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====Sanctic==== :;Overview ::Generally speaking, Sanctic Daemonology is used for building a better Deathstar. The reason for this is simple: All the Blessings in this Discipline directly target the Psyker's unit. Hammerhand makes them hit harder, Sanctuary makes them harder to kill, and Gate of Infinity gives them protection against being tarpitted. Round this off with two two "High Risk/High Reward" Witchfires for good effect. The main weaknesses of this Discipline are that it doesn't do much to benefit MSU builds, it has a very situational Primaris, and it has a good chance of blowing up your caster. Of note is that a lot of these powers were originally unique to Grey Knights back in 5th edition. They remain the only army that can use these powers without suffering Perils on any double roll, and many of their units get "fixed" powers on this table, allowing you a surprising degree of reliability in using this discipline. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Sanctic Daemonology Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Banishment | Malediction || 24 || Unit (Daemon) | Can only be used on units with the Daemon special rule. This will reduce the Daemon's Invulnerable save by 1 (So the basic 5+ Daemon Invulnerable becomes a 6+). It's a situational power at best, only really useful when dealing with Malefic Psykers who summon Daemons and/or Daemons themselves. Although far more situational, this can be absolutely horrific to a Daemon player who was unlucky enough to already have their invulnerable save reduced by 1 by rolling 4 on the Warp Storm table. Watch your Daemon opponent sob and grovel as you widdile down their Great Unclean One or destroy a squad of Bloodletters in one Shooting Phase since they have no more saves except maybe FNP or Warp-Forged Armor. | 1 |- ! 1 !! Gate of Infinity | Blessing || data-sort-value=0 | Self || Unit | Allows a single unit that isn't swooping or zooming to Deep Strike anywhere. Of course, this is your fabulous [[Desert Fangs|SURPRISE FUCKERS!]] However, remember the 1d4chan advice for deep striking: you want to be able to survive a turn of shooting, and assault troops are going to get shot up before they can do their thing. Best done with a tough shooting squad or something you're willing to [[DISTRACTION CARNIFEX]] with. | 1 |- ! 2 !! Hammerhand | Blessing || data-sort-value=0 | Self || Unit | Grants the caster and his unit +2 Strength. You remember how it was back in 3rd edition when you still had [[Daemonhunters]]? Yeah, it's like that. While obviously best done before getting stuck in, you might consider using it defensively. E.g. "Do you ''really'' want to charge my strength six Assault Marines?" On the down side, this power has the same issue as Iron Arm and Warp Speed: unless you were already planning to run the Psyker with a squad made to punch faces, then you're not getting the most out of this power. | 1 |- ! 3 !! Sanctuary | Blessing || data-sort-value=0 | Self || Unit | The caster and his unit gain +1 to their Invulnerable save. If the unit does not have an Invulnerable save, they gain a 6++. Additionally, all Daemons (allies and enemies) within 12" of the caster treat all terrain including open ground as Dangerous Terrain. This is mostly helpful in buffing preexisting Invulnerable saves, since conferring an unreliable 6++ is practically a waste of Warp Charges; though it could be helpful in preserving ''hopefully'' enough troops in your blobs if you plan on using it as a [[Tarpit]] or to drown a priority target in armor saves. Conversely, it's helpful against daemon hordes especially if combo'd with Banishment, as putting it on just a few units placed ahead of the main body of army can mean seeing lots of daemons disappear as they move ahead to engage your troops, as well as seeing a blob of daemons get ruined because they had the balls to charge you. Just bear in mind that Assault Terminators with a 2++ is likely to lose you friends. | 1 |- ! 4 !! Purge Soul | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Both your psyker and the hit model must roll a D6 and add Leadership to the roll. If the enemy loses, he takes a wound (with only Invuln and FNP allowed). Overall, it's low risk, low reward. While not a waste of warp charges, it's not the most effective use, and they could and probably should be spent elsewhere. Almost always strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Psychic Shriek]], which will do more wounds, on average, regardless of caster and target. Use it to zap special weapons or squad leaders, it won't do much against enemy HQs as they usually have better/equal leadership and an extra save. | 1 |- ! 5 !! Cleansing Flame | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Soulblaze}} This can destroy anything with armor weaker than a Marine, and a lot of them, if you get your psyker in the right place. Refer back to power one. If you get them both, engage your troll face. | 2 |- ! 6 !! Vortex of Doom | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=D|ap=1|type=Assault|rof=1|rules=Blast, Vortex}} High risk, high reward. Failing the test to manifest this power automatically causes Perils of the Warp. DEVASTATION. EVERYWHERE. Given it's a small blast, aim for monsters and tanks. Troops are tempting, but if they're fully spaced out you'll have trouble getting the most out of this. Don't forget that this is Vortex, so the blast template is very likely to wander the field uncontrollably until the end of the game, eating random units it lands on, so never cast it near the bulk of your own army. Since this requires three charges, you'll have to use a lot of dice to get it to work reliably, and since Daemonology causes Perils on any double roll, and not just double sixes, your psyker is almost guaranteed to fry his brain while attempting this. You need some serious psychic boons and some dire circumstances for this shit to be worth it. As it has the vortex special rule, it will jump around the board every turn until doubles are rolled for the scatter distance. | 3 |}
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