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===Telethesia Discipline=== The Inquisition psychic discipline is Telethesia, a Greek word for remote sensing. An odd choice, to say the least, since none of the powers have anything to do with sensing. #'''Terrify (WC6, Malediction):''' One visible enemy unit within 18" suffers -1Ld and cannot fire overwatch. #* The primary use for this is stacking with other psychic powers that rely on target leadership, including Dominate, Mental Interrogation, Castigation, and Scourging (Hereticus only) from this discipline. The secondary use is charging a unit toting auto-hitting weapons that you want to charge. #'''Psychic Fortitude (WC4, Blessing):''' One friendly {{W40kKeyword|Imperium}} unit within 12" automatically passes Morale Tests. #* One of the advantages of this power is the low WC value, making it incredibly likely to go off (an 11/12 chance!). It's not useful in-faction of course, but this can really help vital low-Ld blobs. #'''Dominate (WC6, Malediction):''' Pick a non-{{W40kKeyword|vehicle}} enemy ''model'' within 12" and roll 3d6. If the roll was equal or higher than that model's Ld, you can shoot or make one melee attack with one of its weapons as if it was your own model in this phase. #* Will only have a better than 50/50 chance against Ld9 or less, so don't cast this on Ld10+. On those targets, it's recommended to combine with Ld-reducing abilities. #* Absolutely crippled by not working on vehicles, as in many armies they're what's carrying the guns that are worth all the steps here (in order to hurt something, you need to successfully cast ''and'' meet or beat target Ld ''and'' the shooting model has to hit, wound, and penetrate), and this power is an absolute joke if you're using it for the melee attack. As a general rule, you're just better off with Castigation; most everything the Necrons have is Ld10 and Tyranids generally have guns with terrible accuracy (outside of Ld10 HQ choices, of course), that relegates this power to being anti-Tau, and even then, your best targets are the large battlesuits which aren't vehicles, which is fairly arbitrary across those. As a general rule, you will get more utility out of Castigation. #'''Mental Interrogation (WC6, Malediction):''' one visible enemy {{W40kKeyword|character}} model within 12" suffers -1 to their hit rolls until your next psychic phase, and you gain +1CP if you roll 3d6 and the result is equal or higher than their Ld. #* The straight-up -1 to hit rolls is great, but remember that the nerf doesn't stack with unwieldy weapons like powerfists. #'''Psychic Pursuit (WC7, Blessing):''' One {{W40kKeyword|<Ordo> Infantry}} unit ignores Look Out Sir against one {{W40kKeyword|character}} within 18", with W9 or less, and is visible to the casting unit. #* There are a lot of conditions to be met just for a BS4+ Acolytes. However, building a squad of them with plasma guns and {{W40kKeyword|<Ordo Minoris>}} will delete most Characters attempting to hide behind an Infantry screen. #'''Castigation (WC6, Witchfire):''' Pick one visible enemy unit within 18" and roll 3d6. If the result is higher than the lowest Ld model in the unit, they suffer d3 MW's. It's the only MW-dealing power you have, but it's still not as good as smite. *'''Scourging (WC6, Malediction):''' {{W40kKeyword|Ordo Hereticus}} only. One enemy unit within 12" suffers -1A (A1 minimum) until your next Psychic Phase, and roll 2d6; if the result is equal or higher than the target's Ld, they suffer -1 to their hit rolls until your next Psychic Phase. *'''Psychic Veil (WC5, Blessing, Aura):''' {{W40kKeyword|Ordo Xenos}} only. {{W40kKeyword|Ordo Xenos}} units within 6" can only be attacked (melee ''and'' shooting) if they are the closest visible unit, and can only be charged if the enemy is within 6". ** The big seller here is immunity to charging; you can use this and acolytes in soup to make very effective bubblewrap. For now, it also makes you immune to 9E snipers - until some FAQ comes up to explain otherwise. *'''Warding Incantation (WC6, Blessing):''' {{W40kKeyword|Ordo Malleus}} only. One {{W40kKeyword|Imperium infantry}} or {{W40kKeyword|biker}} unit within 12" gains a 5++ invulnerable save until your next Psychic Phase. ** One of the better powers and a near auto-take if you have a Malleus Inquisitor. He won't keep up with a Biker or Jump Infantry unit, but place him ahead of them and it'll be worth his points. IG Rough Riders or SM Outriders with 5++? ** While IG and SM have psychic powers identical to this, taking an Inquisitor with this power does allow you to cast it a second time, whereas those armies would normally be able to only cast it once. ** Functionally useless on AdMech (near army-wide 5++), Custodes (army-wide 4++), Sisters of Silence (can't be affected by psychic powers), and Sisters of Battle (army-wide 6++ with many ways to buff this).
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