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Warhammer 40,000/7th Edition Tactics/Psychic 101
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====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 |}
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