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