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===Telekinesis=== :;Overview ::With generally high strength, Telekinesis is trying to be the anti-tank power set, and three powers do just that (although one does it shakily). One other power's pretty worthless against anything but a horde in the open, and there are two support powers. This is not exactly an all-purpose set of powers and, like Pyromancy, they not strong enough to be used by themselves. Telekinesis is a decent backup to another, more powerful discipline. All in all a pretty mixed bag. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Telekinesis Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Assail | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=-|type=Assault|rof=1|rules=Beam, Strikedown}} Quick recap on what Strikedown does: it means the targets you hit have to move through difficult terrain next turn, regardless of whether they saved the wounds or not. Definitely worth smacking up some units with this if you want to keep them from an objective or stop a charge to buy yourself another turn to shoot them. No AP means this power has trouble killing things reliably. | 1 |- ! 1 !! Crush | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=2D6|ap=1D6|type=Assault|rof=1}} Rolls of 11 or 12 for strength auto-wound, or penetrate if the target is a vehicle. Worth it? Well, if you think you like your luck or bother running Flash Gitz, then give it a try. With an average strength of 7, this can penetrate a transport, but without an AP of 1 or 2 exploding it is impossible. Though if you're relying on this very random psychic attack to destroy vehicles, you probably have bigger problems to sort out. | 1 |- ! 2 !! Objuration Mechanicum | Malediction || 24 || Unit | Target has Gets Hot! on their guns, and vehicles take an automatic Strength 1 Haywire hit. This is very useful for dealing with flyers and vehicle squadrons, especially squadrons of 2HP vehicles (Landspeeders, Killa Kans, Warwalkers, Vipers, Pirahnas and so on), and even more so if they pack a lot of non-twin-linked dakka to kill themselves with Gets Hot! glances, since they will only need one after they get Haywired. And since psychic powers don't count as shooting they can't even Jink against it. Haywire for everyone! This is obviously meant to nail hordes of low-BS units. Mathammer-wise, Orks or Guardsmen firing at T4 targets would deal as many wounds to themselves as to their targets before saves are made, wiping out up to 30% of their own squad in one volley (with shootas and first rank fire, respectively). This power can also be painful for more elite units that rely on the [[Dakka|volume of fire]], like Swooping Hawks, Scourges, Venoms or Leman Russ Punishers. And when it comes to Overwatching under the effects of Objuration Mechanicum...well, chances are they would take double or triple the damage they would deal to your units. | 1 |- ! 3 !! Shockwave | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=-|type=Assault|rof=2D6|rules=Nova, Pinning}} Powerful against swarms, but that lack of AP renders it useless against anything else. Although, if you get a good roll on how many hits it inflicts, it could be hard for medium or even heavy infantry to make all the saves. Compare with Sanctic Daemonology's or Pyromancy's far superior Novas that trade Pinning for AP, Ignores Cover, and higher strength. | 1 |- ! 4 !! Levitation | Blessing || data-sort-value=0 | Self || Unit | A new blessing that shows how cheesy this edition got. This makes the Psyker and his unit (unless they're Zooming, Swooping, or in combat) move 12", ignoring terrain or other units. However, starting or landing in Dangerous Terrain means taking a test, and you can't charge afterwards. Remember, powers are used after moving, so if you're already in a jump squad you can jump in the movement phase and then in the psychic phase for a 24 inch move. Dark Eldar be jealous. Your first idea would be to use it to get into combat faster, but you cannot charge out of teleport, so you'd be sitting ducks for an entire turn, much like with Deep Strike. Better uses would be jumping away from a close combat unit, jumping close in order to flamer, melta or rapid fire a target to death, jumping behind vehicles to lay some painful dakka on their rear armor or claim objectives (especially useful on Maelstrom). To sum it up, a great power to move elite specialist weapons like Chosen or Sternguard or relentless heavy weapons like Centurions exactly where they're needed. | 1 |- ! 5 !! Telekine Dome | Blessing || data-sort-value=0 | Self || Model | Gives everyone within 12" of the psyker a 5++ against shooting. Is it useful? Ask an Ork player if he would ever field an army without at least one KFF. If your guys have 5+ or 6+ saves, this thing is great, and even if they're MEQs, you can fit more squads under that 12" bubble to ensure they won't be ass-raped by those low-AP blasts everyone tends to spam nowadays. Note that you might have 5+ cover saves often enough that taking this power would be redundant, unless you're facing a lot of template/ignore cover shooting, and that this power, at 2 warp charges, is overpriced and largely inferior to a Dark Angels power field generator or the aforementioned KFF. | 2 |- ! 6 !! Psychic Maelstrom | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=10|ap=1|type=Assault|rof=1|rules=Large Blast, Barrage}} Basically your own pocket Demolisher cannon. With a large blast, this is arguably better than the D strength Vortex of Doom in Sanctic Daemonology. Whatever you throw this on, it WILL get hurt if it hits. Generally, a proper Vindicator/Medusa/Demolisher is a better bet, since you need to sink 7 warp charges to make it work reliably (and even then, your psyker is likely to suffer Perils of the Warp), and those warp charges aren't cheap. Though you are gaining the benefits of survivability and mobility, since your psyker can hide inside METAL BOXES, some infantry blob or even fly on daemonic wigs, raining pipe plates of death on the poor chaps below. Note that if you're an Eldar player using a Farseer, Eldritch Storm is a superior power to this in every way except AP. | 3 |}
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