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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. <tabs> <tab name="Interromancy"> Your Dark Angel and Successor specific psychic discipline. #'''Mind Worm (WC6):''' An enemy unit within 12" of the Psyker takes a mortal wound and is forced to fight last until your next Psychic phase and must wait until all other units have taken their turn. Not bad. #'''Aversion (WC6):''' An enemy unit within 24" must subtract 1 from all their To-Hit rolls until the next psychic phase. In addition, if that unitnis within 6" of the psyker who cast this power, models in that unit also suffer -1 to their attacks characteristic. Argubly their best power before and it got buffed in the edition transition. Unfortunately, gone are the days of pairing this with the Darkshroud but a -1 to hit on the opponent is never a bad thing. #'''Righteous Repugnance (WC7):''' 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. #'''Trephination (WC5):''' The closest enemy unit within 18" and line of sight of the Psyker suffers D3 mortal wounds. If the result of the psychic test was greater than the leadership of the enemy unit, that unit suffers 3 mortal wounds instead. Better Smite essentially. When you already get smite as a standard power, it does raise the question as to whether it's worth taking this over other really great powers although if you need a way to rack up mortal wounds, then this gets the job done. #'''Engulfing Fear (WC7):''' Be careful who you call ugly in middle school. Select one enemy unit within 24" of the Psyker. Until your next psychic phase, it takes -1 to its Leadership characteristic, loses any ObSec abilities it has, and if the result of the psychic test was equal to or above the unit's Leadership characteristic, it cannot perform actions and auto-fails any current actions it's performing. Way better than the total joke it was before and now actually has really good use for shutting down units in objective games #'''Mind Wipe (WC7):''' If manifested, select one enemy unit within 18" of the Psyker and select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that ability. Great against units that heavily rely on their aura, especially defensive ones, giving you an easier time to deal with them later in your turn. </tab> <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%. #'''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 units 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. #* 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 a Ld penalty to the target or a Leadership bonus to the caster, if you brought any. #'''Fury of the Ancients (WC7, Witchfire):''' Select one visible enemy ''model'' within 18" and draw a line from any part of the casters base to any part of the targets base. the caster to that model. The target unit and each enemy unit this line passes through suffers one mortal wound. #'''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. #'''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. #'''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. #'''Tenebrous Curse (WC7, Malediction):''' Select a visible enemy unit within 18" that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound, their move distance is halved, and suffer -2 to their advance and charge distances. Effectively pin one Death Guard unit in their half of the board. #'''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 their move rather than rolling. However, the unit cannot shoot or fight this turn. Great repositioning tool at the cost of damage output. </tab> </tabs>
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