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Warhammer 40,000/9th Edition Tactics/Psychic 101
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=====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. |}
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