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Warhammer 40,000/7th Edition Tactics/Psychic 101
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====Corsairs==== =====Aethermancy===== :Available to Corsair Void Dreamers. Aethermancy is chiefly concerned with movement, conferring highly tactical teleportation, speed, and Deep Strike abilities to the already very mobile Corsairs. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Aethermancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Path Ward | Blessing | - | Unit | The target unit (which must be of the Eldar Corsairs faction) always gets maximum distance for Run, difficult terrain, Charge distance, Thrust, Hit and Run distance, and Reckless Abandon distance. No range given, which probably means infinite range. (There is no FAQ on this.) This power takes the randomness out of all of those tricky mobility rules, making them reliable and much more useful. It's situational, but it can make a big difference under the right circumstances. | 2 |- ! 1 !! Warp Blink | Blessing/Malediction? | 6 | Unit | Teleports the target unit, friendly or enemy, 2D6" in a direction you choose, and can't be used on units locked in combat. This can cause some shenanigans on a good roll, but its tiny range strips it of most would-be usefulness. You can give a very nearby unit a boost towards or away from someone or something, possibly enabling an important assault or avoiding an enemy's, but after that they're on their own unless your Void Dreamer follows them or something, which would be dumb. Its power type isn't specified, which may cause some rule confusion, but it has the same "shape" as other psychic powers which are blessings when targeting friendly units and maledictions when targeting enemy units. | 1 |- ! 2 !! Dispersion Field | Blessing | 12 | Unit | Grants a 4+ cover save. Always useful, couldn't be more straightforward. | 1 |- ! 3 !! Webway Rift | Witchfire | 12 | Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=3|ap=6|type=Heavy|rof=1|rules=Large Blast, Poisoned (3+)}} Webway Rift is a weak witchfire, but it can be used to set up a pretty sick Corsair maneuver called the Rum Slingshot. Google it. It involves too many specific rules and circumstances to discuss here. | 1 |- ! 4 !! Webway Breach | Blessing | 12 | Unit | Select one friendly Corsair unit not locked in combat to enter Ongoing Reserves. Get tactically creative, and you can pull some nasty tricks with this one. | 2 |- ! 5 !! Warp Tunnel | Blessing | 6 | Unit | The Void Dreamer and his unit, OR a friendly Corsair unit, may Deep Strike anywhere on the board without scatter AND may shoot and assault after arriving. However, for every full 6" traveled, the unit rolls a D6. For each 1 rolled, they take a savable wound. This is super useful as the targeted unit can be potentially anywhere you need them to be at a moment's notice and immediately do what you need them to do once they're there. And the drawback isn't as bad as it seems; if you teleport 36", for example, on average the unit only takes a single savable wound, which is well worth the practical and psychological effects of this power. A Wraithknight could easily teleport 72" and come through unscathed to start wrecking shit. | 2 |- ! 6 !! Webway Maze | Malediction? | 12 | Unit | An enemy unit not locked in combat is placed into Ongoing Reserves. This can target Gargantuan creatures and vehicles, but not Super-Heavy vehicles. Again, the power type isn't specified, though it sounds like a Malediction. Other Corsairs, Dark Eldar, Craftworld Eldar, and Harlequins add +1 to their Deny the Witch attempts against this power. | 3 |} Uniquely, Eldar Corsairs also have their own Perils of the Warp results table to represent their specific vulnerabilities to Slaanesh, since, as outcasts and pirates, they don't have access to the tools and training that Craftworld psykers use to protect themselves from the ancient scourge of the Eldar race. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ '''Corsair Perils of the Warp''' ! Name !! Number !! Result |- ! Devoured | 1 | The psyker turns on his allies as his soul is torn out and replaced with a Slaaneshi daemon. He gets all the rules associated with Daemon of Slaanesh and is now under the control of your opponent. Sucks to be you. |- ! Soul Wracked | 2-3 | Slaanesh claws at the souls of your psyker and his unit. They are Pinned, and your opponent may choose to change the target of the power that was cast, or cancel it. |- ! Warp Terrors | 4-5 | The psyker, his unit, and all Corsairs within 12" must take a Morale check on the highest two dice of a 3D6 roll or start falling back, and considering that Corsairs don't like regroup tests, this can absolutely cripple your army. |- ! The Eye of She-Who-Thirsts | 6 | Nothing happens immediately, but for the rest of the game your psykers now trigger Perils on any double roll, not just double sixes. If this is already in effect, re-roll the Perils result. |}
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