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===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 |}
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