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Warhammer 40,000/7th Edition Tactics/Psychic 101
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===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 |}
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