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==Rulebook Psychic Disciplines== This section lists the psychic disciplines outlined in the general rulebook; they can be used by psykers from multiple Warhammer 40,000 armies. ===Force=== :;Overview ::Force counts as a Psychic power, but it does not actually belong to ''any'' discipline (so it does not count against Psychic Focus), nor does it count against how many powers you know. It is also not rolled for - a Psyker knows this power if and only if they carry a Force weapon. Remember, you need a warp charge to activate it, so don't go spending them all on mind bullets before you get the chance to activate it. Additionally, it can be denied (although it is a Blessing, so Denying it is difficult), and if your enemy has a lot more charges than you he might be able to pull it off, but it's unlikely he would spend the charges unless your psyker is looking at something he does not want to die. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Force ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Force | Blessing || data-sort-value=0 | Self || Unit | All Force weapons in the Psyker's unit gain Instant Death. | 1 |} ===Biomancy=== :;Overview ::Biomancy is taken for two main reasons: You want to make your Psyker a fighter, or you're fishing for Endurance as part of a "Deathstar" build. For the former, it's usually better to attempt to buff a character that's already an acceptable fighter, rather than trying to make a weak unit suddenly awesome; Daemons in particular can get some excellent mileage from Biomancy, as (barring Blue Scribes), every character they have with access to it is at least Strength and Toughness 5. The Witchfires are acceptable if you have "one warp charge left", but they have a low rate of fire, and suffer from having to compete against Psychic Shriek. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Biomancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Smite | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=4|ap=2|type=Assault|rof=4}} All things considered, this is not a bad power, particularly if you get it by Psychic Focus so you get it free. Is largely superior to a plasmagun against infantry since it has two more shots without gets hot, but it lacks life leech's wound-regaining power. One of the better mind bullet powers. | 1 |- ! 1 !! Iron Arm | Blessing || data-sort-value=0 | Self || Model | Iron Arm is a tricky power for some, and OP bullshit for others. It buffs your strength and toughness by +3 and grants Smash. What makes it tricky is that it's only good in assault or if your model/unit (if a Brotherhood) is by itself. When in a unit, you wound on majority toughness, so being toughness 7 does not help if the tactical squad your lib is running with is four (hint: challenges), and if you're by yourself then you have to weather an entire unit's worth of shooting, and, of course, to get the most out of the strength buff you need to run with an assault unit. That all said, it is very powerful, but getting the most out of it is tricky. Everything I just said can be thrown out the window if you're already [[Mephiston|very]] [[Daemon Prince|strong]] and [[Great Unclean One|tough]], and if you already planned to use your psyker in an aggressive, assaulting way. | 1 |- ! 2 !! Enfeeble | Malediction || 24 || Unit | Target suffers -1 S and T and treats all terrain as dangerous terrain. Dangerous terrain is not that useful, though that one time he fails a save would be funny to watch, but the nerf to strength and especially toughness are very handy. Aside from just making things vulnerable to the general damage it also lowers their Instant Death threshold, so have a nice time instagibbing Crisis battlesuits with plasma, exploding nob bikers with krak missiles or even evaporating MCs with a single Vindicator shot. Remember that by default all dangerous terrain is difficult terrain. | 1 |- ! 3 !! Life Leech | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=2|type=Assault|rof=2}} What makes this handy is that when you inflict a wound, you can cause either the psyker or a model within 6 inches to regain a wound. Better use this on your psyker; given how most of the Perils strip wounds off, the ability to get them back can be a life-saver. | 1 |- ! 4 !! Warp Speed | Blessing || data-sort-value=0 | Self || Model | Remember what we said about Iron Arm? Take all of that, and put it here as well. Giving the psyker +3 attacks and initiative while also granting fleet, this is a power that only works in the assault, more than Iron Arm even, though fleet does help you get there a bit faster. Be careful, though; three more initiative does not cancel out ''Unwieldy'' axes that go last. Like Iron Arm, useful, but to get the most out of it you need to be already planning to punch faces with your psyker so you can properly kit him out. An ML2 Librarian with a Power Sword that rolls this ''plus'' Iron Arm can essentially solo entire MEQ squads before they know what hit them. | 1 |- ! 5 !! Endurance | Blessing || 24 || Unit | This power grants a unit 4+ Feel No Pain, Relentless, and Eternal Warrior. Wowza, the ability to rapid fire a target then charge it, with a 4+ Feel No Pain and Eternal Warrior is nasty! Use this on squads with big weapons to get them into position, or a troop choice to make them hold no matter what. It can be used to help a squad that can not normally assault help get the attached psyker into CQC to get the most out of Iron Arm or Warp Speed. | 2 |- ! 6 !! Haemorrhage | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} The model hit must take two toughness tests or suffer a wound which ignores armor and cover for each failure. If the model dies, a randomly selected nearby enemy model within 2" needs to test toughness ''once'' or die; this continues until a model passes. Not the best power, but with two chances to kill a single wound model you have a decent chance of sniping heavy weapons or sarges out of a unit. Still, not worth two charges UNLESS you have Enfeeble, then you have a chance to make low toughness blobs melt. This power gets exponentially better the lower the number of wounds and toughness value of the target is: on average, assuming one wound models with no invuln saves or FNP, 0.37 on T5, 0.83 on T4, 1.5 on T3, 2.67 on T2, 5.83 on T1. Because of this, all in all you will most likely need more than 2 warp charges to get the most out of it: either you'll have to cast Enfeeble to stand a chance at doing real damage, or you will need those 3 successes to be able to choose your target and not just kill some scrubs. Any other source of Toughness debuffs you can bring, such as an Inquisitor with rad grenades (who can also be a Biomancy psyker, if you like), can also greatly help this power. | 2 |} ===Divination=== :;Overview ::Divination is a powerful Discipline to have, simply because it gives you protection against a bad die roll ruining your game-plan. While all of them help protect you in some way, it's clear to see that more people want Prescience, Perfect Timing, Forewarning, and Foreboding more than the others, if only because their uses are the most direct ones. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Divination Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Prescience | Blessing || 12 || Unit | Target can re-roll to hit, regardless of context. If you've ever played a game of 40K with a Divination Psyker, you know what a boon this is, and the Psychic Focus makes any Divination-based psyker become worth it. | 2 |- ! 1 !! Foreboding | Blessing || data-sort-value=0 | Self || Unit | Grants Counter-Attack and allows them to Overwatch at full BS (though anything that can't overwatch still can't). Overall nothing to argue with, as this gives you a better chance at mulching anything that charges you. The issue is that most armies nowadays are focused on shooting, so you have a good chance of never actually being charged, making this power possibly useless. | 1 |- ! 2 !! Forewarning | Blessing || 12 || Unit | Grants a 4++ Invulnerable save. It's basically Azrael's helmet of trolling in a 1WC package, and gives anything with worse saves than Termies insurance against high AP weapons, or makes blobs hair-rendingly difficult to remove. | 1 |- ! 3 !! Perfect Timing | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his unit have Ignores Cover on their weapons. Use it on weapons you know will kill them and be assured that they'll be wiped! Also works on jink saves. Be warned, however, that it only affects the psyker's unit, so if you roll this power, consider reattaching your psyker to a squad that can make use of it. | 1 |- ! 4 !! Precognition | Blessing || data-sort-value=0 | Self || Model | A much more advanced form of Prescience, this gives your Psyker (and ONLY your Psyker) re-rolls to hit, re-rolls to wound, and re-rolls on any saving throws. It sounds really useful, and it is, but compare being able to buff one model to a unit and you see that, while good, it's not the most useful power here. Of course, just like with Biomancy self-buffing powers, if your psyker is already a scary solo model that can rip apart tanks and shit, giving him a re-roll on (almost) everything is massively awesome. With a psyker with a 2+ armor save, you can actually get a lot of mileage out of having them use this power while in the front of a unit to tank wounds. A 2+ re-rollable is tough to crack with volume of fire, and in a situation where you can actually up the psyker's invul save, will work against low-AP weapons as well, or for the more nervous among us, can be easily look-out-sir'd to someone in the unit if your psyker is in danger of getting insta-death'd. | 1 |- ! 5 !! Misfortune | Malediction || 24 || Unit | Makes it so that any attacks against the target get rending. This sounds epic on paper, and if you're willing to throw enough dice at a target, it can be epic, but notice the important part of that sentence, "enough dice". You need to have all the pieces set up before hand to get the most out of it. Say, cast it on a Land Raider just before you open up with six autocannons, or on a Terminator squad or a Rhino before you fire 50 lasguns into it. Using it just to nerf an enemy unit that is only going to get shot at by only one other unit (unless that single unit has a LOT of shots) is just not the best use of this power. | 2 |- ! 6 !! Scrier's Gaze | Blessing || data-sort-value=0 | Self || Model | Allows you to re-roll reserves, outflanking, and mysterious objectives. Also, you can drop one Tactical Objective card and draw another. Scrier's Gaze fits into that rather odd category of being a "meta advantage"; it does not help you fight better, but it helps you (the player, not the dudes) play the mission better. It's not really helpful in the conventional sense, but it can allow some good rescues. | 2 |} ===Pyromancy=== :;Overview ::Pyromancy is good for only one thing: melting light infantry hordes. Orks, Guardsmen, Tyranids, Daemons maybe. Thanks to the ability to squeeze out more than one witchfire a turn, this power could unleash a lot of hurt. Not the first choice for disciplines, but a decent secondary if you're fighting low armor save cover campers and blobs. Additionally, for those really interested in indulging in fiery fantasies of destruction, consider taking a Salamanders Librarian. They can take, if using their chapter tactics, a book that provides the Molten Beam power, and +1 strength on all the Witch Fires listed below. ::;Soul Blaze :::This rule comes up a lot in Pyromancy, so it's worth explaining here. If an unmarked unit takes at least one unsaved wound with Soul Blaze, mark it with something. At the end of each turn, roll a die for each marked unit. On 1-3 the unit is not marked anymore; on 4+, the unit takes D3 S4, Ap5 hits (randomly allocated) with Ignores Cover. This means the expected number of ''hits'' at the end of a turn is 1 (which must then get past toughness, armor/invuln, and feel no pain), while the expected number over ''infinite'' turns is 2. Commonly considered useless. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Pyromancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Flame Breath | Witchfire || data-sort-value=8 | Template || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=5|ap=4|type=Assault|rof=1|rules=Soul Blaze}} It's a Soul Blaze heavy flamer. Not much to add. Eats anything short of a Space Marine and is inferior to the actual weapon. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Runes_of_Battle|Destructor/Renewer]]. | 1 |- ! 1 !! Fiery Form | Blessing || data-sort-value=0 | Self || Model | The psyker gains a 4+ Invulnerable save, their melee attacks have Soul Blaze and they may re-roll failed to-wound rolls for all subsequent Pyromancy psychic powers they manifest. Not as good as some of the Biomancy self buffs (what is?), but this isn't a bad power just before the Psyker gets stuck in. Unlike a lot of powers like it, this one does some good while not in close combat since your other Pyromancy powers get more reliable. | 1 |- ! 2 !! Fire Shield | Blessing || 24 || Unit | Grants a 4+ cover save and all enemy units in 6" treat all terrain as Dangerous Terrain. 4+ is good, Stealth turns it to 3+ before you go to ground. A useful buff spell. | 1 |- ! 3 !! Spontaneous Combustion | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=3|type=Assault|rof=1|rules=Soul Blaze}} If the unlucky model dies, he turns into a strength five AP4 blast marker with Ignores Cover and Soul Blaze. Good at taking out cover camping wimps. Unlike with other focused witchfires, don't try and snipe heavy weapons out; go for models that can get you a cluster of hits with the blast. | 1 |- ! 4 !! Sunburst | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=5|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Soul Blaze}} Remember that novas hit each different unit in range independently, so that's 2D6 hits per target. Also remember that the range is the radius of the power; you actually have an 18 + <base size> inch diameter area of burning. Get your psyker into place and cook lightly armored infantry. | 1 |- ! 5 !! Inferno | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=5|type=Assault|rof=1|rules=Blast, Ignores Cover, Soul Blaze}} A light infantry cooker. I'm sensing a theme here... | 2 |- ! 6 !! Molten Beam | Witchfire (Beam) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Melta}} Gott im Himmel! It's a psychic meltagun. With some really good luck you could explode maybe two tanks or three Terminators if you line it up right. The issue with this power is that it's only really good against tanks, and usually the reason you're rolling for Pyromancy powers in the first place is because you have vehicles covered by something else, and you need something to cook light infantry. | 2 |} ===Telekinesis=== :;Overview ::With generally high strength, Telekinesis is trying to be the anti-tank power set, and three powers do just that (although one does it shakily). One other power's pretty worthless against anything but a horde in the open, and there are two support powers. This is not exactly an all-purpose set of powers and, like Pyromancy, they not strong enough to be used by themselves. Telekinesis is a decent backup to another, more powerful discipline. All in all a pretty mixed bag. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Telekinesis Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Assail | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=-|type=Assault|rof=1|rules=Beam, Strikedown}} Quick recap on what Strikedown does: it means the targets you hit have to move through difficult terrain next turn, regardless of whether they saved the wounds or not. Definitely worth smacking up some units with this if you want to keep them from an objective or stop a charge to buy yourself another turn to shoot them. No AP means this power has trouble killing things reliably. | 1 |- ! 1 !! Crush | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=2D6|ap=1D6|type=Assault|rof=1}} Rolls of 11 or 12 for strength auto-wound, or penetrate if the target is a vehicle. Worth it? Well, if you think you like your luck or bother running Flash Gitz, then give it a try. With an average strength of 7, this can penetrate a transport, but without an AP of 1 or 2 exploding it is impossible. Though if you're relying on this very random psychic attack to destroy vehicles, you probably have bigger problems to sort out. | 1 |- ! 2 !! Objuration Mechanicum | Malediction || 24 || Unit | Target has Gets Hot! on their guns, and vehicles take an automatic Strength 1 Haywire hit. This is very useful for dealing with flyers and vehicle squadrons, especially squadrons of 2HP vehicles (Landspeeders, Killa Kans, Warwalkers, Vipers, Pirahnas and so on), and even more so if they pack a lot of non-twin-linked dakka to kill themselves with Gets Hot! glances, since they will only need one after they get Haywired. And since psychic powers don't count as shooting they can't even Jink against it. Haywire for everyone! This is obviously meant to nail hordes of low-BS units. Mathammer-wise, Orks or Guardsmen firing at T4 targets would deal as many wounds to themselves as to their targets before saves are made, wiping out up to 30% of their own squad in one volley (with shootas and first rank fire, respectively). This power can also be painful for more elite units that rely on the [[Dakka|volume of fire]], like Swooping Hawks, Scourges, Venoms or Leman Russ Punishers. And when it comes to Overwatching under the effects of Objuration Mechanicum...well, chances are they would take double or triple the damage they would deal to your units. | 1 |- ! 3 !! Shockwave | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=-|type=Assault|rof=2D6|rules=Nova, Pinning}} Powerful against swarms, but that lack of AP renders it useless against anything else. Although, if you get a good roll on how many hits it inflicts, it could be hard for medium or even heavy infantry to make all the saves. Compare with Sanctic Daemonology's or Pyromancy's far superior Novas that trade Pinning for AP, Ignores Cover, and higher strength. | 1 |- ! 4 !! Levitation | Blessing || data-sort-value=0 | Self || Unit | A new blessing that shows how cheesy this edition got. This makes the Psyker and his unit (unless they're Zooming, Swooping, or in combat) move 12", ignoring terrain or other units. However, starting or landing in Dangerous Terrain means taking a test, and you can't charge afterwards. Remember, powers are used after moving, so if you're already in a jump squad you can jump in the movement phase and then in the psychic phase for a 24 inch move. Dark Eldar be jealous. Your first idea would be to use it to get into combat faster, but you cannot charge out of teleport, so you'd be sitting ducks for an entire turn, much like with Deep Strike. Better uses would be jumping away from a close combat unit, jumping close in order to flamer, melta or rapid fire a target to death, jumping behind vehicles to lay some painful dakka on their rear armor or claim objectives (especially useful on Maelstrom). To sum it up, a great power to move elite specialist weapons like Chosen or Sternguard or relentless heavy weapons like Centurions exactly where they're needed. | 1 |- ! 5 !! Telekine Dome | Blessing || data-sort-value=0 | Self || Model | Gives everyone within 12" of the psyker a 5++ against shooting. Is it useful? Ask an Ork player if he would ever field an army without at least one KFF. If your guys have 5+ or 6+ saves, this thing is great, and even if they're MEQs, you can fit more squads under that 12" bubble to ensure they won't be ass-raped by those low-AP blasts everyone tends to spam nowadays. Note that you might have 5+ cover saves often enough that taking this power would be redundant, unless you're facing a lot of template/ignore cover shooting, and that this power, at 2 warp charges, is overpriced and largely inferior to a Dark Angels power field generator or the aforementioned KFF. | 2 |- ! 6 !! Psychic Maelstrom | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=10|ap=1|type=Assault|rof=1|rules=Large Blast, Barrage}} Basically your own pocket Demolisher cannon. With a large blast, this is arguably better than the D strength Vortex of Doom in Sanctic Daemonology. Whatever you throw this on, it WILL get hurt if it hits. Generally, a proper Vindicator/Medusa/Demolisher is a better bet, since you need to sink 7 warp charges to make it work reliably (and even then, your psyker is likely to suffer Perils of the Warp), and those warp charges aren't cheap. Though you are gaining the benefits of survivability and mobility, since your psyker can hide inside METAL BOXES, some infantry blob or even fly on daemonic wigs, raining pipe plates of death on the poor chaps below. Note that if you're an Eldar player using a Farseer, Eldritch Storm is a superior power to this in every way except AP. | 3 |} ===Telepathy=== :;Overview ::Telepathy is a generally powerful support discipline. The exceptional Primaris and two incredibly powerful defensive Blessings (one of which is considered overpowered by a lot of players) alone make it worth rolling for. The other powers are more situational due to being based on overloading your opponent with Leadership checks, but they become increasingly dangerous if you have access to reliable Leadership debuffs. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Telepathy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Psychic Shriek | Witchfire (Profileless) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Roll 3D6 and subtract the hit unit's Leadership. It takes the difference in wounds. MAKES ME WANNA WAIL!! Best used on small, elite squads or monsters on whom those wounds will hurt more. Demons with very low Leadership will also suffer from this a lot. All witchfires generally have to roll to hit, but not this one, because it really has no profile (AP2 is listed because "no armor saves may be taken"), so you can totally scream Flyrants off the board. For reference, your expected wounds against leadership 7 through 10 are 3.61, 2.78, 2.04, and 1.42, before invulnerable saves or feel no pain; this is roughly equivalent to a BS 5, Poisoned (2+), AP2, Assault 5.2/4/3/2 Ignores Cover weapon, respectively. However, remember that it ''does not roll to hit'', and so will, for example, hit a unit with Invisibility up. | 1 |- ! 1 !! Dominate | Malediction || 24 || Unit | If the target wants to move, cast powers, shoot (including Overwatch), run, or charge they have to pass a Leadership test. Generally speaking, most units will pass the test, but should some unlucky Crisis Suit or named Character fail even once, then the once would be enough. This is mainly a psychological tool, though. At some point, your enemy might simply leave the unit alone instead of making ''yet another'' Leadership test. Do note that this does not affect casting psychic powers and making some exotic moves, like jetpack/jetbike JSJ moves, flat out move, or different kinds of teleportation (GK interceptors, warp spiders, levitation, etc.). | 1 |- ! 2 !! Mental Fortitude | Blessing || 24 || Unit | Makes a friendly unit immediately regroup if it was falling back and become Fearless. Rather simple for a blessing; go to ground one turn and get them to stand up to shoot the next. | 1 |- ! 3 !! Terrify | Malediction || 24 || Unit | Like an evil twin to Mental Fortitude, it has a 24" range and inflicts -1 Leadership on one target, who then has to pass a Morale test at the end of the phase, and makes them treat all enemy units as having the Fear special rule. Use this before you cast Psychic Shriek for best results. Be VERY careful with this; you do not want a unit to run away from you and put you out of rapid fire range. Also note the morale test is independent of the Fear rule, so units that normally don't have to worry about Fear (such as any of the 12 types of Space Marines) still have to pass a morale test or leg it. | 1 |- ! 4 !! Shrouding | Blessing || data-sort-value=0 | Self || Model | Grants all friendly models within 6" of the Psyker (including himself) the Shrouded special rule. Like some other powers, the issue with this one is that to affect more than one unit you have to bunch up your army a bit. Even so, with only 6" you're likely to only get two units anyway since you only need one model in range to affect the whole unit. A nice power; remember that you only need one model in a unit to have Shrouded for the whole unit to have Shrouded. | 1 |- ! 5 !! Invisibility | Blessing || 24 || Unit | Makes it so all shots taken at the target are treated as snap shots (i.e., anyone shooting at them does so at BS1) and they can only be hit on a 6 in close combat. It sounds simple enough, but remember, you can't snap fire blasts and templates. This is the worst power in the whole game, not because it's bad, but because it's too good. This leads to Deathstars everywhere because on top of only hitting on sixes, you then need to get through whatever armor, cover saves, or invulnerable saves they may have. Ridiculously cheesy. There are not a lot of counters since most options such as line makers just can't be snap fired. You could use beams to hit nearby units and just happen to aim them though the invisible unit. Maledictions and Novas still work since they don't roll to hit. Your best option, however, is to Deny the Witch this thing with every warp charge die you have. That is not a polite suggestion. DO IT! However, as of 2015 the new Skitarii Cognis weapons snap fire at BS2, and the Rhino Primaris allows a unit to snap-shoot at full Ballistic Skill. The best counters to this power, by far. | 2 |- ! 6 !! Hallucination | Malediction || 24 || Unit | Roll a D6 on the table to determine what happens to the target. On a 1-2, the unit must take a Pinning test. On a 3-4, the unit reduces their Weapon Skill, Ballistic Skill, Initiative and Attacks by 1 to a minimum of 1. On a 5-6, a randomly determined character model in the unit suffers a number of Strength 3 hits equal to the number of other models in the unit; if no such character model is available, treat this as a 3-4 result instead. While none of these are particularly bad, they're not very good either. Only 3-4 and 5-6 are useful. 5-6 might strip a wound off a character through sheer volume of hits; make that warboss pay for leading 30 boyz! | 2 |} ===Daemonology=== A few notes about Sanctic and Malefic before we start. Unlike the other powers that peril only on a double six, these powers peril on any double unless you're a Grey Knight (who can only use Sanctic) or a Daemon (ditto but for Malefic). This means your psyker is much more likely to implode and will do so much faster if not from these armies, so think carefully if the risk is worth it. ====Sanctic==== :;Overview ::Generally speaking, Sanctic Daemonology is used for building a better Deathstar. The reason for this is simple: All the Blessings in this Discipline directly target the Psyker's unit. Hammerhand makes them hit harder, Sanctuary makes them harder to kill, and Gate of Infinity gives them protection against being tarpitted. Round this off with two two "High Risk/High Reward" Witchfires for good effect. The main weaknesses of this Discipline are that it doesn't do much to benefit MSU builds, it has a very situational Primaris, and it has a good chance of blowing up your caster. Of note is that a lot of these powers were originally unique to Grey Knights back in 5th edition. They remain the only army that can use these powers without suffering Perils on any double roll, and many of their units get "fixed" powers on this table, allowing you a surprising degree of reliability in using this discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Sanctic Daemonology Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Banishment | Malediction || 24 || Unit (Daemon) | Can only be used on units with the Daemon special rule. This will reduce the Daemon's Invulnerable save by 1 (So the basic 5+ Daemon Invulnerable becomes a 6+). It's a situational power at best, only really useful when dealing with Malefic Psykers who summon Daemons and/or Daemons themselves. Although far more situational, this can be absolutely horrific to a Daemon player who was unlucky enough to already have their invulnerable save reduced by 1 by rolling 4 on the Warp Storm table. Watch your Daemon opponent sob and grovel as you widdile down their Great Unclean One or destroy a squad of Bloodletters in one Shooting Phase since they have no more saves except maybe FNP or Warp-Forged Armor. | 1 |- ! 1 !! Gate of Infinity | Blessing || data-sort-value=0 | Self || Unit | Allows a single unit that isn't swooping or zooming to Deep Strike anywhere. Of course, this is your fabulous [[Desert Fangs|SURPRISE FUCKERS!]] However, remember the 1d4chan advice for deep striking: you want to be able to survive a turn of shooting, and assault troops are going to get shot up before they can do their thing. Best done with a tough shooting squad or something you're willing to [[DISTRACTION CARNIFEX]] with. | 1 |- ! 2 !! Hammerhand | Blessing || data-sort-value=0 | Self || Unit | Grants the caster and his unit +2 Strength. You remember how it was back in 3rd edition when you still had [[Daemonhunters]]? Yeah, it's like that. While obviously best done before getting stuck in, you might consider using it defensively. E.g. "Do you ''really'' want to charge my strength six Assault Marines?" On the down side, this power has the same issue as Iron Arm and Warp Speed: unless you were already planning to run the Psyker with a squad made to punch faces, then you're not getting the most out of this power. | 1 |- ! 3 !! Sanctuary | Blessing || data-sort-value=0 | Self || Unit | The caster and his unit gain +1 to their Invulnerable save. If the unit does not have an Invulnerable save, they gain a 6++. Additionally, all Daemons (allies and enemies) within 12" of the caster treat all terrain including open ground as Dangerous Terrain. This is mostly helpful in buffing preexisting Invulnerable saves, since conferring an unreliable 6++ is practically a waste of Warp Charges; though it could be helpful in preserving ''hopefully'' enough troops in your blobs if you plan on using it as a [[Tarpit]] or to drown a priority target in armor saves. Conversely, it's helpful against daemon hordes especially if combo'd with Banishment, as putting it on just a few units placed ahead of the main body of army can mean seeing lots of daemons disappear as they move ahead to engage your troops, as well as seeing a blob of daemons get ruined because they had the balls to charge you. Just bear in mind that Assault Terminators with a 2++ is likely to lose you friends. | 1 |- ! 4 !! Purge Soul | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Both your psyker and the hit model must roll a D6 and add Leadership to the roll. If the enemy loses, he takes a wound (with only Invuln and FNP allowed). Overall, it's low risk, low reward. While not a waste of warp charges, it's not the most effective use, and they could and probably should be spent elsewhere. Almost always strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Psychic Shriek]], which will do more wounds, on average, regardless of caster and target. Use it to zap special weapons or squad leaders, it won't do much against enemy HQs as they usually have better/equal leadership and an extra save. | 1 |- ! 5 !! Cleansing Flame | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Soulblaze}} This can destroy anything with armor weaker than a Marine, and a lot of them, if you get your psyker in the right place. Refer back to power one. If you get them both, engage your troll face. | 2 |- ! 6 !! Vortex of Doom | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=D|ap=1|type=Assault|rof=1|rules=Blast, Vortex}} High risk, high reward. Failing the test to manifest this power automatically causes Perils of the Warp. DEVASTATION. EVERYWHERE. Given it's a small blast, aim for monsters and tanks. Troops are tempting, but if they're fully spaced out you'll have trouble getting the most out of this. Don't forget that this is Vortex, so the blast template is very likely to wander the field uncontrollably until the end of the game, eating random units it lands on, so never cast it near the bulk of your own army. Since this requires three charges, you'll have to use a lot of dice to get it to work reliably, and since Daemonology causes Perils on any double roll, and not just double sixes, your psyker is almost guaranteed to fry his brain while attempting this. You need some serious psychic boons and some dire circumstances for this shit to be worth it. As it has the vortex special rule, it will jump around the board every turn until doubles are rolled for the scatter distance. | 3 |} ====Malefic==== :;Overview ::There's a reason most armies don't use this; it's a major sink for your Warp Charges. Unless you can ensure that you've got a lot of them (which Daemons really can do, hence [[The Ultimate Chaos Daemons Cheese List|this]]. although the core strategy used in that list no longer works) don't be expecting to make clusterfucks appear at a whim. But if you do have a ton of Warp Charges to throw around, you may be able to make your army double in size in a couple of turns. '''However''', even if you do, realize that using your entire army to make more army doesn't actually accomplish anything (unless you plopped a new scoring unit on a tactical objective, anyway); at some point you need to stop recursing and ''actually kill the enemy''. Sacrifice is effective enough on its own to cast at every opportunity, but you can bet your ass that the enemy can clear off (or at least cripple) a Summoned unit with a smaller point investment than you used to get those 6-8 dice. Used mindlessly you ''will'' get out-paced, but used surgically you can make even the best opponents tear their hair out. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Malefic Daemonology Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Summoning | Conjuration || 12 || None | 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. The reason this was used was because of the massive clusterfuck you could make with this, since Horrors are psykers and could get Summoning as well so you could summon psykers to summon psykers to summon psykers, repeat ad nauseam. This is currently FAQed away, as "new" Horrors don't get Daemonology; there is [[skub|no explanation]] what the FAQ means by "new", but Horrors conjured by this power seem to unequivocally qualify. As a result, there are ''two'' big limits to the use of this power. The first is obvious: who the hell has that many horror models? The second is that you're summoning ML1 horrors with access to ''only'' the Change discipline. Since they do have mind bullets, they now have more kick, but even with this buff it does not change the fact that the daemon swarm is just not that good. If you're at home using Daemons as lackeys then don't go overboard on summoning. Do it to get reinforcements, but the 'bacterial swarm' is best used for the occasional fun list with a lot of proxy models. See below this chart for further notes on Summoning. | 3 |- ! 1 !! Cursed Earth | Blessing || data-sort-value=0 | Self || Model | All models with the Daemon special rule (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. If you have a good blob unit or deathstar, then this power will go a long way in allowing them to survive a little further. Use with the chaos demon Grimoire for a 2+ invulnerable (and with Tzeentch daemons to make it re-rollable; the infamous "Screamerstar"). Also, be careful: to get the most out of this your daemons have to be within 12" of the caster, meaning you have to bunch up a bit. Not a deal breaker thanks to the higher invulnerable, but something to remember. Also remember that this power applies to enemies with the Daemon rule, too. So yeah, that's one thing not to cast if you're facing down an Avatar of Khaine. If you have a bunch of daemons already this will probably draw every remaining die your enemy can throw at it in a mad attempt to Deny it. Don't let them, either by draining their pool first with frivolous bullshit or by throwing enough dice at it that denial is unlikely. Or, use it as the bait for something else, like an unholy barrage of beams and witchfires the enemy is now powerless to stop. | 1 |- ! 2 !! Dark Flame | Witchfire || data-sort-value=20 | Torrent || Unit | {{40k-Ranged-Weapon-Profile|range=Torrent|strength=4|ap=5|type=Assault|rof=1|rules=Torrent, Soul Blaze}} It's a fierce weapon, so...yeah, not a bad power, but nothing compared to the utility of Cursed Earth, and there are better psychic shooting attacks. | 1 |- ! 3 !! Infernal Gaze | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=3|ap=4|type=Assault|rof=1|rules=Beam, Armourbane, Fleshbane}} Use of this power comes with a penchant for red sunglasses and disrespecting your hot, psychic wife. Absolute PAIN on any infantry it hits. However, it is only ONE hit, so it won't be killing legions of Spehss Mehreens or hordes of chittering gaunts (unless they're conga dancing). What it WILL do, though, is seriously mess up any priority target you set your eyes upon. Best ignore anything other than infantry though. Even though it's got Armourbane, S3 is so low that it is nowhere near reliable against any vehicle and generally not worth the dice. | 1 |- ! 4 !! Sacrifice | Conjuration || 6 || None | 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 (so FNP works, as usual). Don't expect it to survive for long on its own, so you'd better summon some mooks to help him survive. This is a slick little power to have on hand if you get blindsided or if you bite off more than you can chew. For instance, sudden combat with an overzealous challenge character? Bring in a Herald of Khorne with an Axe of Khorne and show him what's what. My favorite trick is to summon a bunch of Tzeentch Heralds on Disks over the course of the game who turbo to hiding spots all over the board only to emerge turns 5-7 as needed to contest and take objectives. The Imperial Knight formation that has people in a tizzy has almost no defense against this trick as they have nearly no Objective Secured. Also, for the love of the Emperor, be polite and have some Heralds pre-kitted before the game starts so you don't have to hunt in the codex for a few minutes in the middle of the game to see your options. Like Cursed Earth, this draws Deny aggro like nobody's business. If you need it to go off, throw at least 3 dice at it; otherwise, it makes great bait so you can cast everything else with impunity. | 1 |- ! 5 !! Incursion | Conjuration || 12 || None | Summons one of the following within 12 inches of the user: 3 Bloodcrushers, 3 Screamers, 3 Plague Drones, 3 Fiends. This generally isn't used for much unless you're planning to cheese your way to an infinite Screamerstar, or you're looking for some Distraction Daemons. While you shouldn't forget about this if you get it, if you're gonna get the Primaris anyway due to psychic focus, then the limited use will mean you won't cast this all that often. Bonus points: summon three screamers next to your enemy's Land Raider and watch him devote untold forces to getting rid of them. | 3 |- ! 6 !! Possession | Conjuration || 6 || None | Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty. (If the user was part of a unit with a 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]].) The spell specifically states you must summon either a [[Bloodthirster]] of any variation, a [[Lord of Change]], a [[Great Unclean One]] or a [[Keeper of Secrets]], so no, you can't summon a named greater daemon. This generally isn't used because of the mighty cost it takes, but the reward it allows (especially if you're running Daemons) makes it insanely tempting. Use at your own peril. Also note, as per the May 2016 FAQ, Flying Monstrous Creatures must now be declared to be either Swooping or Gliding when conjured or summoned to the table, so you now have the choice of whether to keep them in the relative protection of the air, or on the ground so that they can get stuck in sooner. Note: they still are still deployed as per Deep Strike and so cannot charge that same turn, this just means you don't have to waste an additional turn switching flight modes. | 3 |} =====More on Summoning===== * "New" horrors can't roll from Daemonology per Wrath of Magnus/latest FAQs. Whoops. ** "New" is not explained, so it could mean all Horrors ("new" meaning "latest rules"), or only ones that join your army after list creation ("new" as in "conjured"). The FAQ does not clarify. Either way, summoned horrors can't roll on it. * Some quick math; you generally want to throw 6-8 dice at the Summoning to make it go off reliably. A 10-man Horror squad is only Mastery 1 (they're taken in lists because you spend 9 points for a second warp charge, a min squad is crap), so your return on investment is at best 20%. Even if you successfully cast it 5 times in a turn, you're only able to pull off one more Summoning than you were before, assuming none of your squads get wiped by the thousand-odd points of return fire (you do actually have to pay points for your initial warp charge). Even if you do, a horror unit minus its warp charge (since that's getting used for recursion) is basically a 10-man unit of Imperial Guard ''without lasguns''. Making even a hundred more cultist-equivalents for a thousand points of input energy is a bad trade; you have to do something with all that warp charge to actually win the game, like summon Daemonettes (who can actually kill people without using your precious warp charges) or channel a bajillion Flickering Fires out of all those horrors. Recursion is a fine way to spend your first turn while you advance into range, but make sure you have a plan for how to get work out of it. * In lower points games, Summoning is an excellent tool for a lot of situations. Summon Bloodletters in front of Spess Mehreens as a Distraction Carnifex (because they will either get shot down or tear MEQs a new asshole), summon Horrors as objective-holders and batteries, summon Daemonettes for messing up infantry, summon Plaguebearers to hold objectives / pluck apart MCs, summon some Flesh Hounds to harrass Heavy Weapon teams or summon a bunch of Flamers close enough to units they can actually kill with their shots. If you use this only to make more army, you might as well leave it. Seekers are much less useful than Daemonettes, and Nurglings are out-performed by Plaguebearers. If you summon those units for a purpose, however, you can easily change the course of the game with it. However, the more points you play with, the less useful this power is. If you summon 100 points worth of unit in a 500 point game, you just increased your army by 20%, which is freaking huge. As the games get bigger, the impact of this spell is lessened, though. * Also keep in mind that if you manage to pull this power off, it is almost impossible to deny. 3 Warp Charges minimum with no modifier to deny the witch means on average 18(!) dice minimum to negate this, which nobody has, and if they did, they wouldn't blow them all to negate your Summoning.
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