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==Psychic Powers== In addition to Smite, you have access to a faction-specific table of powers. The Librarius Discipline has power for pretty much every situation, but they're mostly niche enough that it's difficult deciding upfront which powers to take. The Phobos Librarian-exclusive Obscuration Discipline focusses on messing with movement and dice rolls at the cost of mortal wound output. Each chapter also has access to a second, Chapter-specific psychic discipline for extra flavour, detailed in their section at the bottom. <tabs> <tab name="Librarius"> General-use powers for Marines. Depending on your <Chapter> they may not have the greatest synergy but still fairly useful with many melee and close range blessing. #'''Veil of Time (WC6, Blessing):''' Select one {{W40Kkeyword|<CHAPTER>}} unit within 18". Until the start of the next Psychic Phase, that unit re-rolls charge and advance rolls, and always fights first. #*9" charges are still below a 50% chance at 47.84%, although you can combine it with a CP re-roll. If you can find a source for +1" to charge distances, your odds rise to 65.97%. Your odds are only 42.27% after accounting for the odds of failing the cast. #'''Might Of Heroes (WC6, Blessing):''' Select one {{W40Kkeyword|<CHAPTER>}} {{W40Kkeyword|CORE}} or {{W40Kkeyword|CHARACTER}} ''model'' within 12". That model gains +1S, +1T, and +1A. #* An awesome power for your beatstick models. {{W40Kkeyword|Dreadnought CHARACTER}}s will love this, as well as Chaplains buffed by Mantra of Strength. Sergeants kitted for melee are also viable models to buff. #'''Null Zone (WC7, Blessing):''' Until the start of your next Psychic Phase, '''''all''''' units within 6" can't take invulnerable saves, and enemies cut the results of their Psychic Tests in half. #* Obviously most powerful against enemies that depend on their invulnerable saves or psychic powers (Harlequins, Hive Tyrants, Daemons, for example). Less effective against heavily armoured units (Terminators, Wraith Guard, Mega-Nobz). Don't be afraid to advance into position and let other things do the murder work for you. #* IMPORTANT REMINDER: This affects ALL invulnerable saves on ALL units in range, ''even yours''. Don't use with your own storm shield units in range. #'''Psychic Scourge (WC6, Witchfire):''' Select one visible enemy unit within 18" of the caster. The caster and the target unit roll off and add their unit's Ld to the result. The target suffers d3 mortal wounds if your score is higher, one mortal wound if the score is equal, or nothing if your score is lower. #* Usually, this will end up being worse than Fury of the Ancients, just because you have to roll a second time and risk doing 0 mortals. #* Less powerful than smite, but it's better for sniping Characters since it isn't restricted to the closest enemy unit. Best used in combination with something that inflicts an Ld penalty on the target or a Leadership bonus on the caster, if you brought any. #'''Fury of the Ancients (WC6, Witchfire):''' Select one visible enemy ''model'' within 18" and draw a line from any part of the caster's base to any part of the target's base. The target unit and each enemy unit this line passes through suffers one mortal wound. #*Once this hits 3 units, it's surpassing Smite for total mortal wounds dealt, but of course it's spread out, not piled onto a target you want dead. #'''Psychic Fortress (WC6, Blessing):''' {{W40Kkeyword|<CHAPTER>}} units within 6" gain a 5++ invulnerable save. Just awesome due to the lack of restrictions, allowing even your Land Raiders to gain this buff. </tab> <tab name="Obscuration"> These powers can only be used by {{W40kKeyword|Phobos Librarians}}. They don't do much damage, but god damn can they fuck with your enemy. They'll only buff {{W40kKeyword|Phobos}} units, so no combo-ing with Aggressors. #'''Shrouding (WC6, Blessing):''' Pick a friendly {{W40kKeyword|<CHAPTER>}} {{W40kKeyword|Phobos}} unit within 18". Until the start of the next Psychic Phase, enemies can only shoot that unit if they're the closest eligible target. Protects from snipers, but not enemy psychic powers. #*Best on Eliminators, since this is the Phobos unit most comfortable being far away, and hence least likely to be the closest unit. #'''Soul Sight (WC6, Blessing):''' Pick a friendly {{W40kKeyword|<CHAPTER>}} {{W40kKeyword|Phobos}} unit within 18". Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons and their ranged attacks ignore enemy cover save bonuses. #*Best on Infiltrators, since 6s to hit auto-wound. Against T8+, the Infiltrators will benefit from re-rolling successful non-6s to hit to "fish" for 6s to wound, and this becomes true in more situations if they gain other effects on 6+ to hit, like if they're Imperial or Crimson Fists. Overlaps with the Captain aura a bit, so if this is your plan, consider not bothering with a comms array. #'''Mind Raid (WC6, Witchfire):''': Select a visible enemy unit within 18". It takes a mortal wound and if the power targeted a {{WH40Kkeyword|character}}, roll 3d6. If the result is greater than or equal to the target's Ld, you get a free Command Point! Remember the limit on 1CP gained per battle round though, not a power to use if you have a Relic or Warlord Trait that also refunds CP. #'''Hallucination (WC6, Malediction):''' Select a visible enemy unit within 18". They suffer -1Ld and -1 to all hit rolls until your next turn. #*-1 to hit is an excellent debuff to put on anything, but -1Ld is often less than useful. Can situationally be usefully combined with Mind Raid. Combine with Tenebrous Curse to make something trying to charge you ''really'' unhappy. #'''Tenebrous Curse (WC7, Malediction):''' Select a visible enemy unit within 18" that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound, its move distance is halved, and it suffers -2 to advance and charge distances (meaning on a 1 to advance, it ''loses'' an inch). Effectively pin one Death Guard unit in their half of the board. #*Combine this with Hallucination to ruin something's day. #'''Temporal Corridor (WC5, Blessing):''' Pick a friendly {{W40kKeyword|<CHAPTER>}} {{W40kKeyword|Phobos}} unit within 6". It can make a normal move or advance as if it was the Movement Phase, and if it advances it adds 6" to its move rather than rolling. However, the unit cannot shoot or fight (it ''can'' charge, if you're willing to get punched in the face in exchange for just the charge movement) this turn. Fantastic for shoving a Phobos aura where you want it, like a Captain or Lieutenant, but you can also use it on the Librarian himself for enough extra movement to get Smite where it needs to be (including casting it ''after'' Smite to escape). </tab> </tabs>
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