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====Craftworld Eldar==== =====Runes of Fate===== :Available to [[Farseer|Farseers]] as well as [[Eldrad]]. Can be taken in addition to the [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], Daemonology (Sanctic), and [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] tables. Runes of Fate, as the name suggests, are mainly focused on changing the Eldar's fates for the better and their enemies' for the worse, though the Farseers do have a few potent witchfires in their mind-arsenals, including one of the most powerful in the whole game. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Runes of Fate Powers ! Number !! Name !! Type !! Range!! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Guide | Blessing | 24 | Unit | Guide, the most iconic and renowned power of the Farseer since time immemorial. Boosted significantly from past editions, the new Guide features a range of 24", twice the range of Prescience on the [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules, the Farseer requires line of sight for this ability but it shouldn't be an issue. It's wonderful and grants greater power to the army on the whole, and even better, you will get it if you pick all powers from Runes of Fate (Psychic Focus!) | 1 |- ! 1 !! Executioner | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=3|rules=Fleshbane}} A focused witchfire that deals 3 hits (which land automatically because this power actually doesn't have a weapon profile) to the model "hit" in the target unit, and, thanks to Fleshbane, always wounds on 2+ regardless of Toughness. If the model dies, another model from the same unit takes 2 of the same hits, and if that model is removed from play a following model receives 1 hit. Both additional models are chosen the same way as the first one - so all three are random or all three are chosen by the caster, if you paid to focus it. | 1 |- ! 2 !! Doom | Malediction || 24 || Unit | This is another classic Farseer power and a powerful one at that, targeting an enemy within 24" and then all failed wounding/armor penetration rolls against them get a free re-roll for the turn (i.e. Shred). This is your primary assassination power, ensuring you kill that Commissar or bosspole Nob in one turn. Remember that since it's a Malediction, not a Blessing, even your non-Battle Brother allies get to re-roll against the debuffed foe, but the target will be allowed to try to Deny the Witch. | 2 |- ! 3 !! Will of Asuryan | Blessing || data-sort-value=0 | Self || Model | You get a 12" bubble of Fearless and Adamantium Will. Great for making certain that you HOLD THE LINE! Though admittedly there are other ways to get Fearless units with Eldar. Adamantium Will makes the Farseer's unit and any nearby unit with a psyker a Denying machine. Recall that fleeing units will auto-regroup upon entering the bubble and becoming Fearless, and it also cancels the effects of Going To Ground. Send your Guardians to ground in a ruin for a nice 3+, pop this, have them stand back up and unload at full BS next turn. | 2 |- ! 4 !! Fortune | Blessing || 24 || Unit | Now with 24" of range, this allows the Farseer to sit back and stay safe while the affected unit gets a re-roll on all failed saving throws AND Deny the Witch rolls until the Farseer's next turn. Remember the Farseer needs to have line of sight and it costs 2 warp charges. This is probably the strongest power ever to be available to this army. Anyone with Fortune is the absolute key to making even simple units become invincible rape trains. Warlocks, Wraithguard, shit...fucking Dire Avengers with a shimmershield start to scare the balls off of your enemy. Fortune is just one power that contributes to the lethality of a unit joined by the Seer. | 2 |- ! 5 !! Mind War | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Basically a simplified version of Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], and more reliable. Changed a little in 7th but with no downside to the Farseer. Like Executioner, Mind War technically has no weapon profile, so you don't have to roll to hit. Each combatant (the psyker and the model hit) rolls a 1D6 and adds the result to their Leadership (so 1D6+10 for Farseers). Then you compare the two numbers; if the Farseer scores lower, nothing happens; if there is a draw, then the model instantly has their WS and BS dropped by 1 until the end of the next turn; if the Farseer scores higher, then the target ''also'' suffers the difference in wounds with no armour or cover saving throws allowed. Great if you can hit the unit with a Warlock's Horrify power in advance (see Runes of Battle below). Note that this power will never kill more than one model (all wounds it deals are always allocated to the same one), whereas Psychic Shriek targets and affects ''units'', so its wounds get spread around (and must be spread around, as it cannot be focused). | 2 |- ! 6 !! Eldritch Storm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=3|type=Assault|rof=1|rules=Large/Apocalyptic Blast, Haywire, Fleshbane}} Classic Eldritch Storm! 3 Warp Charges makes this thing Large Blast, [[Awesome|4 Warp Charges makes it an apocalyptic 10" blast.]] You have to choose the casting value BEFORE you roll though, so no aiming for three, then getting lucky and upgrading the power. Hit anything up to and including MEQs with those pie plates and watch most if not all of the squad (or squads if you're going Apocalyptic!) go bye-bye. While WC4 makes your Farseer more likely to Peril, make sure you leave 1 WC remaining to ignore the wound using his/her Ghosthelm. Or just re-roll the offending dice with Runes of the Farseer, which you should probably save each turn for Eldritch Storm if you're planning to use it. | data-sort-value=3 | 3/4 |} =====Runes of Battle===== :Available to [[Warlock (Eldar)|Warlocks]] and [[Spiritseer|Spiritseers]]. Warlocks have tempered their powers to a fine edge, but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving these psykers a supreme range of versatility. As such, each roll on the Runes of Battle table is a pair of powers, one offensive and one defensive. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Runes of Battle Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Conceal/Reveal | Blessing/Malediction | Self/18 | Unit | Conceal grants the Warlock the Shrouded special rule and as such benefits the whole squad attached to him. A +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal. No Warlock would go wrong taking Conceal as most units benefit from enhanced defenses and a cover save booster like this goes great with everything that can benefit from it. Reveal, by contrast, strips both the Stealth AND Shrouded rules from an enemy in range; this can sometimes strip powerful defenses from units you are planning to wipe out. However, like all Runes of Battle, you need to make tactical use of the power which may be often skipped for the benefits of Conceal. | 1 |- ! 1 !! Destructor/Renewer | Witchfire/Blessing | Template/18 | Unit/Model | {{40k-Ranged-Weapon-Profile|range=Template|strength=5|ap=4|type=Assault|rof=1, Soul Blaze}} Destructor is the Kamehameha of Warlocks, an iconic power from codices of old. It's a psychic heavy flamer that now features the Soul Blaze special rule; as it is copypasta of [[Warhammer_40,000/Tactics/Psychic_101#Pyromancy|Flame Breath]], but ''also'' ships with Renewer, it is strictly better. As a power and not an actual weapon, the Warlock cannot fire this in overwatch. Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn't affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA! | 1 |- ! 2 !! Embolden/Horrify | Blessing/Malediction | Self/18 | Unit | Embolden is back from the old codex but with a different effect, granting the Warlock and his unit Fearless rather than Leadership re-rolling powers. This is both a boost and a nerf over the previous version as, on the one hand, Fearless straight up negates Pinning, Morale, etc., but on the other, Embolden used to allow for re-rolling on your Leadership tests, which included psychic powers, an ability beloved by power-spamming Seers and what have you. Horrify is a power that is unfair to judge on its lonesome. At its core it simply reduces the Leadership of an enemy unit by 3, making them of course more susceptible to Morale tests and the like. However, with the advent of multiple Pinning weapons in the new Eldar codex as well as that of the Hemlock Wraithfighter's Mindshock pod, the Horrify power has enormous effect. A unit with reduced Leadership is at best LD7 now, reducing their chance of success against any and all Pinning or Morale tests. Also makes the Farseer's Mind War far more reliable AND potent. | 1 |- ! 3 !! Enhance/Drain | Blessing/Malediction | 18 | Unit | Enhance is yet another staple of the Warlock powers of yesteryear. Often seen in Seer Councils and Storm Guardian squads, this power gives a simple boost of +1WS and Initiative to a unit. Eldar are already quick to the punch, but with this power what they did well just got even better. Storm Guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. Drain sucks out the same benefits that Enhance gives, reducing an enemy’s WS and Initiative by 1. Unless you are assaulting a squad with two or more of your own units, Drain is not recommended over Enhance as a lucky Deny the Witch can negate the power. However, like all tactical powers, you have to cast each power according to which effect would benefit you the most. | 1 |- ! 4 !! Protect/Jinx | Blessing/Malediction | 18 | Unit | Protect is a power that even idiots understand and appreciate, a simple but potent bonus to a unit's existing armor save by 1. This is quality cheddar right here—Guardians of both kinds now get armor that can stop bolters, while Windriders, Fire Dragons or Striking Scorpions now might as well have artificer armor. Wraithblades will become nigh-unkillable tarpits from hell. Probably even better on a Spiritseer than a Warlock, but won't go amiss either way. Jinx, by comparison, has an equally nuts benefit for you as Protect, reducing an enemy’s armor save by 1, making them that much easier to kill off. Now units like Terminators suddenly fear AP3 Reapers, Spears, and Banshees, and 4+ units suddenly become instantly shredded by mere shuriken catapults, making Guardian firepower or similar a hurricane of death. Against units who are relying more on their cover or invulnerable save, the benefits of this power are reduced somewhat. | 1 |- ! 5 !! Quicken/Restrain | Blessing/Malediction | 18 | Unit | Quicken grants your unit the signature swiftness of the Eldar and improves the running distance of the unit by a flat 3", letting you close gaps or create them that much easier. With Battle Focus on just about every Eldar model, this power only flops when the unit happens to be hunkered down in cover and won't be running for the rest of the game (I’m looking at you, Rangers and Dark Reapers). Restrain, by comparison, is a power I don't honestly find very useful. Stripping away an enemy’s ability to run sounds useful, but the range of the power is 18", so you were already pretty close to the unit to start, and except for the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they do so. Useful for slowing down objective-grabbers or melee deathstars, though. | 1 |- ! 6 !! Empower/Enervate | Blessing/Malediction | Self/18 | Unit | Empower instantly grants the psyker and his attached unit an extra +1 Strength. This is enough to make Storm Guardians actually effective against T4, though Vaul's Wrath, Guardian Defenders, and Windriders usually don't care. Spiritseers could get more mileage out of it, though — Banshees, Scorpions, and Wraithblades really like this. (Can't usefully use it on Shining Spears, though. Roll on Daemonology with a Farseer hoping for Hammerhand if you want to try that.) Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18" of you) of 1 Strength to reduce their threat in melee. Now this is alright if you know you’re getting charged next turn and the drop in strength is the key difference in melee ability, like Marines against Wraithguard. However, on the whole, few units even need their regular strength to threaten your flimsy Eldar, as our brittle bones clock in at a pitiful T3 while most armies boast at least a S4. Like Enhance/Drain, you want to choose carefully between the two abilities. It's worth noting here that S2 can't wound T6 targets, so when charging anything with S3 (like a blob of Guardsmen, Cultists, Orks, and all brands of Eldar) with Wraithblades, always have your Warlock or Spiritseer cast Enervate. Then the only thing your Wraithblades will feel on the return swing is a soothing foot massage. | 1 |}
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