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====Psychic Discipline: Technomancy==== The best spells here are Blessing of the Machine God and Psysteel Armor, in general. #'''Blessing of the Machine God (WC5) Blessing''': Grants +1 to hit for a friendly {{WH40Kkeyword|Iron Hands vehicle}} unit within 12", like a Techmarine but with more range and working on melee hit rolls in exchange for only having a 5/6 chance to succeed. You need to get at least an 8 on the psychic test to use this on {{WH40kKeyword|Titanic}} units, so better take the repairman if you want to buff that Fellblade or Astraeus. #*Note that this +1 will stack with both a Techmarine's +1 and a Chaplain's, should the need arise (the cap of +1 to hit happens after all additions, so e.g. if you're shooting a target with a -2 to be hit, you can stack all three modifiers to reach +1 to hit), although both of them only buff range and the Chaplain only works on Core/Character. #* This works on entire units, unlike a Techmarine, and ignores both Core and Character restrictions, unlike a Chaplain. That means you can hit an entire unit of Land Speeders with it, or, if you prefer, an Invictor Warsuit (putting this on something that's about to charge will let you take advantage of getting +1 to hit on both range and melee). #'''Objuration Mechanicum (WC7) Malediction''': If manifested, select one visible enemy unit within 18". When that unit rolls unmodified 1s to shoot, it takes a mortal wound after it finishes the gun in question. Enjoy self-immolating bolter aggressors, Tau fire warriors, and Chaos havocs with miniguns. #*While the actual output of this weapon depends on the number of shots the target unit makes, and penalties to hit won't affect it (although re-rolling will), one of the big values is forcing your opponent to decide if shooting with the unit is worth the mortal wounds it will suffer. It also has better scaling the more guns the unit uses to make those shots, since a given gun gets all of its shots before any mortal wounds happen, but mortal wounds will happen between guns. #**Without any relevant buffs, the number of shots the target has to make to suffer at least as much as Smite would have - bearing in mind that this happens ''after'' it shoots, not before, as it would with Smite - is 19, so anything with at least that many shots - such as a Leman Russ Punisher, or 5 models within 12" with Storm Bolters, or what have you - will die to this power ''faster'', with, again, the caveat that the mortal wounds won't happen until ''after'' each gun fires. #*Point at plasma wielding squads for double the fun; now a roll of 1 on an overcharge will both kill the gunner ''and'' drop a mortal wound on one of its buddies. If you really want to cheese it, get something to force -1 to hit modifiers on your unfortunate victims and your opponent will just plain give up on shooting with them (it won't help this power hurt them, of course). #*Naturally, this power won't have any impact on shooting weapons that don't roll to hit, like flamers. #'''Fury of Medusa (WC6) Witchfire''': Select an enemy model within 18". Draw a line 1mm wide between the psyker and target. For every enemy unit the line crosses, including the target model's, roll 1d6, adding 2 for {{WH40Kkeyword|vehicle}}s; the unit takes a mortal wound on a 4 or 5, and 1d3 mortal wounds on a 6. #*This needs to cross 4 non-vehicle units, 2 vehicle units, or 1 vehicle and 2 non-vehicle, in order to outperform Smite. #*This is basically Fury of the Ancients, only instead of 6/6 mortal wounds per target, it's 4/6 per non-vehicle and 8/6 per vehicle, with the added major downside of having more variance (i.e. being more swingy). You're better off, if you can, taking a Librarius librarian with that instead. #'''Psysteel Armour (WC6) Blessing''': Select an {{WH40Kkeyword|Iron Hands}} unit within 12" of the psyker. Add 1 to non-invulnerable saving throws for it. #*Because this stacks with all other armor save bonuses, this is particularly powerful in combination with the Stealthy successor tactic. To give you an idea of what it looks like at an extreme, this plus light/heavy cover plus a combat/storm shield on a base 2+ unit (such as terminators) takes you from 0+ to -1+, meaning even ''melta'' only reduces you to a 3+ save. #'''Reforge (WC5) Blessing''': Heal D3 lost wounds on a {{WH40Kkeyword|vehicle}} within 3". #*This turns your Librarian into a much more expensive and much less reliable Techmarine, and you don't even get a range benefit. #'''Machine Flense (WC6) Witchfire''': Select a visible enemy {{WH40Kkeyword|vehicle}} unit within 18". It takes 1d3 mortal wounds. Then select an enemy unit that was within 6" of that {{WH40Kkeyword|vehicle}} and visible to it when the power was manifested (meaning the original target ''need not'' still be on the table). Roll 1d6 for each mortal wound the original target suffered. On a 3+, the secondary target takes a mortal wound. #*After the cast, this will on average deal 2 mortal wounds to the target and 4/3 mortal wounds to the secondary target, meaning that this power actually does do more mortal wounds than Smite (1.79 for Smite, 1.44 to the target, 0.96 to the secondary target, 2.41 total mortal wounds dealt by this power, taking cast odds into account), assuming no bonuses to the cast are available. Of course, the power isn't even castable without a vehicle to target - you can't cast this against Tyranids, for example.
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