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Warhammer 40,000/7th Edition Tactics/Psychic 101
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====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 |}
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