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==Army-Specific Psychic Disciplines== This section lists psychic disciplines only available to certain Warhammer 40,000 factions. Since they are listed in each army's codex, their rules may sometimes override the general rulebook. ===(Chaos) Space Marine Disciplines=== :In Angels of Death, [[Space Marines]] got 4 new psychic disciplines. Traitor Legions allows [[Chaos Space Marines]] to take the same powers, with the discipline names changed; each discipline will list the Space Marine name / the Chaos Space Marine name. The powers also have name swaps, so where only one name is present, that is the Space Marine name, and where two are present, it follows the same shape as the discipline names. ====Fulmination/Ectomancy==== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Fulmination/Ectomancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Electrosurge/Warpshock | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=4|type=Assault|rof=6}} Point at hordes and explode them. | 1 |- ! 1 !! Electroshield/Empyric Shield | Blessing || data-sort-value=0 | Self || Model | The Psyker gains a 3++. An almost free Storm Shield for a turn. Useful, since many librarians don't get Storm Shields. | 1 |- ! 2 !! Electropulse/Daemonshriek | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=1|ap=-|type=Assault|rof=1|rules=Haywire}} Obviously best used against heavily mechanized lists, or otherwise when other antivehicle weapons aren't on hand. Be wary of using it on walkers, since your psyker will have a high likelihood of being mulched afterwards. | 1 |- ! 3 !! Lightning Arc/Coruscating Blaze | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=4|type=Assault|rof=1D6}} After resolving this, roll a die for every ''other'' enemy unit within 6" of the target; on a 4+, that unit suffers 1D6 S5 AP4 hits that are randomly allocated. Note that the jump occurs even if the original shots all miss. | 2 |- ! 4 !! Fists of Lightning/Infernal Claws | Blessing || data-sort-value=0 | Self || Model | +1S and +1A. For every hit the psyker lands in close combat (not wound, hit), the unit hit suffers 2 additional S5AP- hits. | 1 |- ! 5 !! Magnetokinesis/Ghost Storm | Blessing || 18 || Unit | If the target is not Zooming, Swooping, or locked in combat, it immediately moves 18" as if were Jump Infantry and cannot charge this turn. The target counts as having moved in the Movement phase when shooting weapons in the Shooting phase. It can be used like old-school Lash of Submission to move enemies out of cover (with free Dangerous Terrain), or it could move a friendly unit into place for shooting. | 2 |- ! 6 !! Electrodisplacement/Soulswitch | Blessing || 24 || Unit (Nonvehicle) | Swap the psyker with any one model in the target unit, then redeploy the psyker's unit within 6" and coherency of him, and the target unit within 6" and coherency of the swapped model. If the psyker's unit was locked in close combat with anything, the target unit is now locked in close combat with that thing, and vice versa, Can be truly devastating when used correctly. | 2 |} ====Librarius/Sinistrum==== :;Overview ::AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and possibly defeating enemy death stars too. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Librarius/Sinistrum Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! The Emperor's Wrath/Fury of the Gods | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=3|type=Assault|rof=1|rules=Blast}} Basic anti-MEQ. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind_.28Genestealer_Cults.29|Psionic Blast]] at -6" range and than [[Warhammer_40,000/Tactics/Psychic_101#Powers_of_da_Waaagh.21|Frazzle]] at -6" range and -1S. | 1 |- ! 1 !! Veil of Time/Warp Fate | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his entire unit re-roll all failed saving throws. This power, right here, ties with Invisibility for absolute Psychic cheese. And with good reason. A Terminator squad with rerollable 2+/5++ or 3++ makes it damn near invincible as it plows into the enemy force's tight sphincter. Heck, bare-bones Wolf Guard Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. | 2 |- ! 2 !! Fury of the Ancients/Empyragheist | Witchfire (Beam) || 20 || Unit | {{40k-Ranged-Weapon-Profile|range=20|strength=6|ap=4|type=Assault|rof=1|rules=Beam, Pinning}} This one's okay. It could glance AV12 or wound a Monstrous Creature with a mediocre save and punch through to damage another unit, but being a beam means that you would have to line up the caster ''just right'' to get anything more than a single on an infantry unit, and it can be great if pinning goes off. | 1 |- ! 3 !! Psychic Fortress/Armour of Hatred | Blessing || data-sort-value=0 | Self || Model | Gives the Psyker a 12" unit bubble of Fearless, Adamantium Will, and 4++ that only works on Witchfires. Optimized for psyker-heavy armies which makes it situational, but fearless makes it more broadly situational. | 1 |- ! 4 !! Might of Heroes/Diabolic Strength | Blessing || data-sort-value=0 | Self || Model | +2 to S, T, I, and A. Essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. | 1 |- ! 5 !! Psychic Scourge/Warp Lure | Malediction || 24 || Model (Psyker) | The caster rolls 2D6 keep highest +ML; target rolls 1D6+ML. On a draw or better, the target loses 1W (no save, but FNP works) and the targeted psyker can only harness warp charges on 6+ while the power is in effect. If the caster beats the target by at least 3, the target permanently loses a random power. | 1 |- ! 6 !! Null Zone/Death Hex | Malediction|| 24 || Unit | Target drops its invulnerable save by ''2'' (to a minimum of 6+). This thing is essentially [[Warhammer_40,000/Tactics/Psychic_101#Sanctic|Banishment]], but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smashfucker's 2++, a Riptide's Shield Generator buff, and Cursed Earth+Grimoire bullshit. | 2 |} ====Geokinesis/Geomortis==== {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Geokinesis/Geomortis Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Chasm/Rockmaw | Malediction || 18 || Unit | Cannot target units which are Swooping, Zooming, or locked in combat. All models in the target take a dangerous terrain test with no armour saves allowed. While ''Move Through Cover'', ''Skilled Rider'', and the like will shut this down, and its functional Strength of 0 with Poisoned (6+) that also works on Vehicles, do remember that this power ignores both armor ''and'' cover, due to being a Malediction. | 2 |- ! 1 !! Earth Blood/Ley Leach | Blessing || 18 || Model (Character, Nonvehicle) | Target regains 1d3 '''''wounds''''', and his entire unit gains IWND. Healing others is good, healing wounds lost to Perils is great, and granting IWND to a variety of targets is epic. | 1 |- ! 2 !! Scorched Earth/Rupture | Malediction|| 24 || Point | Each ''unit'' (friend or foe) within 6" of the target point suffers a randomly allocated S5 AP4 hit, which, like all maledictions, will ignore cover as it does not count as shooting. All terrain, including open ground, in that same area counts as dangerous. Crap. | 1 |- ! 3 !! Landquake/Torturer of Worlds | Malediction || 18 || Unit | This power works like a nova: all enemy units within range are targeted. Units which are not Swooping or Zooming always move as if in difficult terrain, and cannot run, turbo-boost, or flat-out. | 1 |- ! 4 !! Phase Form/Earthly Anathema | Blessing || 24 || Unit | Grants Move Through Cover, Ignores Cover to all weapons, and [[Awesome|IGNORING LINE OF SIGHT when attacking enemy units in the Shooting phase; only the range matters.]] | 1 |- ! 5 !! Warp Quake/Profane Ruination | Witchfire (Profileless) || 24 || Building/Ruins | For a building, roll a die: on 1-3 inflict a glance, on a 4+ inflict a pen. For ruins, roll a die for each unit within; on a 4+, inflict 1D6 S6 AP- randomly allocated hits (so on average, 1.33 hits per unit). | 1 |- ! 6 !! Shifting Worldscape/Worldwrithe | Malediction|| 24 || Terrain Feature | [[What|Move a piece of terrain by 24"]], including units completely within it; units partially within instead disembark as if from an open-topped vehicle. Disembarking models definitely take dangerous terrain tests; units that 'ride' the terrain may or may not, depending on how you interpret the rule. '''''Lots''''' of ways to use this. The wording issue boils down to, "Move units completely within X way. Move units partially within Y way. Models moved in this way take Dangerous terrain tests.", so if "this" means Y, then the riders are fine, but if "this" means "moved by the power", then the riders take the tests, too. No FAQ entry as of this writing. | 3 |} ====Technomancy/Heretech==== :;Overview ::The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a CAD of tank-heavy Guard makes this all kinds of epic. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Technomancy/Heretech Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Subvert Machine/Corrupt Machine | Malediction || 18 || Model (Vehicle) | Randomly select a weapon on the target which is not a Bomb, One Use Only, One Shot Only, or destroyed. You and your opponent each roll a die. If ''they'' roll higher, nothing happens. If you draw, that weapon can only shoot snap shots. If ''you'' roll higher, you [[Awesome|take control of said vehicle's weapon to shoot right now, using the vehicle's BS, and firing Snap Shots if the vehicle is Stunned or Shaken.]] This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. The only drawback is the range, though there're [[Terminator|a few]] [[Bike Squad|different ways]] [[Drop Pod|to handle it]]. Unfortunately, if you toss this on a Walker that's locked in combat it won't do anything productive, despite being able to legally target it; this power would be strictly better as a profileless witchfire, as that would let you cast it out of a fire point. | 1 |- ! 1 !! Blessing of the Machine/Boon of the Iron Beast | Blessing || 24 || Model (Vehicle) | Target ignores Crew Shaken, Crew Stunned, and either gives it Power of the Machine Spirit, or if the target already has PotMS, +1 BS instead. The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. | 1 |- ! 2 !! Machine Curse/Scrapcode Curse | Witchfire (Focused) (Profileless) || 18 || Model (Vehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=1|ap=-|type=Assault|rof=1D3|rules=Haywire}} | 1 |- ! 3 !! Reforge/Dark Invigoration | Blessing || 24 || Model (Vehicle) | Target recovers 1 HP ''or'' repairs 1 Weapon Destroyed ''or'' repairs Immobilised (choose exactly 1), and gets IWND. The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. | 1 |- ! 4 !! Warpmetal Armour/Fleshmetal Hide | Blessing || 24 || Unit | Affected vehicles get +1 AV to all sides; affected non-vehicles get +1 T. The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. And [[Necrons|gauss weaponry]] still doesn't give a shit. | 2 |- ! 5 !! Fury of Mars/Electromortis | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=1|ap=-|type=Assault|rof=1|rules=Beam, Haywire}} | 1 |- ! 6 !! Machine Flense/Flayerstorm | Witchfire (Focused) (Profileless) || 18 || Model (Vehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} The hit model loses D3 HP. For each HP lost, inflict 1D6 S4 AP6 rending hits on an enemy unit within 12" of said model; each lost HP may target a different unit, or they may all target the same one. | 2 |} ====Loyalist Chapter Disciplines==== :The [[Dark Angels]], [[Blood Angels]], and [[Space Wolves]] each have a unique discipline only they have access to. =====Interromancy (Dark Angels)===== :;Overview ::Works heavily on messing with leadership and stat-lines. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Interromancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Mind Worm | Witchfire (Focused) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=6|ap=2|type=Assault|rof=1|rules=Ignores Cover}} If a model takes an unsaved wound, then it takes -3 to BS, WS, I AND Ld (to a minimum of 1) for the rest of the game. With even just 1 wound, that special snowflake or Monstrous Creature just became an expensive paperweight and now that it has been buffed to Strength 6 it is a much more credible threat against those tougher models where the debuff will ''really'' sting. | 1 |- ! 1 !! Seed of Fear | Malediction || 9 || Unit | This is a nova-style power, despite being a malediction (it targets all enemy units within range). Target units take all Morale, Pinning, and Fear tests on 3D6. Dark Angels have a fear overload so this is good against even moderately high Ld armies with every Terminator squad able to get Perfidious Relic of the Unforgiven and the Interrogator-Chaplain. Note that this does not force those checks, you still have to do that normally. | 1 |- ! 2 !! Righteous Repugnance | Blessing || 24 || Unit | Grants Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]. | 1 |- ! 3 !! Aversion | Malediction || 24 || Unit | Target may only fire Snap Shots. Perfect for negating a high threat unit to your army such as an antiarmor squad or anti-TEQ. *cough* Tau *cough* | 1 |- ! 4 !! Maelstrom of Misery | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1|ap=2|type=Assault|rof=1|rules=Blast, Neural Shock}} Neural Shock is Poisoned (4+) with a different name. | 2 |- ! 5 !! Trephination | Witchfire (Focused) (Profileless) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} The model hit rolls 2D6+2, then subtracts their leadership value, taking the difference in wounds with no armour or cover saves allowed. Psychic Shriek, fuck ''that'' guy edition. Combo'd with Mind Worm wounding first, it'll absolutely destroy characters. | 2 |- ! 6 !! Mind Wipe | Malediction || 24 || Unit | Target reduces WS and BS to 1; this power ends early, at the end of the target's next turn, but when it does, the unit must take an Ld test. If they fail, the reduction becomes permanent. Cast on a Deathstar unit. Just 1 turn of WS/BS1 can mean so much for you and throw That Guy's carefully thought plan off balance, even better if he fails the Ld test. Not to mention that (without factoring in modifiers), on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 warp charges, but you should always be throwing 7 or 8 at this. It sounds like it would be great when combo'd with Mind Worm, and it does on--single model units; but you would have to use Mind Worm on the sergeant to bust a squad down to the next highest LD value, which obviously doesn't work as well. All armies will have a better-than-half chance of passing their check (unless you've messed with their leadership), AND the unit is still alive and holding their objective in the best of cases. | 3 |} =====Sanguinary (Blood Angels)===== :;Overview ::Most of these are inferior to powers in some other Discipline that the Blood Angels have access to, so make sure you know what you're doing if you grab this. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Sanguinary Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Quickening | Blessing || 12 || Model (Character) | Target (which can be the caster, of course) gets Fleet and +1D3 to I and A (roll once and add the same to both). Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Warp Speed]] when cast on the caster, so make sure to exploit the 12" range. Because Fleet does not extend to the unit, and the only non-Independent Character Characters you have are Librarian Dreadnoughts and Cassor the Damned, Cassor immediately becomes your best in-Faction target, but your best bet is probably allies - for example, an Eversor Assassin. | 1 |- ! 1 !! Fear of the Darkness | Malediction || 12 || Unit | Target takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test, not a Fear test, so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit. | 1 |- ! 2 !! Unleash Rage | Blessing || 18 || Unit | Grants Rage, or +1A if the target already has Rage. Bless the Death Company. Watch them kill. On a target which doesn't already have Rage, strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Interromancy (Dark Angels)|Righteous Repugnance]], which itself is strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]; on a target that already has Rage, better than either in effect (as +1A is usually more useful than +1S), although at shorter range, so stick to casting this on the Death Company. | 1 |- ! 3 !! Shield of Sanguinius | Blessing || data-sort-value=0 | Self || Unit | The Psyker and his unit have a 5++. You'll be needing this against any AP2 or D shots. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Divination|Forewarning]]. | 1 |- ! 4 !! Blood Boil | Witchfire (Focused) (Profileless) || 18 || Model | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=2|type=Assault|rof=1}} Model hit must take 2 toughness tests, suffering an unsavable wound for each failure. If it dies, place an S4 AP5 Ignores Cover Large Blast on it. Cast and make anything T4 or lower without FNP go boom! This is a great power for thinning out infantry units with weak armor. Typically stronger than [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] against models with 5+ armor or worse, but much, much worse against models with 4+ armor or better (although the effectiveness of both relies partially on model placement in the target). | 2 |- ! 5 !! Blood Lance | Witchfire (Beam) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=8|ap=1|type=Assault|rof=1|rules=Beam, Lance}} Haha! Time to shoot tanks! | 2 |- ! 6 !! Wings of Sanguinius | Blessing || 12 || Unit (Nonvehicle) | Target an infantry unit within 12", it may move up to 12" unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase. This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24" in a single turn. (12" movement phase +12" in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12" into the rear armor of that enemy tank that needs to die. Drastically worse than [[Warhammer_40,000/Tactics/Psychic_101#Fulmination.2FEctomancy|Magnetokinesis]]. | 2 |} =====Tempestas (Space Wolves)===== :;Overview ::Storm-themed discipline, similar to Fulmination/Ectomancy, but trades out much of the utility powers for mind bullets for close range fire support. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Tempestas Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Living Lightning | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=7|ap=-|type=Assault|rof=3|rules=Tesla}} Tesla means 6s to hit generate two additional hits; because the power is ROF 3, on average it is actually ROF 4 (if you want probabilities, the odds of ROFs 3, 5, 7, and 9 are 57.87%, 34.72%, 6.94%, and 0.46%, respectively). | 1 |- ! 1 !! Stormbringer | Blessing || data-sort-value=0 | Self || Unit | Grants Shrouded. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Runes_of_Battle|Conceal/Reveal]]. | 1 |- ! 2 !! Tempest's Wrath | Malediction || 18 || Unit | Target suffers -1 BS and always moves as if in difficult terrain (which will cause dangerous terrain tests on skimmers, jump infantry, and so on). Watch those Tau suck it when they're tripping all over themselves. | 1 |- ! 3 !! Thunderclap | Witchfire (Nova) ||12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=3|ap=-|type=Assault|rof=2D6|rules=Nova}} Meant for clearing out blobs, but S3 means you won't do much higher than GEQs. | 1 |- ! 4 !! Murderous Hurricane | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=4|ap=-|type=Assault|rof=1|rules=Large Blast, Rending}} This is ideal for clearing out infantry units. | 2 |- ! 5 !! Fury of the Wolf Spirits | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=-|type=Assault|rof=4}} {{40k-Ranged-Weapon-Profile|range=18|strength=5|ap=2|type=Assault|rof=2|rules=Precision Shots}} Summons Wolf Gork and Wolf Mork, so this power has two profiles, because it manifests both, one at a time in either order, when you succeed at casting it; because this is Psychic, they may freely target different units. | 2 |- ! 6 !! Jaws of the World Wolf | Witchfire (Focused) (Profileless) || 18 || Model (Nonvehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} If the model hit is not a Monstrous Creature, it must pass an I test or be removed from play (not Instant Death, so Eternal Warrior is ignored). Note that this power does not wound, so things that let you avoid wounds, such as saves or FNP, also do not apply. Definitely a step down from the old hax, and not an easy button for Riptide-killing. | 2 |} ====Traitor Chapter Disciplines==== :[[Slaanesh]], [[Nurgle]], and, of course, [[Tzeentch]] each offer a discipline of their own to the Chaos Space Marines, each of which typically requires the relevant Mark. These are ''distinct'' from the disciplines they offer Chaos Daemons. =====Tzeentch===== :;Overview ::A discipline that uses gimmicks to get greater effects than what most other disciplines would, with a moderate degree of success. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Tzeentch Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Tzeentch's Firestorm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+1|ap=-|type=Assault|rof=1|rules=Blast}} For each model removed as a casualty, the unit takes 1D3 S3 AP- hits which do not generate more hits. | 1 |- ! 1 !! Boon of Mutation | Blessing || 2 || Model (Character) | Inflicts an S4 AP- hit. If the character survives, it rolls on Chaos Boon, re-rolling Dark Apotheosis. | 1 |- ! 2 !! Doombolt | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=8|ap=1|type=Assault|rof=1|rules=Beam}} Any vehicle hit by this power which Explodes! as a result rolls 2D6 to determine the explosion's range. | 1 |- ! 3 !! Siphon Magic | Blessing || data-sort-value=0 | Self || Unit | For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18" of the psyker, place a die next to the psyker. Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points. | 1 |- ! 4 !! Breath of Chaos | Witchfire || Template || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=1|ap=2|type=Assault|rof=1|rules=Poisoned (4+)}} Glances on a 4+ rather than rolling to penetrate, so between that and its poison, it's effectively a [[Warhammer_40,000/Tactics/Necrons(7E)#Gauss_Weapons|gauss]] flamer. | 2 |- ! 5 !! Baleful Devolution | Witchfire (Focused) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=6|ap=2|type=Assault|rof=1D6}} To-wounds of 6 gain Instant Death, and each slain model summons a Chaos Spawn "as close as possible" to ''any'' slain model, but more than an inch away from any enemy models. | 2 |- ! 6 !! Treason of Tzeentch | Malediction || 24 || Unit (Nonvehicle) | Cannot target models locked in combat. Immediately make a shooting attack with every model in the unit as if it were friendly. Resolve these as if the unit had not moved in the Movement phase, and after shooting, the unit must take a Pinning test. | 3 |- ! 7 !! Gaze of Magnus | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=D|ap=1|type=Assault|rof=1|rules=Beam, Soul Blaze}} [[Magnus the Red|Magnus]], and only Magnus, has this power. | 5 |} =====Slaanesh===== :;Overview ::'''''We are amplified!''''' A discipline with a focus on buffs and debuffs, even on the shooting attacks. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Slaanesh Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Sensory Overload | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=4|type=Assault|rof=4|rules=Blind, Concussive, Pinning}} | 1 |- ! 1 !! Hysterical Frenzy | Blessing || 12 || Unit (Nonvehicle) | Roll on the following table to determine the effect. {| class="wikitable" ! 1D3 !! Effect |- ! 1 | +1I. |- ! 2 | +1S. |- ! 3 | +1A. |} | 1 |- ! 2 !! Delightful Agonies | Blessing || 12 || Unit | All models in the target gain FNP (4+). | 1 |- ! 3 !! Symphony of Pain | Malediction || 24 || Unit | Target suffers -1WS, -1BS, and attacks from ''sonic weaponry'' gain +1S against the target. Unlike most powers, Symphony of Pain will stack with itself on the same target. | 1 |- ! 4 !! Sonic Shockwave | Witchfire (Nova) || 9 || Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=5|ap=4|type=Assault|rof=1D6|rules=Ignores Cover, Nova, Pinning}} Note that Symphony of Pain explicitly interacts with ''weaponry'', which this is not. | 1 |- ! 5 !! Aural Onslaught | Witchfire (Beam) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=8|ap=2|type=Assault|rof=1|rules=Beam}} After this attack hits but before it wounds, any unit hit must take an Ld test; if they fail, this power gains Shred against that unit. | 2 |- ! 6 !! Apoplectic Glee | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=1|rules=Ignores Cover}} This power does not affect vehicles (although they may be targeted). Every non-vehicle model in a unit hit by this power takes a hit at that model's unmodified Strength. | 2 |} =====Nurgle===== :;Overview ::A discipline focusing on buffs, debuffs, and poison nastiness. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Nurgle Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Nurgle's Rot | Witchfire (Nova) || 6 || Unit | {{40k-Ranged-Weapon-Profile|range=6|strength=2|ap=5|type=Assault|rof=1D6+1|rules=Nova, Poisoned(4+)}} Daemons of Nurgle and models with the Mark of Nurgle are not affected. | 1 |- ! 1 !! Weapon Virus | Malediction || 24 || Unit | All of the target's ranged weapons gain Gets Hot!. | 1 |- ! 2 !! Fleshy Abundance | Blessing || 14 || Model | Target immediately regains D3 wounds. | 1 |- ! 3 !! Blades of Putrefaction | Blessing || 14 || Unit | All of the target's ''melee weapons'' gain Poisoned (4+). Any ''model'' that already had Poisoned (Anything) on its melee weapons or attacks gets Poisoned (2+). Note the wording; the first sentence grants Poisoned (4+) to ''weapons'', while the second grants Poisoned (2+) to ''models'' who meet the specified criteria. This does not let your Plague Marines get Poisoned bolters - the Poisoned special rule on a model only applies to its melee attacks - but there are rare cases where having it on the model is better than having it on your weapons, such as when in melee with [[Jain Zar]]. | 1 |- ! 4 !! Gift of Contagion | Malediction || 48 || Unit | Roll on the following table to determine effect; unlike most powers, Gift of Contagion's effects always stack with itself. As none of entries on the table specify a minimum of 0, you can kill anything with a Toughness characteristic by spamming this power on them until you roll enough 3s that they reach T0 and die, provided you have enough Psykers (you will definitely be able to get them in range). {| class="wikitable" ! 1D3 !! Effect |- ! 1 | -1A and Shrouded. |- ! 2 | -1S and may not Run. |- ! 3 | -1S and -1T. |} | 1 |- ! 5 !! Plague Wind | Witchfire || 12 || Unit (Nonvehicle) | {{40k-Ranged-Weapon-Profile|range=12|strength=1|ap=2|type=Assault|rof=1|rules=Large Blast, Poisoned(4+)}} Note that the power of the same name in the [[Warhammer_40,000/Tactics/Psychic_101#Plague (Nurgle)|Plague]] discipline is identical except for only being WC1, so this is strictly worse. | 2 |- ! 6 !! Curse of the Leper | Blessing or Malediction || 21 || Unit | This can be cast as either a Blessing or a Malediction; when it is a Blessing, it adds +1S and +1T. When it is a Malediction, it inflicts -1S and -1T. | 2 |} ===Chaos Daemon Disciplines=== :[[Slaanesh]], [[Nurgle]], and, of course, [[Tzeentch]], each offer a discipline to their [[Chaos Daemons|Daemons]], which differs from what they offer mere mortals. ====Change (Tzeentch)==== :;Overview ::In all, the boost to Warpflame when using the Tzeentch infantry formation works wonders with this discipline, but outside of it? The God of Disease has greater magic than the god of Magic himself, except for Power 6, which is 100% luck-based. Curse of the Wulfen actually made that discipline a bit worse: now you have a 50 % chance to roll a bad power instead of 33.3% and a single Destroyer hit is useless against horde armies and any units with multiple models. No guarantees unless using Fateweaver or a ML1 Herald with Endless Grimoire. The Exalted Locus is good for this as well, but it's only one squad. Unless, again, you run the Tzeentch infantry based formation. Which leads to silliness such as 9 squads of Horrors shooting 2D6 Autocannon rounds each with a WC1 power. Are we starting to see a pattern here? Taking Horrors and/or Flamers? Take the Warpflame Host. It improves them and their herald ridiculously well. Just fucking do it. ::;Warpflame :::Any unit that suffers one or more wounds from a Warpflame attack must take a Toughness test at the end of the phase. If they fail, they immediately take D3 additional wounds with no Armour or Cover saves allowed. If they pass the Toughness test, they gain 6+ Feel no Pain. If they already have Feel no Pain, either on their base profile or from earlier Warpflame tests, they get a +1 bonus to the Feel no Pain. ::;Soul Blaze :::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;" |+ Tzeentch Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Flickering Fire | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=5|ap=4|type=Assault|rof=(1+WC)D6|rules=Soul Blaze, Warpflame}} Choose this power's cost when you cast it (before rolling); its cost determines its Attacks, as noted in its profile. This power right here? It's what is supposed to act in the place of guns for your army. Remember that while Heavy Bolters are generally not that good, yours are generally strapped onto much more mobile shooting platforms who can maneuver to the rear arc on enemy vehicles and glance them out before they know what hit them. Oh those Pink Horrors, no they're S3 they can't possibly hurt your wave serpent, why don't you maneuver it clo- DAKKADAKKADAKKA dead serpent. | data-sort-value=1 | 1-3 |- ! 1 !! Tzeentch's Firestorm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+1|ap=-|type=Assault|rof=1|rules=Blast, Warpflame}} The worst spell in the '''game'''. | 1 |- ! 2 !! Bolt of Change | Witchfire (Beam) || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1D6+4|ap=2|type=Assault|rof=1|rules=Warpflame}} As one of three anti tank powers, it's arguably the weaker of the spells, but at warp charge 1, it is an easier one to get off. As a beam weapon with the same range as a bolter there is potential for some pretty good vehicle wrecking capability. Combined with Tzeentch's Exalted Locus, a D6+5 strength AP2 beam starts to look pretty tasty. Also with a minimum of S7 with the formation in the decurion, it starts to be pretty scary (if you could ever afford the 9 horrors squad formation of course) (do note however that the formation only requires 9 units from a list of 3, with the points being 50, 69 and 90; as such, a reasonably balanced formation runs to about 700 for the 9 units AND the herald with the Exalted Locus of +1 Str). | 1 |- ! 3 !! Tzeentch's Warpflame | Witchfire (Nova) || 9 || Units | {{40k-Ranged-Weapon-Profile|range=9|strength=1D6|ap=4|type=Assault|rof=2D6|rules=Nova, Ignores Cover, Warpflame}} Too random in strength to be reliable, potentially a real fucker if you roll a 6 in the middle of an enemy formation with lots of cover, potentially just a waste of your Warp Charges when you roll S1 and wound not just MEQs on a 6, but those ''dirt cheap GEQs'' as well. | 2 |- ! 4 !! Boon of Flame | Conjuration || 12 || None | WC2 nabs you 1 Exalted Flamer, while WC3 gives you either 3 flamers or 1 Burning Chariot. Just take 1 roll on Malefic and swap for Primaris. However, while inferior to Malefic, it's not bad, just limited, and even Malefic can't summon Flaming Chariots; since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn, because summoning at least 5 burning chariots over the course of a game is nothing to scoff at. | data-sort-value=2 | 2-3 |- ! 5 !! Infernal Gateway | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=1D6+4|ap=1|type=Assault|rof=1|rules=Blast, Warpflame}} Bolt of Change's big brother. The blast does mean you have the chance to get multiple targets, but it's a small blast so not ideal. | 2 |- ! 6 !! Prismatic Gaze | Witchfire || 18 || Unit (Nonvehicle) | {{40k-Ranged-Weapon-Profile|range=18|strength=D|ap=1|type=Assault|rof=1}} This is what you want to demolish vehicles, Wraithknights, and Dreadknights with. | 3 |} ====Excess (Slaanesh)==== :;Overview ::In all, not bad, but not great either. Acquiescence has been superseded by Debilitating Distention; Maniacal Fervor and Phantasmagoria are an excellent blessing and malediction, respectively, but everything else is done better by Change or Plague. However, in mirror matches, due to demons' low leaderships (all basic troop demons are leadership 7), or armies who have low Ld values anyway (Tau, Imperial Guard, Orks), this discipline could do good work. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Excess Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Lash of Slaanesh | Witchfire (Beam) || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=6|ap=-|type=Assault|rof=1|rules=Beam,Rending}} While not as generally strong as the Tzeentch stuff, (Tzeentch is greater in strength on a 3+) this is your other anti tank option. On, say, a flying daemon prince, this is actually pretty good because you can line up multiple targets, potentially in their rear arcs. | 1 |- ! 1 !! Acquiescence | Malediction || 18 || Unit | -5I (minimum 1), loses Counter-Attack and cannot fire Overwatch. Use it just before you charge, and drink their tears as you spill their blood. | 1 |- ! 2 !! [http://en.wikipedia.org/wiki/Pavane Pavane] of Slaanesh | Witchfire (Focused) (Profileless) || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Model hit must pass a Leadership test or suffer a Wound, ignoring armor and cover. If the model is slain, randomly select another model in the unit and repeat. A more mental version of Rancid Visitation, and a much weaker version as well. Never target at multi wound models. Note that because demons have comparably low leaderships to work with Demonic Instability, this power can be '''FUN*''' in mirror matches; cast it on a unit of furies and watch them pop like balloons. | 1 |- ! 3 !! Maniacal Fervour | Blessing || 12 || Unit | Target gains Rage, Furious Charge, and Zealot, but takes D6 S3 AP- hits. Yeah, a spell which, while it buffs, can actually hurt a target. Um... maybe? While this can be effective enough on Slaaneshi units, since granting more attacks to the already Rending demons can be enough to make even terminators reach for the safe word, casting this on something like plague drones or noise marines (who can both have the toughness to likely ignore s3 or armor save them away) suddenly makes them much, much scarier with virtually no risk whatsoever. Ever want to see a GUO do an impression of a Bloodthirster? | 1 |- ! 4 !! Phantasmagoria | Malediction || 18 || Unit | Target must pass a Leadership test in order to move, manifest a psychic power, run, shoot (including Overwatch), charge, attack in melee, sweeping advance, consolidate, or fire overwatch; tests are phase and action specific, so failing a test in a given phase allows testing for a ''different'' action, but passing in a given phase still means you must test again on all subsequent phases. GIVE YOUR TARGET A CONTINUOUS ORGASM, BABY! Besides being worth 22 points in scrabble, it is an improved version of [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]]'s Dominate Power, sacrificing 6" of range in exchange for also applying to attacking in melee, sweeping advances, and consolidating. | 1 |- ! 5 !! Slicing Shards | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=4|ap=4|type=Assault|rof=1|rules=Large Blast}} After this attack resolves, any unit hit must take an Ld test; if they fail, they take D6 additional hits. Fuck that horde. | 2 |- ! 6 !! Cacophonic Choir | Witchfire (Nova) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=-|ap=2|type=Assault|rof=1|rules=Nova, Ignores Cover}} This power does not affect vehicles (although they may be targeted). Each unit hit rolls 2D6-Ld and suffers Wounds equal to the result, then takes a Pinning test (which is independent of whether or not the unit was Wounded). | 2 |} ====Plague (Nurgle)==== :;Overview ::In all, got an even more awesome boost with Curse of the Wulfen. Without a doubt the best discipline to roll on. 1 massively OP buff (Putrescent Vitality), and several powers to neuter/cripple enemy units to make them easy pickings in close combat. Also, the witchfires laugh at anything in Power Armor or Terminator Armor. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Plague Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Stream of Corruption | Witchfire || Template || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=-|ap=3|type=Assault|rof=1|rules=Template, Poisoned(4+)}} A pretty nifty power. Anything shy of a terminator is going to at least take a dent from this. | 1 |- ! 1 !! Debilitating Distention | Malediction || 24 || Unit | Unit hit cannot Run, Sweeping Advance, or fire Overwatch. Neuter an enemy unit with a temporary Slow and Purposeful, without Relentless? Yes, please! | 1 |- ! 2 !! Plague Wind | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=1|ap=2|type=Assault|rof=1|rules=Large Blast, Poisoned(4+)}} This power has no effect on Vehicles. This WILL dent anything else, including terminators. The poison 4+ does mean there's only a 50/50 chance of wounding, but the AP2 makes it better than trying to hit them with your swords. Note that the power of the same name in the [[Warhammer_40,000/Tactics/Psychic_101#Nurgle|Nurgle]] discipline is identical except for being WC2, so this is strictly better. | 1 |- ! 3 !! Miasma of Pestilence | Blessing || data-sort-value=0 | Self || Model | Roll a D3 at the start of each Fight sub-phase. Until the end of the phase, all enemy units locked in melee with the target or his unit suffers -X to both WS and I, where X is the result on the D3. Cast this just before your herald and ONLY your herald gets stuck in; a greater daemon/prince will usually do without this buff unless he's facing something equally tough, so you have better things to spend your warp charges on. | 1 |- ! 4 !! Rancid Visitation | Witchfire (Nova) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=-|ap=2|type=Assault|rof=1|rules=Nova, Ignores Cover}} Each unit hit must pass a Toughness test or suffer a Wound; if that Wound slays a model, repeat. This thing is nasty if used right; combine with something to nerf toughness to make this a true monster. | 2 |- ! 5 !! Final Decomposition | Witchfire (Focused) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover, Instant Death}} This power has no effect on Vehicles, although it may target them. Instead of rolling To Wound, roll a D6; if you roll ''higher'' than the Wounds the model hit has remaining, it suffers 1 Wound with the listed profile. There is no errata, and the wording is "...for a model hit by this attack, its controlling player...", so if it matters to you, discuss with your opponent whether the power means the model's controlling player or the attack's controlling player. | 2 |- ! 6 !! Putrescent Vitality | Blessing || 24 || Unit (Daemon of Nurgle) | Choose this power's WC when you cast it (no getting lucky and then upping the benefit, you have to decide the level before rolling); target unit adds this power's WC to its Toughness. Iron Arm is better as a personal power for Daemon Princes or GUO, but this can target anything other than the Psyker (although you can still target yourself with it if you want). So T7 Plaguebearers, or allow Nurglings to overcome stupid T3 Instant Death shenanigans. Remember that the benefit of the power is linear in its cost but the difficulty of casting it is exponential, so plan out your expenditure before casting. | data-sort-value=1 | 1-3 |} ===Eldar Disciplines=== :The [[Eldar]], including the [[Harlequins]] but not the [[Dark Eldar]], have developed a few of their own disciplines, of course. There's also a discipline that belongs only to the [[Eldar#Eldar Corsairs|Eldar Corsairs]], but that's Forgeworld, in Imperial Armour Volume Eleven - The Doom of Mymeara. As usual with Forgeworld, expect even stranger than usual rules, interactions and [[skub|arguments over RAI]], and don't use without your opponent's permission. ====Craftworld Eldar==== =====Runes of Fate===== :Available to [[Farseer|Farseers]] as well as [[Eldrad]]. Can be taken in addition to the [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], Daemonology (Sanctic), and [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] tables. Runes of Fate, as the name suggests, are mainly focused on changing the Eldar's fates for the better and their enemies' for the worse, though the Farseers do have a few potent witchfires in their mind-arsenals, including one of the most powerful in the whole game. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Runes of Fate Powers ! Number !! Name !! Type !! Range!! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Guide | Blessing | 24 | Unit | Guide, the most iconic and renowned power of the Farseer since time immemorial. Boosted significantly from past editions, the new Guide features a range of 24", twice the range of Prescience on the [[Warhammer_40,000/Tactics/Psychic_101#Divination|Divination]] table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules, the Farseer requires line of sight for this ability but it shouldn't be an issue. It's wonderful and grants greater power to the army on the whole, and even better, you will get it if you pick all powers from Runes of Fate (Psychic Focus!) | 1 |- ! 1 !! Executioner | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=-|type=Assault|rof=3|rules=Fleshbane}} A focused witchfire that deals 3 hits (which land automatically because this power actually doesn't have a weapon profile) to the model "hit" in the target unit, and, thanks to Fleshbane, always wounds on 2+ regardless of Toughness. If the model dies, another model from the same unit takes 2 of the same hits, and if that model is removed from play a following model receives 1 hit. Both additional models are chosen the same way as the first one - so all three are random or all three are chosen by the caster, if you paid to focus it. | 1 |- ! 2 !! Doom | Malediction || 24 || Unit | This is another classic Farseer power and a powerful one at that, targeting an enemy within 24" and then all failed wounding/armor penetration rolls against them get a free re-roll for the turn (i.e. Shred). This is your primary assassination power, ensuring you kill that Commissar or bosspole Nob in one turn. Remember that since it's a Malediction, not a Blessing, even your non-Battle Brother allies get to re-roll against the debuffed foe, but the target will be allowed to try to Deny the Witch. | 2 |- ! 3 !! Will of Asuryan | Blessing || data-sort-value=0 | Self || Model | You get a 12" bubble of Fearless and Adamantium Will. Great for making certain that you HOLD THE LINE! Though admittedly there are other ways to get Fearless units with Eldar. Adamantium Will makes the Farseer's unit and any nearby unit with a psyker a Denying machine. Recall that fleeing units will auto-regroup upon entering the bubble and becoming Fearless, and it also cancels the effects of Going To Ground. Send your Guardians to ground in a ruin for a nice 3+, pop this, have them stand back up and unload at full BS next turn. | 2 |- ! 4 !! Fortune | Blessing || 24 || Unit | Now with 24" of range, this allows the Farseer to sit back and stay safe while the affected unit gets a re-roll on all failed saving throws AND Deny the Witch rolls until the Farseer's next turn. Remember the Farseer needs to have line of sight and it costs 2 warp charges. This is probably the strongest power ever to be available to this army. Anyone with Fortune is the absolute key to making even simple units become invincible rape trains. Warlocks, Wraithguard, shit...fucking Dire Avengers with a shimmershield start to scare the balls off of your enemy. Fortune is just one power that contributes to the lethality of a unit joined by the Seer. | 2 |- ! 5 !! Mind War | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Basically a simplified version of Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]], and more reliable. Changed a little in 7th but with no downside to the Farseer. Like Executioner, Mind War technically has no weapon profile, so you don't have to roll to hit. Each combatant (the psyker and the model hit) rolls a 1D6 and adds the result to their Leadership (so 1D6+10 for Farseers). Then you compare the two numbers; if the Farseer scores lower, nothing happens; if there is a draw, then the model instantly has their WS and BS dropped by 1 until the end of the next turn; if the Farseer scores higher, then the target ''also'' suffers the difference in wounds with no armour or cover saving throws allowed. Great if you can hit the unit with a Warlock's Horrify power in advance (see Runes of Battle below). Note that this power will never kill more than one model (all wounds it deals are always allocated to the same one), whereas Psychic Shriek targets and affects ''units'', so its wounds get spread around (and must be spread around, as it cannot be focused). | 2 |- ! 6 !! Eldritch Storm | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=3|type=Assault|rof=1|rules=Large/Apocalyptic Blast, Haywire, Fleshbane}} Classic Eldritch Storm! 3 Warp Charges makes this thing Large Blast, [[Awesome|4 Warp Charges makes it an apocalyptic 10" blast.]] You have to choose the casting value BEFORE you roll though, so no aiming for three, then getting lucky and upgrading the power. Hit anything up to and including MEQs with those pie plates and watch most if not all of the squad (or squads if you're going Apocalyptic!) go bye-bye. While WC4 makes your Farseer more likely to Peril, make sure you leave 1 WC remaining to ignore the wound using his/her Ghosthelm. Or just re-roll the offending dice with Runes of the Farseer, which you should probably save each turn for Eldritch Storm if you're planning to use it. | data-sort-value=3 | 3/4 |} =====Runes of Battle===== :Available to [[Warlock (Eldar)|Warlocks]] and [[Spiritseer|Spiritseers]]. Warlocks have tempered their powers to a fine edge, but every sword in their hands can be used as a shield, allowing them to use each power either for themselves or against their foes, giving these psykers a supreme range of versatility. As such, each roll on the Runes of Battle table is a pair of powers, one offensive and one defensive. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Runes of Battle Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Conceal/Reveal | Blessing/Malediction | Self/18 | Unit | Conceal grants the Warlock the Shrouded special rule and as such benefits the whole squad attached to him. A +2 to existing cover saves or just a flat out 5+ cover in the open is phenomenal. No Warlock would go wrong taking Conceal as most units benefit from enhanced defenses and a cover save booster like this goes great with everything that can benefit from it. Reveal, by contrast, strips both the Stealth AND Shrouded rules from an enemy in range; this can sometimes strip powerful defenses from units you are planning to wipe out. However, like all Runes of Battle, you need to make tactical use of the power which may be often skipped for the benefits of Conceal. | 1 |- ! 1 !! Destructor/Renewer | Witchfire/Blessing | Template/18 | Unit/Model | {{40k-Ranged-Weapon-Profile|range=Template|strength=5|ap=4|type=Assault|rof=1, Soul Blaze}} Destructor is the Kamehameha of Warlocks, an iconic power from codices of old. It's a psychic heavy flamer that now features the Soul Blaze special rule; as it is copypasta of [[Warhammer_40,000/Tactics/Psychic_101#Pyromancy|Flame Breath]], but ''also'' ships with Renewer, it is strictly better. As a power and not an actual weapon, the Warlock cannot fire this in overwatch. Renewer is a big tool for the right units, a nearly unheard of targeted healing power that restores a single allied model in range for a single lost wound. Most models only have one wound to begin with so this power doesn't affect them (and cannot be cast as a phoenix down) but instead serves a fantastic purpose when targeting most HQ units or durable multiwound models in the army such as Wraithlords and Wraithknights, as well as the potent Avatar of Khaine. HEALMEHAMEHAAA! | 1 |- ! 2 !! Embolden/Horrify | Blessing/Malediction | Self/18 | Unit | Embolden is back from the old codex but with a different effect, granting the Warlock and his unit Fearless rather than Leadership re-rolling powers. This is both a boost and a nerf over the previous version as, on the one hand, Fearless straight up negates Pinning, Morale, etc., but on the other, Embolden used to allow for re-rolling on your Leadership tests, which included psychic powers, an ability beloved by power-spamming Seers and what have you. Horrify is a power that is unfair to judge on its lonesome. At its core it simply reduces the Leadership of an enemy unit by 3, making them of course more susceptible to Morale tests and the like. However, with the advent of multiple Pinning weapons in the new Eldar codex as well as that of the Hemlock Wraithfighter's Mindshock pod, the Horrify power has enormous effect. A unit with reduced Leadership is at best LD7 now, reducing their chance of success against any and all Pinning or Morale tests. Also makes the Farseer's Mind War far more reliable AND potent. | 1 |- ! 3 !! Enhance/Drain | Blessing/Malediction | 18 | Unit | Enhance is yet another staple of the Warlock powers of yesteryear. Often seen in Seer Councils and Storm Guardian squads, this power gives a simple boost of +1WS and Initiative to a unit. Eldar are already quick to the punch, but with this power what they did well just got even better. Storm Guardians and Wraithblades (Spiritseer support) see a noticeable gain from the power and should have it active at all times prior to an assault. Drain sucks out the same benefits that Enhance gives, reducing an enemy’s WS and Initiative by 1. Unless you are assaulting a squad with two or more of your own units, Drain is not recommended over Enhance as a lucky Deny the Witch can negate the power. However, like all tactical powers, you have to cast each power according to which effect would benefit you the most. | 1 |- ! 4 !! Protect/Jinx | Blessing/Malediction | 18 | Unit | Protect is a power that even idiots understand and appreciate, a simple but potent bonus to a unit's existing armor save by 1. This is quality cheddar right here—Guardians of both kinds now get armor that can stop bolters, while Windriders, Fire Dragons or Striking Scorpions now might as well have artificer armor. Wraithblades will become nigh-unkillable tarpits from hell. Probably even better on a Spiritseer than a Warlock, but won't go amiss either way. Jinx, by comparison, has an equally nuts benefit for you as Protect, reducing an enemy’s armor save by 1, making them that much easier to kill off. Now units like Terminators suddenly fear AP3 Reapers, Spears, and Banshees, and 4+ units suddenly become instantly shredded by mere shuriken catapults, making Guardian firepower or similar a hurricane of death. Against units who are relying more on their cover or invulnerable save, the benefits of this power are reduced somewhat. | 1 |- ! 5 !! Quicken/Restrain | Blessing/Malediction | 18 | Unit | Quicken grants your unit the signature swiftness of the Eldar and improves the running distance of the unit by a flat 3", letting you close gaps or create them that much easier. With Battle Focus on just about every Eldar model, this power only flops when the unit happens to be hunkered down in cover and won't be running for the rest of the game (I’m looking at you, Rangers and Dark Reapers). Restrain, by comparison, is a power I don't honestly find very useful. Stripping away an enemy’s ability to run sounds useful, but the range of the power is 18", so you were already pretty close to the unit to start, and except for the Eldar most armies sacrifice their shooting in order to use run in the first place, and cannot charge into assault if they do so. Useful for slowing down objective-grabbers or melee deathstars, though. | 1 |- ! 6 !! Empower/Enervate | Blessing/Malediction | Self/18 | Unit | Empower instantly grants the psyker and his attached unit an extra +1 Strength. This is enough to make Storm Guardians actually effective against T4, though Vaul's Wrath, Guardian Defenders, and Windriders usually don't care. Spiritseers could get more mileage out of it, though — Banshees, Scorpions, and Wraithblades really like this. (Can't usefully use it on Shining Spears, though. Roll on Daemonology with a Farseer hoping for Hammerhand if you want to try that.) Enervate also has a limited benefit to you most days of the week, stripping the enemy squad (which I remind you is already within 18" of you) of 1 Strength to reduce their threat in melee. Now this is alright if you know you’re getting charged next turn and the drop in strength is the key difference in melee ability, like Marines against Wraithguard. However, on the whole, few units even need their regular strength to threaten your flimsy Eldar, as our brittle bones clock in at a pitiful T3 while most armies boast at least a S4. Like Enhance/Drain, you want to choose carefully between the two abilities. It's worth noting here that S2 can't wound T6 targets, so when charging anything with S3 (like a blob of Guardsmen, Cultists, Orks, and all brands of Eldar) with Wraithblades, always have your Warlock or Spiritseer cast Enervate. Then the only thing your Wraithblades will feel on the return swing is a soothing foot massage. | 1 |} ====Harlequins==== =====Phantasmancy===== :Available to [[Shadowseer|Shadowseers]]. Harlequin psykers, as you might imagine, specialize in [[Cegorach|hilarious dickery]]. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Phantasmancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Veil of Tears | Blessing | Self | Unit | You know it. You love it. You swear by it. Anyone who tries shooting at your psyker's squad has to roll 2D6x2. If they're not within a distance equal to the result, the enemy unit may not fire this turn, so not only are you not hit, but neither is anyone else if your opponent was foolish enough to use Split Fire and shoot the Veiled unit first. It would be great if Shadowseers could take jetbikes, but it's still infinitely better than Night Fighting. | 1 |- ! 1 !! Dance of Shadows | Blessing | 18 | Unit | Grants Stealth and Shrouded to a target unit. It is better than the Runes of Battle power Conceal because it can affect a target other than the psyker; this becomes very impressive on allied Dark Eldar units (like Wyches) who are generally quite fragile anyway and in need of some protection against shooting. Cast this on a Venom or Starweaver for a 2+ cover jink save, that lets you charge. | 1 |- ! 2 !! Peal of Discord | Witchfire (Nova) | 9 | Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=-|type=Assault|rof=2D6|rules=Nova, Concussive}} Good for keeping mobs at bay as prep for a charge. | 1 |- ! 3 !! Shards of Light | Witchfire | 24 | Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=-|type=Assault|rof=3D6|rules=Blind}} Not fantastic since many armies have high enough stats to both tank the shots and pass the Blind test, but very good for distracting Tau (though most Tau Battlesuits have Black Sun Filters that give them immunity to Blind, so not as useful as it would seem, but useful against Fire Warriors and Pathfinders), Orks, or Necrons with low Initiative scores and foiling their plans to shoot or assault. Necrons in particular will hate you for this power, particularly everything with a Tesla weapon. | 1 |- ! 4 !! Fog of Dreams | Malediction | 24 | Unit | Invisibility without the insane cheesiness since it only affects one unit. Forces the targeted unit to fire only snap-shots (BS1) and only hit in melee on a 6. Not quite as awesome as the Veil, but this one's useful for melee too, and unlike Shards of Light, it's a Malediction so you don't need to roll for it to hit them or worry about them passing the Blind test. Possibly causes a rules paradox when cast on Kharn. He Denies on a 2+ though, so don't bother trying. This is AMAZINGLY powerful when used against some uber-unit, like a Knight, Draigo with his Paladins, a Baneblade, or even a Titan. Also kind of fun to cast on an enemy unit with a psyker that used Invisibility, essentially reversing its effects and making the unit useless for that turn. Yes, you won't be able to kill it, but it will also be unable to do shit. | 2 |- ! 5 !! Laugh of Sorrows | Witchfire (Profileless) | 24 | Unit | This has two ways to screw the enemy over: after casting (the power automatically hits), the target must roll two separate Leadership tests. If the first one fails, they take a wound for every point they fail it by; if they pass the second one, they take a wound for every point they pass it by; in both cases, no armor or cover saves are allowed. A power so dickish only a true worshipper of Cegorach could have thought it up. This has a way to wound literally any enemy who can't Deny it or get lucky with Leadership tests, since high or low, your opponent's leadership values will catch him out. Remember, invulnerable saves and Feel No Pain both work against it. The power inflicts '''Wounds''', remember, so don't bother to cast it on a Vehicle, even though you technically can. | 2 |- ! 6 !! Mirror of Minds | Witchfire (Focused) (Profileless) | 24 | Model | Another violently trolltastic power. After casting (the power automatically hits), you and the enemy model each roll a 1D6 and add your Leadership to the result; if you win or draw, they take a wound with no armor or cover saves allowed; they win and it's over. Sounds like Purge Soul from Sanctic, right? Well, it isn't; you get to do this again and again for each win you take until your enemy either wins or dies. | 2 |} ====Corsairs==== =====Aethermancy===== :Available to Corsair Void Dreamers. Aethermancy is chiefly concerned with movement, conferring highly tactical teleportation, speed, and Deep Strike abilities to the already very mobile Corsairs. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Aethermancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Path Ward | Blessing | - | Unit | The target unit (which must be of the Eldar Corsairs faction) always gets maximum distance for Run, difficult terrain, Charge distance, Thrust, Hit and Run distance, and Reckless Abandon distance. No range given, which probably means infinite range. (There is no FAQ on this.) This power takes the randomness out of all of those tricky mobility rules, making them reliable and much more useful. It's situational, but it can make a big difference under the right circumstances. | 2 |- ! 1 !! Warp Blink | Blessing/Malediction? | 6 | Unit | Teleports the target unit, friendly or enemy, 2D6" in a direction you choose, and can't be used on units locked in combat. This can cause some shenanigans on a good roll, but its tiny range strips it of most would-be usefulness. You can give a very nearby unit a boost towards or away from someone or something, possibly enabling an important assault or avoiding an enemy's, but after that they're on their own unless your Void Dreamer follows them or something, which would be dumb. Its power type isn't specified, which may cause some rule confusion, but it has the same "shape" as other psychic powers which are blessings when targeting friendly units and maledictions when targeting enemy units. | 1 |- ! 2 !! Dispersion Field | Blessing | 12 | Unit | Grants a 4+ cover save. Always useful, couldn't be more straightforward. | 1 |- ! 3 !! Webway Rift | Witchfire | 12 | Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=3|ap=6|type=Heavy|rof=1|rules=Large Blast, Poisoned (3+)}} Webway Rift is a weak witchfire, but it can be used to set up a pretty sick Corsair maneuver called the Rum Slingshot. Google it. It involves too many specific rules and circumstances to discuss here. | 1 |- ! 4 !! Webway Breach | Blessing | 12 | Unit | Select one friendly Corsair unit not locked in combat to enter Ongoing Reserves. Get tactically creative, and you can pull some nasty tricks with this one. | 2 |- ! 5 !! Warp Tunnel | Blessing | 6 | Unit | The Void Dreamer and his unit, OR a friendly Corsair unit, may Deep Strike anywhere on the board without scatter AND may shoot and assault after arriving. However, for every full 6" traveled, the unit rolls a D6. For each 1 rolled, they take a savable wound. This is super useful as the targeted unit can be potentially anywhere you need them to be at a moment's notice and immediately do what you need them to do once they're there. And the drawback isn't as bad as it seems; if you teleport 36", for example, on average the unit only takes a single savable wound, which is well worth the practical and psychological effects of this power. A Wraithknight could easily teleport 72" and come through unscathed to start wrecking shit. | 2 |- ! 6 !! Webway Maze | Malediction? | 12 | Unit | An enemy unit not locked in combat is placed into Ongoing Reserves. This can target Gargantuan creatures and vehicles, but not Super-Heavy vehicles. Again, the power type isn't specified, though it sounds like a Malediction. Other Corsairs, Dark Eldar, Craftworld Eldar, and Harlequins add +1 to their Deny the Witch attempts against this power. | 3 |} Uniquely, Eldar Corsairs also have their own Perils of the Warp results table to represent their specific vulnerabilities to Slaanesh, since, as outcasts and pirates, they don't have access to the tools and training that Craftworld psykers use to protect themselves from the ancient scourge of the Eldar race. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ '''Corsair Perils of the Warp''' ! Name !! Number !! Result |- ! Devoured | 1 | The psyker turns on his allies as his soul is torn out and replaced with a Slaaneshi daemon. He gets all the rules associated with Daemon of Slaanesh and is now under the control of your opponent. Sucks to be you. |- ! Soul Wracked | 2-3 | Slaanesh claws at the souls of your psyker and his unit. They are Pinned, and your opponent may choose to change the target of the power that was cast, or cancel it. |- ! Warp Terrors | 4-5 | The psyker, his unit, and all Corsairs within 12" must take a Morale check on the highest two dice of a 3D6 roll or start falling back, and considering that Corsairs don't like regroup tests, this can absolutely cripple your army. |- ! The Eye of She-Who-Thirsts | 6 | Nothing happens immediately, but for the rest of the game your psykers now trigger Perils on any double roll, not just double sixes. If this is already in effect, re-roll the Perils result. |} ====Ynnari==== =====Revenant===== :The Ynnari, a confederation of Eldar, Dark Eldar, and Harlequins, were taught a new Psychic discipline by [[Ynnead]]. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Revenant Powers ! Number !! Name !! Type !! Range!! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Spirit Hook | Witchfire (Focused) (Profileless) || 18 | Model | {{40k-Ranged-Weapon-Profile|range=18|strength=6 or 3|ap=2|type=Assault|rof=1|rules=Ignores Cover}} If your Leadership value is higher than the target then this is S6, otherwise it is S3. Vehicles are immune to this power. | 1 |- ! 1 !! Shield of Ynnead | Blessing || data-sort-value=0 | Self || Model | All friendly units within 7" get a 6+ invulnerable save (an "aura" or "bubble" effect on the Psyker, rather than on the units). Better than nothing, and can stack with Sanctic Daemonology's "Sanctuary" power for a 5+. | 1 |- ! 2 !! Storm of Whispers | Witchfire (Nova) || 9 || Units | {{40k-Ranged-Weapon-Profile|range=9|strength=3|ap=2|type=Assault|rof=2D6|rules=Ignores Cover, Pinning, Nova}} Although it is hampered by short range and low strength, the potential for a high number (average = 7 ''per unit'', notice a theme?) of armour and cover ignoring shots is not to be sniffed at. | 1 |- ! 3 !! Word of the Phoenix | Blessing || 24 || Unit | Pick a friendly unit with ''Strength from Death'' within 24". That unit may immediately make a Soulburst action. Consider this your uber form of "Vanhel's Dance Macabre" where you can rapidly get your units where they need to be. You've just moved, so move again... Or just get a free round of shooting if you're already close enough. No real point in getting a unit to charge during the psychic phase. | 2 |- ! 4 !! Ancestor's Grace | Blessing || 14 || Unit (Nonvehicle) | Gives a friendly unit +1 on WS, BS, I, A & Ld, as well as ''Adamantium Will''. A better form of the "Enhance" runes of battle power combined with an element of "Will of Asuryan" from the runes of fate. | 2 |- ! 5 !! Unbind Souls | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=4|ap=-|type=Assault|rof=X, where X is the number of models in the target|rules='''Soulreap''': ''Any'' casualties trigger Strength from Death, without needing to wipe out the entire unit.}} Ynnari generally struggle against horde units, as their mechanics ae geared towards punishing MSU. Now this power not only effectively deal with hordes, but also allow your units to activate their extra actions from them. Straight up better then Word of the Phoenix, as it's all but guaranteed to get at least one kill, unless you're firing it on something ridiculously tough. | 2 |- ! 6 !! Gaze of Ynnead | Witchfire || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=10|ap=1|type=Assault|rof=1|rules=Ignores Cover, Ignores Invulnerable}} [[awesome|No Invulnerable saves can be taken against this power.]] While this is pretty much a guaranteed wound, just bear in mind that it is WC3 for a single shot that can still miss. | data-sort-value=3 | 3 |} ===Tyranid Disciplines=== :The [[Tyranids]] and [[Genestealer Cult|Genestealer Cults]] have a couple disciplines, too, although for poorly explained reasons, there is no model in the game with access to both. ====Powers of the Hive Mind (Tyranids)==== :Available to [[Hive Tyrant]]s and [[Zoanthrope]]s. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Powers of the Hive Mind ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Dominion | Blessing | Self | Model | Adds 6" to the psyker's Synapse Range. Pretty decent. It never hurts to give your swarms more breathing room from being crammed up. With the new FAQ for 7th edition out now, psykers without the Synapse rule who cast dominion gain a 6" Synapse Range for the duration of the power. | 1 |- ! 1 !! Catalyst | Blessing | 12 | Unit | The psyker, its unit, and one friendly unit within 12" gains Feel No Pain. What's not to like? Cast this puppy on that 30-strong brood of Devilgaunts in area terrain with a Venomthrope for a 3+ cover 5+ FNP, and anyone who can't bring Ignores Cover S6+ weapons is little more than lunch meat. | 1 |- ! 2 !! The Horror | Malediction | 24 | Unit | A malediction that makes an enemy unit take a Pinning test with a -2 modifier. This one is...okay. Much like Fear, Pinning shouldn't be relied on, though it can still be useful in certain situations. Also the only psychic power that Broodlords know. | 1 |- ! 3 !! Onslaught | Blessing | 24 | Unit | Oh look, a blessing that lets a unit run AND shoot in the Shooting phase. Makes up for the relatively short range weapons that need to get close quickly like Impaler Cannons, Devourers, Bio-Plasma and Bio-Plasmic Cannons. A good power to have! | 1 |- ! 4 !! Paroxysm | Malediction | 24 | Unit | Reduces the unit's Weapon Skill and Ballistic skill by D3 (for both when you roll). Makes the Haruspex really good at killing elite infantry, what with the getting an extra attack for every wound it inflicts (new attacks do not generate new attacks). The previous version was better, but let's count our blessings and maledictions where we can. | 1 |- ! 5 !! Psychic Scream | Witchfire (Nova) | 6 | Unit | Basically an area-effect version of Psychic Shriek. For every enemy unit within the 6" range, roll 2D6+2 and substract the target’s Leadership from this roll. The unit suffers a number of wounds equal to the result with no armor or cover saves allowed. This power is absolutely splendid. Being within 6" of something that can cast this means Shadow in the Warp goes into effect, so it's effectively 2D6+5, due to Shadow's -3 Leadership. | 1 |- ! 6 !! Warp Blast | Witchfire | data-sort-value=24 | 24/18 | Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=5|ap=3|type=Assault|rof=1|rules=Blast}} {{40k-Ranged-Weapon-Profile|range=18|strength=10|ap=2|type=Assault|rof=1|rules=Lance}} Choose one profile when you cast this; you have a choice between a light to medium infantry killer blast or a tank killer blast. Both are short range, but both pack a punch. Zoanthropes still know this power by default, thankfully. | 2 |} ====Broodmind (Genestealer Cults)==== :Available to [[Genestealer Patriarch|Genestealer Patriarchs]] and [[Genestealer Magus|Magi]]. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Broodmind Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Mass Hypnosis | Malediction | 24 | Unit | Reduces the target unit's WS, BS, Attacks, and Initiative by 1. | 1 |- ! 1 !! Psychic Stimulus | Blessing | 24 | Unit | Grants the unit Fleet and Relentless, and also allows them to charge after running. | 1 |- ! 2 !! Psionic Blast | Witchfire | 24 | Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=5|ap=3|type=Assault|rof=1|rules=Small Blast}} It's Warp Blast from the Powers of the Hive Mind table, but without the tank killer option and only WC1. As a result, strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Librarius.2FSinistrum|The Emperor's Wrath]], due to having another 6" of range with no other changes. | 1 |- ! 3 !! Might From Beyond | Blessing | 24 | Unit | A target unit gains +1 Strength and Rage. This is very useful, especially on large squads. | 1 |- ! 4 !! Mental Onslaught | Witchfire (Focused) | 24 | Model | Yet another variation on Psychic Shriek from [[Warhammer_40,000/Tactics/Psychic_101#Telepathy|Telepathy]]. Compare Leadership values and add 1D6. On a draw, the target suffers -3 Initiative for a turn. If the psyker wins, the target takes the difference in wounds. | 2 |- ! 5 !! Mind Control | Witchfire (Focused) | 24 | Unit | Choose a single non-vehicle enemy unit and immediately make a shooting attack with it as if it were yours. See that Stormsurge over there with all of those one-shot missiles? The one with all of those deadly weapons? Yeah, it's yours for a turn. Use it on your buddy's Wraithguard. Watch them kill their Spiritseer. Sip martini. | 2 |- ! 6 !! Telepathic Summons | Conjuration | 24 | None | Spend 2 Warp Charges: Summon 5 Acolytes, 5 Metamorphs, or 10 Neophytes. Spend 3 Warp Charges: Summon 10 Acolytes, 10 Metamorphs, 20 Neophytes, 4 Aberrants, or 8 Genestealers. The summoned unit can be equipped with ANY UPGRADES listed on their data sheet as per the summoning rules. | 2/3 |} ===Ork Disciplines=== :[[Warhammer_40,000/Tactics/Orks|Orks]], naturally, have their own zany discipline, although, strangely, only one. Given that all of them are at least very minor psykers, you'd think there'd at least be disciplines for [[Gork]] and [[Mork]], not to mention one for each tribe. Oh, well. ====Powers of da Waaagh!==== :;Overview ::Available to [[Weirdboy|Weirdboyz]]. Naturally, every Ork psychic power except for two is meant to destroy things loudly and spectacularly, and three of those five are AP 2; the Powers of da Waaagh are not subtle. This makes using Weirdboys fairly predictable if you're planning on running them as "another gun" to round out your army. Da Jump is fairly gimmicky, but Warpath can give a mob that extra boost right before it charges. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Powers of da Waaagh! ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Frazzle | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=6|ap=3|type=Assault|rof=1|rules=Blast}} A reliable Marine killer. Strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind_.28Genestealer_Cults.29|Psionic Blast]], at +1S compared to it, and therefore also strictly better than [[Warhammer_40,000/Tactics/Psychic_101#Librarius.2FSinistrum|The Emperor's Wrath]], at +1S and +6" range. | 1 |- ! 1 !! 'Eadbanger | Witchfire (Focused) (Profileless) || 24 || Model | {{40k-Ranged-Weapon-Profile|range=24|strength=-|ap=2|type=Assault|rof=1|rules=Ignores Cover}} Model hit must pass a Toughness test or suffer a wound with no armour or cover saves allowed. [[Warhammer_40,000/Tactics/Psychic_101#Biomancy|Haemorrhage]] and [[Warhammer_40,000/Tactics/Psychic_101#Sanguinary_.28Blood_Angels.29|Blood Boil]] both inflict *two* tests at 18" (and Blood Boil ignores invuln saves), followed by propagated damage, and [[Warhammer_40,000/Tactics/Psychic_101#Plague_.28Nurgle.29|Rancid Visitation]] only hits at 12" but is a Nova (all enemy units in range are hit, can hit units locked in combat) and propagates damage; the benefit of 'Eadbanger is that those other powers are WC2 and this one is WC1, but its output is much less than half as good. Try to avoid getting this power if you can; Frazzle will serve you much better, in particular. | 1 |- ! 2 !! Warpath | Blessing || Self || Unit | All models in the Weirdboy's unit that have the [[Warhammer_40,000/Tactics/Orks#General_Rules|'Ere We Go!]] special rule gain +1 Attack. | 1 |- ! 3 !! Da Jump | Blessing || Self || Unit | Deep Strike the Weirdboy's unit anywhere. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Sanctic|Gate of Infinity]]; if you roll doubles on scatter, your unit can only Snap Fire for a turn. Given standard Ork accuracy, this is not all that bad of a problem, as long as you don't need to fire blasts. Use at your own peril. Great at setting up Killbolt or Power Vomit, if you roll one of them. | 2 |- ! 4 !! Killbolt | Witchfire || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=10|ap=2|type=Assault|rof=1|rules=Beam}} For killing tanks or things in straight lines...no other special rules needed to make this nastier. | 2 |- ! 5 !! Power Vomit | Witchfire || Template || Unit | {{40k-Ranged-Weapon-Profile|range=Template|strength=7|ap=2|type=Assault|rof=1|rules=Template}} A psychic flamer. Quite powerful. | 2 |- ! 6 !! Da Krunch | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=2D6|ap=4|type=Assault|rof=1|rules=Large Blast, Barrage}} The mighty foot of Gork (or possibly Mork) descends from the heavens in the form of a large blast barrage. If the Strength rolled is higher than 10, the foot comes down again...and again...until less than 10 Strength is rolled or the target is dead. | 2 |} [[Category:Warhammer 40000 Tactics(7E)]] {{Warhammer_40k_Tactics}}
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