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