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Warhammer 40,000/7th Edition Tactics/Psychic 101
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===Pyromancy=== :;Overview ::Pyromancy is good for only one thing: melting light infantry hordes. Orks, Guardsmen, Tyranids, Daemons maybe. Thanks to the ability to squeeze out more than one witchfire a turn, this power could unleash a lot of hurt. Not the first choice for disciplines, but a decent secondary if you're fighting low armor save cover campers and blobs. Additionally, for those really interested in indulging in fiery fantasies of destruction, consider taking a Salamanders Librarian. They can take, if using their chapter tactics, a book that provides the Molten Beam power, and +1 strength on all the Witch Fires listed below. ::;Soul Blaze :::This rule comes up a lot in Pyromancy, so it's worth explaining here. If an unmarked unit takes at least one unsaved wound with Soul Blaze, mark it with something. At the end of each turn, roll a die for each marked unit. On 1-3 the unit is not marked anymore; on 4+, the unit takes D3 S4, Ap5 hits (randomly allocated) with Ignores Cover. This means the expected number of ''hits'' at the end of a turn is 1 (which must then get past toughness, armor/invuln, and feel no pain), while the expected number over ''infinite'' turns is 2. Commonly considered useless. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Pyromancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Flame Breath | Witchfire || data-sort-value=8 | Template || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=5|ap=4|type=Assault|rof=1|rules=Soul Blaze}} It's a Soul Blaze heavy flamer. Not much to add. Eats anything short of a Space Marine and is inferior to the actual weapon. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Runes_of_Battle|Destructor/Renewer]]. | 1 |- ! 1 !! Fiery Form | Blessing || data-sort-value=0 | Self || Model | The psyker gains a 4+ Invulnerable save, their melee attacks have Soul Blaze and they may re-roll failed to-wound rolls for all subsequent Pyromancy psychic powers they manifest. Not as good as some of the Biomancy self buffs (what is?), but this isn't a bad power just before the Psyker gets stuck in. Unlike a lot of powers like it, this one does some good while not in close combat since your other Pyromancy powers get more reliable. | 1 |- ! 2 !! Fire Shield | Blessing || 24 || Unit | Grants a 4+ cover save and all enemy units in 6" treat all terrain as Dangerous Terrain. 4+ is good, Stealth turns it to 3+ before you go to ground. A useful buff spell. | 1 |- ! 3 !! Spontaneous Combustion | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=3|type=Assault|rof=1|rules=Soul Blaze}} If the unlucky model dies, he turns into a strength five AP4 blast marker with Ignores Cover and Soul Blaze. Good at taking out cover camping wimps. Unlike with other focused witchfires, don't try and snipe heavy weapons out; go for models that can get you a cluster of hits with the blast. | 1 |- ! 4 !! Sunburst | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=5|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Soul Blaze}} Remember that novas hit each different unit in range independently, so that's 2D6 hits per target. Also remember that the range is the radius of the power; you actually have an 18 + <base size> inch diameter area of burning. Get your psyker into place and cook lightly armored infantry. | 1 |- ! 5 !! Inferno | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=5|type=Assault|rof=1|rules=Blast, Ignores Cover, Soul Blaze}} A light infantry cooker. I'm sensing a theme here... | 2 |- ! 6 !! Molten Beam | Witchfire (Beam) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Melta}} Gott im Himmel! It's a psychic meltagun. With some really good luck you could explode maybe two tanks or three Terminators if you line it up right. The issue with this power is that it's only really good against tanks, and usually the reason you're rolling for Pyromancy powers in the first place is because you have vehicles covered by something else, and you need something to cook light infantry. | 2 |}
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