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Warhammer 40,000/7th Edition Tactics/Psychic 101
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===Divination=== :;Overview ::Divination is a powerful Discipline to have, simply because it gives you protection against a bad die roll ruining your game-plan. While all of them help protect you in some way, it's clear to see that more people want Prescience, Perfect Timing, Forewarning, and Foreboding more than the others, if only because their uses are the most direct ones. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Divination Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Prescience | Blessing || 12 || Unit | Target can re-roll to hit, regardless of context. If you've ever played a game of 40K with a Divination Psyker, you know what a boon this is, and the Psychic Focus makes any Divination-based psyker become worth it. | 2 |- ! 1 !! Foreboding | Blessing || data-sort-value=0 | Self || Unit | Grants Counter-Attack and allows them to Overwatch at full BS (though anything that can't overwatch still can't). Overall nothing to argue with, as this gives you a better chance at mulching anything that charges you. The issue is that most armies nowadays are focused on shooting, so you have a good chance of never actually being charged, making this power possibly useless. | 1 |- ! 2 !! Forewarning | Blessing || 12 || Unit | Grants a 4++ Invulnerable save. It's basically Azrael's helmet of trolling in a 1WC package, and gives anything with worse saves than Termies insurance against high AP weapons, or makes blobs hair-rendingly difficult to remove. | 1 |- ! 3 !! Perfect Timing | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his unit have Ignores Cover on their weapons. Use it on weapons you know will kill them and be assured that they'll be wiped! Also works on jink saves. Be warned, however, that it only affects the psyker's unit, so if you roll this power, consider reattaching your psyker to a squad that can make use of it. | 1 |- ! 4 !! Precognition | Blessing || data-sort-value=0 | Self || Model | A much more advanced form of Prescience, this gives your Psyker (and ONLY your Psyker) re-rolls to hit, re-rolls to wound, and re-rolls on any saving throws. It sounds really useful, and it is, but compare being able to buff one model to a unit and you see that, while good, it's not the most useful power here. Of course, just like with Biomancy self-buffing powers, if your psyker is already a scary solo model that can rip apart tanks and shit, giving him a re-roll on (almost) everything is massively awesome. With a psyker with a 2+ armor save, you can actually get a lot of mileage out of having them use this power while in the front of a unit to tank wounds. A 2+ re-rollable is tough to crack with volume of fire, and in a situation where you can actually up the psyker's invul save, will work against low-AP weapons as well, or for the more nervous among us, can be easily look-out-sir'd to someone in the unit if your psyker is in danger of getting insta-death'd. | 1 |- ! 5 !! Misfortune | Malediction || 24 || Unit | Makes it so that any attacks against the target get rending. This sounds epic on paper, and if you're willing to throw enough dice at a target, it can be epic, but notice the important part of that sentence, "enough dice". You need to have all the pieces set up before hand to get the most out of it. Say, cast it on a Land Raider just before you open up with six autocannons, or on a Terminator squad or a Rhino before you fire 50 lasguns into it. Using it just to nerf an enemy unit that is only going to get shot at by only one other unit (unless that single unit has a LOT of shots) is just not the best use of this power. | 2 |- ! 6 !! Scrier's Gaze | Blessing || data-sort-value=0 | Self || Model | Allows you to re-roll reserves, outflanking, and mysterious objectives. Also, you can drop one Tactical Objective card and draw another. Scrier's Gaze fits into that rather odd category of being a "meta advantage"; it does not help you fight better, but it helps you (the player, not the dudes) play the mission better. It's not really helpful in the conventional sense, but it can allow some good rescues. | 2 |}
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