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=== Psychic Phase === It's pretty much the Magic Phase from Fantasy, back to use after 2E. First you add up all the Mastery Levels of all your psykers, then add d6 to that; the total is how many Warp Charge dice you get this turn. When you want to manifest a power you roll any number Warp Charge dice, and for each 4+ you get one point. If you have enough points equal to or greater than the warp charge cost next to the psychic power's name, you manifest it. You may be freely decide how many Warp Charge dice you want to roll, but rolling more dice runs a higher risk of Perils of the Warp. Speaking of, Perils occurs if you roll multiple sixes. Deny The Witch now takes place here and requires Warp Charges to work, so having at least one psyker in your army seems like it'll be necessary. (It can now also be used to nullify enemy blessings as well as offensive powers.) Expect Tau, Dark Eldar and Necrons getting a rule either in errata or core rules to deny. *Force Weapon activation now counts as a psychic power, and is now activated in the psychic phase. This does not count against your free Primaris. *Your opponent gets d6 warp charge dice during ''your'' psychic phase as well for their deny the witch rolls(roll once for the both of you). *Witchfire/psychic shooting attacks are done in the psychic phase too, and no longer make the psyker count as having fired a weapon. *If a psyker generates all his powers from the same discipline, he also gets the primaris power for free in addition to any other powers known ''(such as '''Force''' or unique powers)'', this is called '''Psychic Focus'''. This has the deliberate side effect of making sure all psykers ''(except those that have entirely fixed power sets - such as Broodlords)'' can use at least two powers. **Heralds, Daemon Princes and Marked Sorcerers all get their respective Deity's Primaris power for free after generating all of their other powers just for being aligned, since many of them could not be able to benefit from Psychic Focus due to the way they have to distribute their selection of powers. ====New psychic discipline: Daemonology==== It is split into Sanctic and Malefic. Sanctic powers are usable by Grey Knights like normal (but barred from Malefic). Likewise, Daemons (and Sorcerers with the Daemon USR) can use Malefic powers like any other, but can never take Sanctic powers. All other psykers who can use Daemonology get perils when they roll ''any'' doubles, not just double sixes; Eldar and Inquisition are Sanctic only, Tyranids get neither because FUCK YOU, and everyone else with psykers gets both. This means that you can have Chaos Space Marines [[Malal|who hunt down and kill them]]. =====Sanctic===== *'''(Primaris) Banishment:''' Warp Charge 1. A Malediction with a 24" range that can only be used on units with the Daemon USR. Will reduce the Daemon's Invul save by 1 (So the basic 5+ Daemon Invul becomes a 6+) *'''Gate of Infinity:"''' Warp Charge 1. A benediction that allows a single unit that isn't swooping or zooming to Deep Strike anywhere. *'''Hammerhand;''' Warp Charge 1. A blessing that grants the caster and unit +2S. *'''Sanctuary:''' Warp Charge 1. Caster and his unit gain +1 to their Invul save. Additionally, all Daemons (allies and enemies) within 12" of the caster treat all terrain as Dangerous Terrain. *'''Purge Soul:''' Warp Charge 1. Focused Witchfire power with a range of 24". Both you and your enemy must now roll d6 and add Ld to the roll. If the enemy loses, he must take an unsaveable wound. *'''Cleansing Flame:''' Warp Charge 2. Range 9" S5 AP4 Assault 2d6 Nova power with Soulblaze and Ignores Cover. *'''Vortex of Doom:''' Warp Charge 3. Range 12" Strength D AP1 Assault 1 Blast Vortex power. Failing the test to manifest this power automatically causes perils. =====Malefic===== *'''(Primaris) Summoning:''' Warp Charge 3. A conjuration that summons one of the following within 12 inches of the user: 10 Bloodletters, 10 Pink Horrors, 10 Plaguebearers, 10 Daemonettes, 5 Flesh Hounds, 3 Flamers, 3 Nurgling Swarms, 5 Seekers. *'''Cursed Earth:''' Warp Charge 1. All models with the Daemon USR (allied and enemy) within 12 inches of the user gain +1 to their invulnerable save and do not scatter when Deep Striking within range of the user. *'''Dark Flame:''' Warp Charge 1. A Witchfire template power with S4 AP5, Assault 1, and the Soul Blaze and Torrent rules. *'''Infernal Gaze:''' Warp Charge 1. A 18 inch range Beam power with S3 AP 4, Assault 1, and the Armourbane and Fleshbane rules. *'''Sacrifice:''' Warp Charge 1. A conjuration that summons a Herald of your choice (with up to 30 points' worth of wargear options) within 6 inches of the user. However, the user or another friendly unit in range suffers a single wound with no saves allowed. *'''Incursion:''' Warp Charge 3. A conjuration that summons one of the following within 12 inches of the user: 3 Bloodcrushers, 3 Screamers, 3 Plague Drones, 3 Fiends. *'''Possession:''' Warp Charge 3. Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty, just like in Dawn of War. (If the user was part of a unit with Brotherhood of Psykers/Sorcerers, the whole unit is removed.) If the Psychic test to manifest this power fails, the user automatically suffers Perils of the Warp. (Just imagine the look on your opponent's face when your otherwise useless Wyrdvane Psykers explode into a Bloodthirster. Or your Lord of Change, on his last wound, [[Oinkbane|explodes into a new and fully healed Lord of Change]].) ====Perils of the Warp==== Perils of the Warp is now a table to be rolled on to determine what hijinks ensue. It is common for the psyker to have to take a leadership test to determine the outcome. In the table below, "wound" means the psyker suffers 1 wound or glancing hit with no saves allowed (FNP *is* allowed). {| class="wikitable sortable" |+ '''Perils of the Warp''' ! Name !! Number !! Leadership Test Not Taken !! Leadership Test Success !! Leadership Test Failure |- ! Dragged Into the Warp | 1 || - || Wound. || Psyker is removed as a casualty and his unit takes D6 S6 AP1 hits, starting from the closest to where he was removed. |- ! Mental Purge | 2 || Wound. Randomly select one power from the psyker. It is lost for the rest of the game. || - || - |- ! Power Drain | 3 || Wound. If it's the psychic phase, both players lose D3 Warp Charge points. || - || - |- ! Psychic Backlash | 4 || Wound. || - || - |- ! Empyric Feedback | 5 || - || - || Wound. |- ! Warp Surge | 6 || - || Psyker gains 3++, Fleshbane, Armourbane, and Smash until the next friendly psychic phase. || Wound. |}
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