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====Telesthesia 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. Target a single enemy unit within 18". The unit subtracts 1 from their leadership and cannot fire Overwatch. #* Good for backing up melee-oriented squads, and since it targets the enemy, completely compatible with soup. #'''Mental Fortitude:''' W4. Targets a friendly {{W40kKeyword|Imperium}} unit within 12". The unit automatically passes morale tests. #* With the way morale works in 8th, this may not help you very much. Useful, perhaps, on large conscripts blobs to avoid more casualties. One of the advantages of this power is the low WC value, making it incredibly likely to go off (an 11/12 chance!). #'''Dominate:''' WC6. Targets a non-{{W40kKeyword|vehicle}} enemy model within 12". You must then beat its leadership on 3d6 to immediately take control of it and can shoot one gun or make one melee attack with it as if it were your own and not a member of its old unit. #* You could use this to make an enemy commissar BLAM one of his friendly guardsmen. Worth it for the lulz, but unless your target has a good gun, like a T'au commander, or seeing as the gaze of death has been relegated to a shooting attack, a C'Tan, don't bother, usually - it will only probably succeed (accounting for both the cast and the leadership test) against a target with Ld8 or less, you'll only get full output from a gun, not a melee weapon, and virtually nothing in the game with Ld that poor has a gun good enough to compete with Castigation, below, which also gets better with lower target Ld. #* This power is pretty great if you can manage to cast it on a non-vehicle with a consumable gun who hasn't used it yet, like Anrakyr the Traveller, as you get the additional benefit of consuming the gun (or melee weapon, although one-use melee weapons are pretty rare outside of Elysian Drop Troops, and even there, most opponents won't spring for it). Or even better, get an enemy HQ to die from overcharging their plasma weapon while shooting at another HQ or Monster. The lulz are magnificent. #* Not to mention, if your enemy wants to lessen the likelihood of their non-vehicles shooting each other, they'll need to spread them out, hopefully out of weapons range. Since most auras are about 6", you'll be forcing them to choose between the safety of their characters/units, or buffing their units. #* An important distinction to make is now the wording specifically mentions a non-{{W40kKeyword|vehicle}} model, not a {{W40kKeyword|character}} specifically. So models with big guns (lascannon devastators/havocs come to mind) or melee weapons that could do some damage against their own squad are perfectly viable targets for this power, and oftentimes easier to get to work. #'''Mental Interrogation:''' WC6. A visible enemy {{W40kKeyword|character}} model 12" away gets -1 to hit until your next psychic phase, and if that's not good enough, roll 3d6 against that model's leadership to gain 1 CP (so target an Ld8 or less model to probably get a CP, after accounting for the odds of the power going off). #'''Psychic Pursuit:''' WC7. Allows ''one'' {{W40kKeyword|<Ordo>}} unit to snipe a {{W40kKeyword|character}}, provided that character has less than 10 wounds, is within 18" of and visible to the caster, and the psyker is within 6" of the ordo unit. While most Inquisitorial units lack the firepower to make real use of this, this turns your Inquisitorial Land Raider Prometheus into a nightmare for any army that relies on Characters to hold their battleline together. #'''Castigation:''' WC6. Pretty much a lesser smite - roll 3d6 against ''lowest'' LD in target visible enemy unit within 18" to deal d3 Mortals. The only direct damage psychic power, so may be viable if you have more than one power to cast, but if you only have 1 stick to smite and pick something else. *'''{{W40kKeyword|Ordo Hereticus}} only - Ascertainment:''' WC6. One enemy unit within 12" suffers -1A (minimum 1)+ 2d6 vs LD for -1 to hit. A nice debuff option, but 2d6 vs LD will be inconsistent on a lot of units, and is -1A really enough to justify? Situational. *'''{{W40kKeyword|Ordo Xenos}} only - Psychic Veil:''' WC5. {{W40kKeyword|Ordo Xenos}} units within 6" can only be attacked if they are the closest unit and can only be charged if the enemy is within 6. Potentially a good anti-sniper countermeasure in the SM meta, but to get real value should be on a vanguard inquisitor. Less good than it sounds now since nearly all Inquisition models are characters by default, but it will provide some protection to 6 man acolyte squads who don't have the character rule and are squishy. **Keep in mind that this applies to 'all' types of {{W40kKeyword|Ordo Xenos}} units as it doesn't specify that it only works on '''Infantry''', which means that '''''YES, YOU CAN TURN A LAND RAIDER PROMETHEUS INVISIBLE'''''. *'''{{W40kKeyword|Ordo Malleus}} only - Warding Incantation:''' WC6. Gives an {{W40kKeyword|Imperium infantry}} or {{W40kKeyword|biker}} unit within 12" 5++. Great to have a soup buff in a soup faction, but an inquisitor may struggle to keep pace with a bike or jump infantry unit, and what other single unit justifies the inquisitor's cost? **This stacks with the Guard's Psychic Barrier power, which means that you can give a Guard infantry unit 4++. Effectively halving the wounds that a Conscript tarpit takes isn't bad. Keep in mind your points aren't always going to be spent on killing power. It can be worth it to force your enemy to really dedicate firepower into a 80-120 pt unit to keep your 200 pt ones safe. </div> <div style="margin-left: 1em;>
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