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==Psychic Powers== Like all 8E factions, in addition to Smite you have access to a faction-specific table of powers. In true non-codex marines neglect, since the introduction of chapter supplements all the codex chapters got access to their own specific table while also keeping access to the overall Librarius discipline, where as we get nothing meaning we're an entire discipline down. ===Interromancy=== *'''Mind Worm:''' WC 6. An enemy unit within 12" of the Psyker takes a mortal wound, just like that. In addition, the targeted unit is forced to fight last in the following Fight Phase and must wait until all other units have taken their turn. Not bad. *'''Aversion:''' WC 6. An enemy unit within 24" must subtract 1 from all their To-Hit rolls until the next psychic phase. Stacks nicely with other penalties, like the powerfist/powerklaw, the hard-to-hit rule on your flyers, or the Darkshroud's aura, but because it debuffs an enemy instead of buffing an ally, best used to help shut down a big incoming threat. *'''Engulfing Fear:'''WC 6. Doesn't do anything overt by itself. However, any enemy unit within 6" of the Psyker that takes a morale check must roll two dice and discard the lowest result, which is only slightly worse than a +1 penalty, making this power deeply underwhelming. *'''Mind Wipe:''' WC 7. Choose a visible enemy model within 18" of the psyker; both players roll a d6, adding their leaderships. If you tie or your opponent beats your roll, nothing happens. If you win, that model must subtract 1 from WS, BS, and Ld for the rest of the game, which stacks with itself. Note that this lets you single models out of units, letting you do things like debuff just the special weapons guy in a target unit. *'''Trephination:''' WC 7. Roll 2d6, add the result together; if you roll a 10 or higher add another 2 to the roll. The closest visible enemy unit to the psyker takes mortal wounds from the difference of their leadership and your roll. Mind Wipe can help you push that difference up higher for more mortal wounds, and remember that Imperial armies of all types have plenty of Ld debuffs to stack up in order to make the final difference ridiculously large, but without said help, this power won't do nearly as well as Smite. *'''Righteous Repugnance'''. WC 7. Select a {{W40Kkeyword|DARK ANGELS}} unit within 12" of the psyker; they now re-roll ''all'' failed hits and wounds in melee. WOW. Deathwing Knights will love you for putting this on them. Anybody carrying simple power swords becomes ''far'' more deadly; especially in squads, say like veterans of some sort? Works wonderfully with the +1S warlord trait, and it lasts until your next psychic phase. ===Obscuration=== These powers can only be used by Vanguard Librarians. *'''Temporal Corridor (WC6)''': Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 3". It can move as if it was the movement phase; it must advance and cannot fall back, but when advancing it rolls 3d6 and picks the highest for the distance it advances. Cannot be used on a given unit more than once per psychic phase. **Slightly more situational than Warptime, but no less amazing for it. **A RAW/RAI corner case, but if you want to use your chapter tactics 1 to-hit re-roll, and still want to move, you can do this with your {{W40kKeyword|Phobos}} units, as the movement happens in the Psychic phase instead of the Movement phase. *'''Scryer's Gaze (WC6)''': Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{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. Also allows attacks from ranged weapons to ignore cover. *'''Shrouding (WC6)''': Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18". Until the start of the next psychic phase, enemies can only shoot that unit if they're the closest target. ** If you put it onto a Phobos character, it takes precedence over the Sniper rules and abilities that allow targeting your character even if he's not the closest one. *'''Hallucination (WC6)''': Select a visible enemy unit within 18". Its Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit's Ld all its hit rolls take a -1 penalty. ** Stacks nicely with Aversion and the faction-present Ld de-buffs. *'''Tenebrous Curse (WC6)''': Select a visible enemy unit within 18" that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as is all of its advance and charge rolls. **Won't stop Smash Captains, or flying Daemon Princes, but can be crippling for biker and terminator armored characters. *'''Mind Raid (WC6)''': Select a visible enemy unit within 18". It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a character, roll 3d6. If the result is greater than or equal to the target's Ld, you get a free Command Point. **Excellent for Specialist Detachments (see below), as they're tend to be low on CP anyway.
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