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Warhammer 40,000/7th Edition Tactics/Psychic 101
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====Harlequins==== =====Phantasmancy===== :Available to [[Shadowseer|Shadowseers]]. Harlequin psykers, as you might imagine, specialize in [[Cegorach|hilarious dickery]]. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Phantasmancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Veil of Tears | Blessing | Self | Unit | You know it. You love it. You swear by it. Anyone who tries shooting at your psyker's squad has to roll 2D6x2. If they're not within a distance equal to the result, the enemy unit may not fire this turn, so not only are you not hit, but neither is anyone else if your opponent was foolish enough to use Split Fire and shoot the Veiled unit first. It would be great if Shadowseers could take jetbikes, but it's still infinitely better than Night Fighting. | 1 |- ! 1 !! Dance of Shadows | Blessing | 18 | Unit | Grants Stealth and Shrouded to a target unit. It is better than the Runes of Battle power Conceal because it can affect a target other than the psyker; this becomes very impressive on allied Dark Eldar units (like Wyches) who are generally quite fragile anyway and in need of some protection against shooting. Cast this on a Venom or Starweaver for a 2+ cover jink save, that lets you charge. | 1 |- ! 2 !! Peal of Discord | Witchfire (Nova) | 9 | Unit | {{40k-Ranged-Weapon-Profile|range=9|strength=4|ap=-|type=Assault|rof=2D6|rules=Nova, Concussive}} Good for keeping mobs at bay as prep for a charge. | 1 |- ! 3 !! Shards of Light | Witchfire | 24 | Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=3|ap=-|type=Assault|rof=3D6|rules=Blind}} Not fantastic since many armies have high enough stats to both tank the shots and pass the Blind test, but very good for distracting Tau (though most Tau Battlesuits have Black Sun Filters that give them immunity to Blind, so not as useful as it would seem, but useful against Fire Warriors and Pathfinders), Orks, or Necrons with low Initiative scores and foiling their plans to shoot or assault. Necrons in particular will hate you for this power, particularly everything with a Tesla weapon. | 1 |- ! 4 !! Fog of Dreams | Malediction | 24 | Unit | Invisibility without the insane cheesiness since it only affects one unit. Forces the targeted unit to fire only snap-shots (BS1) and only hit in melee on a 6. Not quite as awesome as the Veil, but this one's useful for melee too, and unlike Shards of Light, it's a Malediction so you don't need to roll for it to hit them or worry about them passing the Blind test. Possibly causes a rules paradox when cast on Kharn. He Denies on a 2+ though, so don't bother trying. This is AMAZINGLY powerful when used against some uber-unit, like a Knight, Draigo with his Paladins, a Baneblade, or even a Titan. Also kind of fun to cast on an enemy unit with a psyker that used Invisibility, essentially reversing its effects and making the unit useless for that turn. Yes, you won't be able to kill it, but it will also be unable to do shit. | 2 |- ! 5 !! Laugh of Sorrows | Witchfire (Profileless) | 24 | Unit | This has two ways to screw the enemy over: after casting (the power automatically hits), the target must roll two separate Leadership tests. If the first one fails, they take a wound for every point they fail it by; if they pass the second one, they take a wound for every point they pass it by; in both cases, no armor or cover saves are allowed. A power so dickish only a true worshipper of Cegorach could have thought it up. This has a way to wound literally any enemy who can't Deny it or get lucky with Leadership tests, since high or low, your opponent's leadership values will catch him out. Remember, invulnerable saves and Feel No Pain both work against it. The power inflicts '''Wounds''', remember, so don't bother to cast it on a Vehicle, even though you technically can. | 2 |- ! 6 !! Mirror of Minds | Witchfire (Focused) (Profileless) | 24 | Model | Another violently trolltastic power. After casting (the power automatically hits), you and the enemy model each roll a 1D6 and add your Leadership to the result; if you win or draw, they take a wound with no armor or cover saves allowed; they win and it's over. Sounds like Purge Soul from Sanctic, right? Well, it isn't; you get to do this again and again for each win you take until your enemy either wins or dies. | 2 |}
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