alive and holding their objective in the best of cases. | 3 |} =====Sanguinary (Blood Angels)===== :;Overview ::Most of these are inferior to powers in some other Discipline that the Blood Angels have access to, so make sure you know what you're doing if you grab this. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Sanguinary Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Quickening | Blessing || 12 || Model (Character) | Target (which can be the caster, of course) gets Fleet and +1D3 to I and A (roll once and add the same to both). Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Warp Speed]] when cast on the caster, so make sure to exploit the 12" range. Because Fleet does not extend to the unit, and the only non-Independent Character Characters you have are Librarian Dreadnoughts and Cassor the Damned, Cassor immediately becomes your best in-Faction target, but your best bet is probably allies - for example, an Eversor Assassin. | 1 |- ! 1 !! Fear of the Darkness | Malediction || 12 || Unit | Target takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test, not a Fear test, so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit. | 1 |- ! 2 !! Unleash Rage | Blessing || 18 || Unit | Grants Rage, or +1A if the target already has Rage. Bless the Death Company. Watch them kill. On a target which doesn't already have Rage, strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Interromancy (Dark Angels)|Righteous Repugnance]], which itself is strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]; on a target that already has Rage, better than either in effect (as +1A is usually more useful than +1S), although at shorter range, so stick to casting this on the Death Company. | 1 |- ! 3 !! Shield of Sanguinius | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his unit have a 5++. You'll be needing this against any AP2 or D shots. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Divination|Forewarning]]. | 1 |- ! 4 !! Blood Boil | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1}} Model hit must take 2 toughness tests, suffering an unsavable wound for each failure. If it dies, place an S4 AP5 Ignores Cover Large Blast on it. Cast and make anything T4 or lower without FNP go boom! This is a great power for thinning out infantry units with weak armor. Typically stronger than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] against models with 5+ armor or worse, but much, much worse against models with 4+ armor or better (although the effectiveness of both relies partially on model placement in the target). | 2 |- ! 5 !! Blood Lance | Witchfire (Beam) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Lance}} Haha! Time to shoot tanks! | 2 |- ! 6 !! Wings of Sanguinius | Blessing || 12 || Unit (Nonvehicle) | Target an infantry unit within 12", it may move up to 12" unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase. This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24" in a single turn. (12" movement phase +12" in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12" into the rear armor of that enemy tank that needs to die. Drastically worse than [[Warhammer_40,000/Tactics/Psychic_101#Fulmination.2FEctomancy|Magnetokinesis]]. | 2 |} =====Tempestas (Space Wolves)===== :;Overview ::Storm-themed discipline, similar to Fulmination/Ectomancy, but trades out much of the utility powers for mind bullets for close range fire support. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Tempestas Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Living Lightning | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=7|ap=-|type=Assault|rof=3|rules=Tesla}} Tesla means 6s to hit generate two additional hits; because the power is ROF 3, on average it is actually ROF 4 (if you want probabilities, the odds of ROFs 3, 5, 7, and 9 are 57.87%, 34.72%, 6.94%, and 0.46%, respectively). | 1 |- ! 1 !! Stormbringer | Blessing || data-sort-value=0 | Self || Unit | Grants Shrouded. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Runes_of_Battle|Conceal/Reveal]]. | 1 |- ! 2 !! Tempest's Wrath | Malediction || 18 || Unit | Target suffers -1 BS and always moves as if in difficult terrain (which will cause dangerous terrain tests on skimmers, jump infantry, and so on). Watch those Tau suck it when they're tripping all over themselves. | 1 |- ! 3 !! Thunderclap | Witchfire (Nova) ||12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=3|ap=-|type=Assault|rof=2D6|rules=Nova}} Meant for clearing out blobs, but S3 means you won't do much higher than GEQs. | 1 |- ! 4 !! Murderous Hurricane | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=4|ap=-|type=Assault|rof=1|rules=Large Blast, Rending}} This is ideal for clearing out infantry units. | 2 |- ! 5 !! Fury of the Wolf Spirits | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=-|type=Assault|rof=4}} {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=2|type=Assault|rof=2|rules=Precision Shots}} Summons Wolf Gork and Wolf Mork, so this power has two profiles, because it manifests both, one at a time in either order, when you succeed at casting it; because this is Psychic, they may freely target different units. | 2 |- ! 6 !! Jaws of the World Wolf | Witchfire (Focused) (Profileless) || 18 || Model (Nonvehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} If the model hit is not a Monstrous Creature, it must pass an I test or be removed from play (not Instant Death, so Eternal Warrior is ignored). Note that this power does not wound, so things that let you avoid wounds, such as saves or FNP, also do not apply. Definitely a step down from the old hax, and not an easy button for Riptide-killing. | 2 |} ====Traitor Chapter Disciplines==== :[[Slaanesh]], [[Nurgle]], and, of course, [[Tzeentch]] each offer a discipline of their own to the Chaos Space Marines, each of which typically requires the relevant Mark. These are ''distinct'' from the disciplines they offer Chaos Daemons. =====Tzeentch===== :;Overview ::A discipline that uses gimmicks to get greater effects than what most other disciplines would, with a moderate degree of success. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Tzeentch Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Tzeentch's Firestorm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+1|ap=-|type=Assault|rof=1|rules=Blast}} For each model removed as a casualty, the unit takes 1D3 S3 AP- hits which do not generate more hits. | 1 |- ! 1 !! Boon of Mutation | Blessing || 2 || Model (Character) | Inflicts an S4 AP- hit. If the character survives, it rolls on Chaos Boon, re-rolling Dark Apotheosis. | 1 |- ! 2 !! Doombolt | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=8|ap=1|type=Assault|rof=1|rules=Beam}} Any vehicle hit by this power which Explodes! as a result rolls 2D6 to determine the explosion's range. | 1 |- ! 3 !! Siphon Magic | Blessing || data-sort-value=0 | Self || Unit | For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18" of the psyker, place a die next to the psyker. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points. | 1 |- ! 4 !! Breath of Chaos | Witchfire || Template || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=1|ap=2|type=Assault|rof=1|rules=Poisoned (4+)}} Glances on a 4+ rather than rolling to penetrate, so between that and its poison, it's effectively a [[Warhammer_40,000/Tactics/Necrons(7E)#Gauss_Weapons|gauss]] flamer. | 2 |- ! 5 !! Baleful Devolution | Witchfire (Focused) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=2|type=Assault|rof=1D6}} To-wounds of 6 gain Instant Death, and each slain model summons a Chaos Spawn "as close as possible" to ''any'' slain model, but more than an inch away from any enemy models. | 2 |- ! 6 !! Treason of Tzeentch | Malediction || 24 || Unit (Nonvehicle) | Cannot target models locked in combat. Immediately make a shooting attack with every model in the unit as if it were friendly. Resolve these as if the unit had not moved in the Movement phase, and after shooting, the unit must take a Pinning test. | 3 |- ! 7 !! Gaze of Magnus | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=D|ap=1|type=Assault|rof=1|rules=Beam, Soul Blaze}} [[Magnus the Red|Magnus]], and only Magnus, has this power. | 5 |} =====Slaanesh===== :;Overview ::'''''We are amplified!''''' A discipline with a focus on buffs and debuffs, even on the shooting attacks. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Slaanesh Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Sensory Overload | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=4|type=Assault|rof=4|rules=Blind, Concussive, Pinning}} | 1 |- ! 1 !! Hysterical Frenzy | Blessing || 12 || Unit (Nonvehicle) | Roll on the following table to determine the effect. {| class="wikitable" ! 1D3 !! Effect |- ! 1 | +1I. |- ! 2 | +1S. |- ! 3 | +1A. |} | 1 |- ! 2 !! Delightful Agonies | Blessing || 12 || Unit | All models in the target gain FNP (4+). | 1 |- ! 3 !! Symphony of Pain | Malediction || 24 || Unit | Target suffers -1WS, -1BS, and attacks from ''sonic weaponry'' gain +1S against the target. Unlike most powers, Symphony of Pain will stack with itself on the same target. | 1 |- ! 4 !! Sonic Shockwave | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=1D6|rules=Ignores Cover, Nova, Pinning}} Note that Symphony of Pain explicitly interacts with ''weaponry'', which this is not. | 1 |- ! 5 !! Aural Onslaught | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=8|ap=2|type=Assault|rof=1|rules=Beam}} After this attack hits but before it wounds, any unit hit must take an Ld test; if they fail, this power gains Shred against that unit. | 2 |- ! 6 !! Apoplectic Glee | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=1|rules=Ignores Cover}} This power does not affect vehicles (although they may be targeted). Every non-vehicle model in a unit hit by this power takes a hit at that model's unmodified Strength. | 2 |} =====Nurgle===== :;Overview ::A discipline focusing on buffs, debuffs, and poison nastiness. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Nurgle Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Nurgle's Rot | Witchfire (Nova) || 6 || Unit | {{40k-Ranged-Weapon-Profile|range=6|strength=2|ap=5|type=Assault|rof=1D6+1|rules=Nova, Poisoned(4+)}} Daemons of Nurgle and models with the Mark of Nurgle are not affected. | 1 |- ! 1 !! Weapon Virus | Malediction || 24 || Unit | All of the target's ranged weapons gain Gets Hot!. | 1 |- ! 2 !! Fleshy Abundance | Blessing || 14 || Model | Target immediately regains D3 wounds. | 1 |- ! 3 !! Blades of Putrefaction | Blessing || 14 || Unit | All of the target's ''melee weapons'' gain Poisoned (4+). Any ''model'' that already had Poisoned (Anything) on its melee weapons or attacks gets Poisoned (2+). Note the wording; the first sentence grants Poisoned (4+) to ''weapons'', while the second grants Poisoned (2+) to ''models'' who meet the specified criteria. This does not let your Plague Marines get Poisoned bolters - the Poisoned special rule on a model only applies to its melee attacks - but there are rare cases where having it on the model is better than having it on your weapons, such as when in melee with [[Jain Zar]]. | 1 |- ! 4 !! Gift of Contagion | Malediction || 48 || Unit | Roll on the following table to determine effect; unlike most powers, Gift of Contagion's effects always stack with itself. As none of entries on the table specify a minimum of 0, you can kill anything with a Toughness characteristic by spamming this power on them until you roll enough 3s that they reach T0 and die, provided you have enough Psykers (you will definitely be able to get them in range). {| class="wikitable" ! 1D3 !! Effect |- ! 1 | -1A and Shrouded. |- ! 2 | -1S and may not Run. |- ! 3 | -1S and -1T. |} | 1 |- ! 5 !! Plague Wind | Witchfire || 12 || Unit (Nonvehicle) | {{40k-Ranged-Weapon-Profile|range=12|strength=1|ap=2|type=Assault|rof=1|rules=Large Blast, Poisoned(4+)}} Note that the power of the same name in the [[Warhammer_40,000/Tactics/Psychic_101#Plague (Nurgle)|Plague]] discipline is identical except for only being WC1, so this is strictly worse. | 2 |- ! 6 !! Curse of the Leper | Blessing or Malediction || 21 || Unit | This can be cast as either a Blessing or a Malediction; when it is a Blessing, it adds +1S and +1T. When it is a Malediction, it inflicts -1S and -1T. | 2 |}
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