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==Psychic Powers== '''<big>Dark Hereticus</big>''' *'''Death Hex (WC 8):''' Target an enemy unit within 12" - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6" bubble around the psyker, whereas Death Hex has a longer 12" range and can choose a specific target, which arguably makes it much more flexible. Since you're only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat. Absolutely diabolical. Unlike Null Zone, 12" is enough range for your Psyker to cast this from RELATIVE safety (hide behind other units), and is the ultimate answer to both Deathstar killy units like Wraithblades or Stormshield Terminators AND snowflakes like Trajan Valoris, Kaldor Draigo, or any other unique characters who hide behind invulns. Put this on a Daemon Prince, and he becomes an ultimate destroyer of hopes and dreams. With no invulnerable save to hide behind, few units can withstand the unholy might of a charging Daemon Prince and live to fight back. You may not need it in every game, but using Chaos Familiar to nab this in a bind can change EVERYTHING. *'''Diabolic Strength (WC 6):''' Targeted model within 12" of the Psyker gains +2 strength, +1 attacks. You know who can cast this? A Daemon Prince. You know who is a fantastic target for this? Also a Daemon Prince. Cast on a Helbrute with Fist/Scourge combo. This will net you 6 S14 AP-3 D3 attacks + 3 S10 AP-2 D2 from the scourge, all hitting on 3+, which should be enough to put a sizeable hole in any tank. Laugh maniacally when the Helbrute gets crazed and can fight twice in the same fight phase... *'''Gift of Chaos (WC 6):''' Targets an enemy unit within 6 inches. Roll a die. If you roll higher than the unit's toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. This is diabolical if used right. In order to use it right, give the power to a sorcerer, put that sucker in a terminator armor and deep strike him with other termies near the enemy's HQ and give it a round of shooting. You'll need to go through a whole round of whatever the enemy throws at you, but that's what the other terminators are for. If it works you'll have a wonderful ball of weird (that you'll need to pay reinforcement points to use) next to or around whatever remains of your deep strikers. Alternatively you could just stuff a vanilla Sorcerer into a rhino to get him to an enemy character. Add a havoc launcher and/or marines to butter up whoever you're going for. **NOTE: This is only effective against low toughness characters, so don't expect it to work as well on Space Marines or Orks (and don't even think of trying it on Tyranids). But against [[Imperial Guard|factions with important buffer characters]] or [[Dark Eldar|expensive low toughness models]] it can shine. *'''Infernal Gaze (WC 5):''' Pick an enemy unit within 18" to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as ''Smite'', it can target specific enemy units rather than just the closest. *'''Prescience (WC 7):''' Pick a friendly Chaos Marine unit within 18"; that unit adds 1 to their hit rolls (shooting and close combat) until the next psychic phase. Tougher than the others to pull off, but rightfully so, as this power can be a tremendous force multiplier for your army. However, do not cast this power on any unit that already hits on a 2+, unless it is carrying a lot of plasma and you're very determined to keep it alive through overcharging. You will be wasting the effect since a to hit roll of 1 always fails to hit, regardless of modifiers. **Prescience allows Death to the False Emperor hits to generate on a 5+, or a 4+ if the unit has an Icon of Excess. Unfortunately both the Icon of Excess and the Black Legion Warlord Trait ''First Among Traitors'' wording states that DTTFE rolls modify to a 5+, rather than adding +1 to the roll. Prescience and either of these two will boost DTTFE to a 4+, but they will not stack. Will still make Slaanesh blush though (to be fair anything does). **Prescience provides greater gains in efficiency when cast on units with lower stats or a large number of shots, (e.g BS4+ becoming 3+ is an improvement of offensive output of 133%; BS3+ to BS2+ is 125%. Likewise, on units with better shooting attacks (such as combi-plasma Terminators or a biker combi-bolter squad), the increased offensive output is more useful. Especially devastating on a unit that can both shoot and charge in the same turn, such as Terminators. As if you needed another reason to drop a Sorcerer behind them when they deepstrike. *'''Warptime (WC 6):''' Pick a friendly Chaos Marine unit within 3"; that unit can immediately move as though it were the movement phase. Can't be applied more than once in a turn, nor can you use it on things arriving from Deepstrike / Reinforcements. Still fantastic. '''<big>Mark Specific</big>''' A psyker of Nurgle, Slaanesh, or Tzeentch may substitute their god power for one of the Dark Hereticus powers they already know. All of these powers increase the durability of marked units in different ways. All of them are WC 6 and target a {{W40kKeyword|<DEITY> HERETIC ASTARTES}} unit within 18", meaning all of them can be used on the psyker casting them. The Nurgle and Tzeentch powers are of particular note because Death Guard and Thousand Sons, respectively, get ''inferior'' versions of these in their Legion-specific disciplines: their copies can only target their own Legion, but the ones below have no such restriction. *'''Delightful Agonies (WC 6)<sup>Slaanesh</sup>:''' Targets a {{W40kKeyword|SLAANESH HERETIC ASTARTES}} unit within 18"; that unit ignores wounds on a 5+. Cast on your 10-man Terminator squad and drink your enemy's tears. Or forget Termies and throw this shit on your marked Land Raider of any variant to make it feel pleasure (it's probably possessed anyway). You will struggle to contain your heretical laughter at your opponent's unending, ineffectual misery. *'''Miasma of Pestilence (WC 6)<sup>Nurgle</sup>:''' A {{W40kKeyword|NURGLE HERETIC ASTARTES}} unit within 18" is protected by a cloud of flies and enemies targeting them suffer a -1 to hit. Not bad for Alpha Legion and Night Lord psykers, or just to flip off Plasma spammers. Combos with the Benediction of Darkness Prayer and the Alpha Legion trait for some real bullshit (most Imperial Guard literally cannot hit you, play at night and now Space Marines cannot hit you). *'''Weaver of Fates (WC 6)<sup>Tzeentch</sup>:''' A {{W40kKeyword|TZEENTCH HERETIC ASTARTES}} unit within 18" gets +1 to their invulnerable save (capping at 3++) or a 5++ if they did not have one. Just great, especially on things that get high damage weapons pointed at them often. You can also use the Chaos Familiar stratagem to give your Aspiring Sorcerer this power to use on his own squad of Rubric Marines. It also works well with the Illusory Supplication Prayer or a Noctolith Crown for giving Havocs or other units in range a 4++. **Cast this on a Land Raider Achilles and you are officially [[that guy]] x 11. Did someone say 19 wounds on a T8 2+/3++ model that can fix itself by eating people? Oh my, what a twist. '''<big>Malefic</big>''' These powers are unique to the Master of Possession. As you'd expect, they're all about powering up your daemonic units. *'''Cursed Earth (WC 7)''': Increases invulnerable saves of friendly {{W40kKeyword|<LEGION> DAEMON}} within 6" by 1, up to a max of 3++. Oh, how we have missed this from 7e, and while it's not as abusable as it used to be, giving your big Daemon Engines an invulnerable save is always a plus. *'''Incursion (WC 7)''': Acts like Daemonic Ritual, but you roll 4 dice instead of 3 and don't risk mortal wounds from rolling doubles or triples. Fuck knows what happens on a roll of quads. WC price is steep, but you can use this on top of a Daemonic Ritual; it helps that this is also more likely to summon stronger daemons and will be less likely to backfire. *'''Infernal Power (WC 6)''': Until the user's next psychic phase, the user gains a 6" aura that allows all friendly {{W40kKeyword|<LEGION> DAEMON}} units to re-roll 1s to hit and to wound. Remember, that includes Daemon Engines, so have fun with your powered up Lord of Skulls. **Keep in mind the to-hit re-roll overlaps with a Chaos Lord's, and the to-wound in melee with an Exalted Champions, both of which are better in that they're always on; accordingly, the big reason to take this is for buffing ''ranged'' output, since you don't have ready access to re-rolling 1s to wound at range. Unfortunately, there's no way to Deep Strike the caster in with your Oblits. *'''Mutated Invigoration (WC 7)''': Buffs 1 target unit of Chaos Spawn, Possessed, or Obliterators/Mutilators within 18" as follows: **Chaos Spawn can re-roll the effects of Mutated Beyond Reason. **Possessed can re-roll their attack number. **Mutilators and Obliterators can re-roll their weapon's S, AP, or D. ***This is ''absurdly'' bad - 3 of the 4 targetable units only receive a buff to their melee output from a caster with drastically less mobility than they have, where the buff is some combination of harder to cast or just fundamentally less useful than another source could provide; for example, a Tzeentch Herald with Gaze of Fate is providing a WC6 power that is this but better, since all of these units roll once for the entire unit, AND it's easier to cast. Obliterators would be the best target, but not only are you only buffing up to 3 models, the strongest the buff can get is the damage re-roll against a W2 target, where it's still weaker than Infernal Power, on top of being harder to cast. Seriously, just give this power a hard pass. *'''Possession (WC 5)''': Improves the AP of the user's melee weapons by 2 (e.g. AP-1 becomes AP-3). Until the user's next psychic phase, any {{W40kKeyword|Infantry Character}}s slain by the user become gribbly things that are added to your army (unless they were Space Marines or Chaos Space Marines, then they become Greater Possessed instead). Additionally, any vehicle destroyed by the user in melee automatically explodes, with the user taking no mortal wounds from the explosion. Unfortunately, the new units aren't free, and the AP boost seems like it would make the master of possession more deadly in close combat, but the MoP only has 3 attacks, so you're probably better off taking a different power unless you have the Daemonbound Power WT and a good plan. *'''Sacrifice (WC 4)''': Choose ''any'' model within 2" of the caster. They take a mortal wound. Then choose a friendly {{W40kKeyword|Legion Daemon}} unit within 18", and it heals D3 wounds. If the victim is a {{W40kKeyword|Warpsmith}} and the beneficiary is a {{W40kKeyword|Daemon Engine}}, it gets healed 3 wounds instead. While the Warpsmith element is cute, it's unnecessary. Just keep a couple cultists near your master of possession as cheap healing for whatever you care for. Alternatively, you can use the power on a model like the venomcrawler that heals wounds at the start of each turn. Finally, If your psyker ends up in combat, you can use this power to target an enemy if they get too close. Just think of it as a 2" range pistol that causes a mortal wound with the healing effect acting as a bonus. Alternatively, keep a Warpsmith 1" away from your favorite Daemon Engine and your Caster 2" away from the Warpsmith and smile as your killer Engine heals d3+3 wounds a turn. **Note that since the power hurts for 1 (which can be mitigated by any Feel No Pain) and heals for 1d3, in a pinch you can injure the target you're trying to heal - you'll have a 1 in 3 chance of not healing them, but you can't heal for less than the injury - and on anything with a Feel No Pain, the math is even more forgiving. Likewise, the MoP can cut himself to provide the healing if needed. Since the Lord Discordant is both a Warpsmith ''and'' a Daemon Engine, this works particularly well on him - you'll cut him for 1 and heal him for 3.
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