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====Psychic Discipline: Sanguinary==== #'''Quickening''': WC 6. Re-roll advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase. #*Remember, psychic is after movement, so this won't make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you're about to make, but still of somewhat limited use, since it's self only. Combine this with Wings of Sanguinius to get into the melee you want to get into, ''right now''. #'''Unleash Rage''': WC 6. Select a {{W40Kkeyword|Blood Angels Core}} unit within 12", and if they roll an unmodified 6 to hit in melee, they gain a bonus hit. With the high amount of attacks certain units can kick out, this can be anything from awesome to unneeded overkill. Has a more noticeable effect the lower the target's WS, since it's mathematically identical to +1 to hit (although it works on WS2+ models, bringing them to an expected accuracy of 100%). #*This is the Space Wolves Combat Doctrine, on a Librarian stick. #*If you can put a Chapter Master or Chaplain full re-roll on the target, they can fish for sixes by re-rolling successes, which has no purpose by itself (Unleash Rage isn't good enough to justify it), but combined with anything else (e.g. if you're a successor chapter and you swapped out +1 to wound for Whirlwind of Rage, which does the same thing this spell does, so now on an unmodified 6 you land ''three'' hits) it can be totally worth it. #*Remember, you can't take any Core Librarians, so you can't ever cast this on yourself. #'''Shield of Sanguinius''': WC 6. Select a {{W40Kkeyword|Blood Angels}} unit within 18" and gift them a 5++ until the next Psychic Phase. Ideal for slapping on a unit that's about to charge off into melee. #*Note the benefit of this over Psychic Fortress, from Librarius: since this ''isn't'' a bubble on the caster, you can throw this onto a unit and let it charge into melee without worrying about needing the caster to keep up to maintain the effect. That and the 18" range are the only upsides - obviously, Psychic Fortress offers better protection otherwise, since it gives the same invuln to as many units as you can pack in around the caster. #*This one can be cast on the Librarian in a pinch, but of course it's more useful the more it protects, so that's a very niche case. #'''Blood Boil''': WC 6. Select an enemy unit within 18" and roll 2d6, comparing against the highest toughness value in the unit. If the roll ''exceeds'' that value, the unit suffers 1d3 mortal wounds. If the total is ''more than'' double, the mortal wounds become an automatic 3. Like most non-Smite powers, worse than Smite in the majority of cases, but as it has been improved from a 6" to 18" range it does allow for some mid-range character sniping now. After accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it's only slightly worse against T3. #'''Blood Lance''': WC 6. Select a visible enemy model within 18". Draw the shortest possible line between the psyker and the model. Roll a d6 for each ''model'' (friend or foe) the line crosses; on a 5+, the model's unit suffers a mortal wound. This can potentially hit a unit multiple times, so it's best used on hordes with lots of models in them. #*Because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite should have done, although 7 models isn't ''drastically'' worse than Smite. #*Very similar to Fury of the Ancients from the Librarius discipline you also have access to, so here's the difference: Fury automatically deals 1 mw per unit, while this one is 1/3 per model. That means as soon as this power crosses over at least four models from the same unit, that unit will take more mortal wounds, on average, than it would from Fury. It also means that if all you care about is mortal wounds ''total'', Blood Lance needs to touch 3 times as many ''models'' as Fury would hit ''units'' to break even, plus one to do better. This means Blood Lance is much better against one unit of many models (i.e. a horde) than Fury, while Fury is much better against many units of one (or very few) models each (i.e. character spam where all the characters are in a conga line for some reason). The other difference is how you draw the line: Fury lets the caster draw any line you like, while Blood Lance requires the line to be shortest possible, making it potentially harder to get the line you want unless you were ''very'' careful back in the movement phase. #'''Wings of Sanguinius''': WC 6. Praise the Angel, it's back! The psyker can immediately move or fall back as if it were your movement phase, but his Move characteristic is 12" and he gains the {{W40Kkeyword|fly}} keyword for this phase. #*Combining this with a jump pack or terminator (or drop pod - looking at you, librarian dreadnought) librarian will allow you to deep strike in, then move within 3" of the opponent for an inferno pistol shot, then charge with no chance to fail. Pay attention to which is actually better: Quickening will, on average, add 2 attacks if you succeed, which amounts to 1 4/9 attacks, while Smite will deal a scooch more than 1.79 mortal wounds, which is pretty much ''always'' better, even on a librarian dread. Hence, on the deep strike turn, your best bet will be Wings, then Smite if Wings succeeds, and Quickening if it does not. #*If you want a frankly amazing combo, take two Librarians: the first will take the Tome of Malcador, letting him know Wings of Sanguinius and Null Zone, while the second will know Veil of Time and Might of Heroes. The second casts those two on the first, which ends up being slightly better than Quickening's effect, then the first casts his two and rips through whatever displeased you at +1 S, +1T, +1A, Always Strikes First, and Ignores Invuln Saves. Since Null Zone also turns off your own invuln saves, don't be the dumbass who does this with a Terminator Librarian.
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