Editing
Warhammer 40,000/9th Edition Tactics/Chaos Space Marines
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Psychic Powers== <tabs> <tab name="Dark Hereticus"> #'''Infernal Gaze:''' Warp Charge 5. Pick an enemy unit within 18" to have a staring contest with and roll 3 dice (6 if you rolled a 10+ to cast); 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:''' Warp Charge 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+ or plasma. You will be wasting the effect since a to hit roll of 1 always fails to hit, regardless of modifiers, while Plasma always overloads on a natural 1. #*Let the Galaxy Burn took a lot of kick out of this power, as its perks now only trigger on a natural 6 to hit. Now all you can use this for is to guarantee that your cultists will hit on a reasonable roll and ignore the effects of cover. #'''Diabolic Strength:''' Warp Charge 6. Targeted '''model''', not unit, within 12" of the Psyker gains +2 to Strength and Attacks. Sadly, the best benefactors of this (the Daemon Prince and Helbrute) can no longer benefit from this, as the spell only works on {{W40kKeyword|<Legion> Infantry}} and unnameable beasts. That said, power fists and big chainaxes aren't exactly terrible places to throw this power on, nor is an unpredictable barrage of attacks from a gribbly mess. #'''Death Hex:''' Warp Charge 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 durable Deathstars like Stormshield Terminators OR 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 when it works, it '''WORKS'''. #'''Gift of Chaos:''' Warp Charge 7. The closest enemy unit within 18" immediately suffers d3 mortal wounds. After that, roll a d6 for every enemy within 6" of that target; on a 4+, that unit takes 1 MW worth of splash damage. Honestly, all it has become is a blast-like version of Smite that does less damage and no longer spits out gribblies on a kill. #'''Warptime:''' Warp Charge 6. Pick a friendly {{W40kKeyword|<Legion> Infantry}} or gribbly unit within 3"; that unit can immediately make a normal move. This however bars the unit from charging and they still count as advancing if they did that before you cast this spell. Generally something to use to nudge some legionaries closer to ideal dakka range. </tab> <tab name="Malefic"> These powers are unique to the Master of Possession. As you'd expect, they're all about powering up your daemonic units, which includes your Daemon Engines, although two of them are usable on any Cores. That's right, you can now make a Master of Possession your Helbrute's bestie. #'''Warp Marked:''' Warp Charge 7. Mark one enemy within 18". Until your next turn, any {{W40kKeyword|<LEGION> DAEMONKIN/DAEMON ENGINE}} can add +1 to wound that enemy, which can help push them over the edge on hitting notably tanky things. #'''Pact of Flesh:''' Warp Charge 5. Pick one {{W40kKeyword|<LEGION> DAEMONKIN/CORE/CHARACTER}} within 18". They regain 1d3 wounds '''then''' resurrect one missing model at full wounds. You can now cosplay a Chief Apothecary and resurrect 5W dudes for free. #'''Cursed Earth:''' Warp Charge 7. Gives one {{W40kKeyword|<LEGION> DAEMONKIN/DAEMON ENGINE}} unit within 6" a flat 4++ Invuln. In addition, whenever an enemy charges them, roll a d6; On a 2+ the enemy takes a mortal wound, which increases to d3 on a 6. While the support bubble is gone, this does give an extra layer of protection against any aggressors. #'''Possession:''' Warp Charge 6. Mark one enemy within 9" to haunt and roll a d6 (+1 if the psychic test was a 10+). If this roll beats the enemy's toughness, then one model in that unit immediately dies. If that unit's still around after that, you can deal d3 more mortal wounds. Against marines, this is a gamble for only two kills on average. Against anything else, this can lead to a pretty nifty way to break a few members of a squad, though you can't pick out who dies so as to fuck over special weapons. #'''Infernal Power:''' Warp Charge 6. Pick one {{W40kKeyword|<LEGION> DAEMONKIN/DAEMON ENGINE}} within 18". This unit auto-wounds on a natural 6 to hit, which can stack with LtGB for some additionally cruel funtimes. #'''Mutated Invigoration:''' Warp Charge 7. One friendly unit gains +1 to either Strength or Toughness for a bit of a flexible buff. If you roll a 10 on the psychic check and target a {{W40kKeyword|<LEGION> DAEMONKIN/DAEMON ENGINE}} unit, you can put this on both Strength and Toughness, giving extra melee power. </tab> <tab name="God-Aligned"> Now absolutely confirmed to work on any psykers. A psyker of Nurgle, Slaanesh, or Tzeentch must take their god's power on top of whatever else they 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> <LEGION>}} unit within 18", meaning all of them can be used on the psyker casting them. *'''{{W40kKeyword|SLAANESH}} - Delightful Agonies:''' Warp Charge 6. Targets a {{W40kKeyword|SLAANESH <Legion>}} unit within 18"; that unit gains a 5+++ FNP. Cast on your 10-man Terminator squad and drink your enemy's tears. *'''{{W40kKeyword|NURGLE}} Miasma of Pestilence:''' Warp Charge 6. A {{W40kKeyword|NURGLE <Legion>}} unit within 18" is protected by a cloud of flies and enemies targeting them suffer a -1 to hit. Flip off those +1 to-hit spammers. *'''{{W40kKeyword|TZEENTCH}} - Skeins of Fate:''' Warp Charge 6. A {{W40kKeyword|TZEENTCH <Legion>}} unit within 18" gets a 4++ save. Unlike last edition, this is now a flat invuln, meaning you can't do something dickish like slap this onto an LR Achilles for a super-tank. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information