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====Psychic Powers of Change==== *'''Primaris: Flickering Fire''' - WC1, WC2, or WC3. This power right here? It's what is supposed to act in the place guns for your army. Flickering fire is a variable yield spell, normally it's a warp charge one spell that throws out 2d6 heavy bolter shots with soulblaze and warpflame. But by casting it as either a warp charge two or three spell, you add an extra d6 worth of shots for each additional charge you're spending. Remember that while Heavy Bolters are generally not that good, yours are generally strapped onto much more mobile shooting platforms who can maneuver to the rear arc on enemy vehicles and glance them out before they knew what hit them. Oh those Pink Horrors, no they're S3 they can't possibly hurt your wave serpent, why don't you maneuver it clo- DAKKADAKKADAKKA dead serpent. NOTE: it's capped as a level three spell, so NO you can't throw 12 warp charges behind this spell to throw out 13D6 worth of shots, and Warzone Fenris imposes the "Choose WC# before casting" limit [[Eldar|Eldritch Storm]] that some other Daemon Powers have. *'''Tzeentch's Firestorm''' - WC1. strength D6+1, AP- small blast with warpflame; the worst spell in the '''game'''. *'''Bolt of Change''' - WC1. Str D6+4, AP 2, 24" beam, warp flame. As one of three anti tank powers, it's arguably the weaker of the spells, but at warp charge 1, it is easier one to get off. ** Alternate Opinion: As a beam weapon with the same range as a bolter there is potential for some pretty good vehicle wrecking capability. Combined with Tzeentchs Exalted Locus, a D6+5 strength AP2 beam starts to look pretty tasty. Also with a minimum of S7 with the formation in the decurion it start to be pretty scary (if you could ever afford the 9 horrors squad formation of course)(Do note however that the formation only require 9 units from a list of 3, with the points being 50, 69 and 90 as such a reasonably balanced formation runs to about 700 for the 9 units AND the herald with the Ex Locus of +1 Str) *'''Tzeentch's Warpflame''' - WC1 Nova with 9" range, S D6 (Yep, you roll for that Strength value fucker), AP4, Assault 2D6, Ignores Cover, with Warpflame Rule. Too random in strength to be reliable, potentially a real fucker if you roll a 6 in the middle of an enemy formation with lots of cover, potentially just a waste of your Warp Charges when you roll S1 and wound not just MEQs on a 6, but those ''dirt cheap GEQs'' as well. *'''Boon of Flame''' - WC2, or WC3. Decide before casting. WC2 nabs you 1 Exalted Flamer, WC3 gives you either 3 flamers or 1 Chariot. Just take 1 roll and Malefic and swap for Primaris. However, while inferior to Malefic it's not bad, just limited and even Malefic can't summon Flaming Chariots, and since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn because summoning at least 5 burning chariots over the course of a game is nothing to scoff at. *'''Infernal Gateway''' - WC2. Bolt of Change's big brother. Str d6+4, AP1, blast, Warpflame. The blast does mean you have the chance to get multiple targets, but it's a small blast so not ideal. *'''Prismatic Gaze''' - WC3. 18" AP1 Destroyer hit. This is what you want to demolish vehicles, Wraithknights, and Dreadknights with. In all, the boost to Warpflame when using the Tzeentch infantry formation works wonders with this discipline, but outside of it? The God of Disease has greater magick than the god of Magic himself, except for Power 6, which is 100% luck-based. Curse of the Wulfen actually made that discipline a bit worse: now you have a 50 % chance to roll bad power instead of 33.3% and a single Destroyer hit is useless against horde armies and any units with multiple models. No guarantees unless using Fateweaver or a ML1 Herald with Endless Grimoire. The Exalted Locus is good for this as well, but it's only one squad. Unless, again, you run the Tzeentch infantry based formation. Which leads to silliness such as 9 squads of Horrors shooting 2d6 Autocannon rounds each with a WC1 power. Are we starting to see a pattern here? Taking Horrors and/or Flamers? Take the Warpflame Host. It improves them and their herald ridiculously well. Just fucking do it.
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