Warhammer 40,000/Tactics/Psychic 101(8e): Difference between revisions

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|+ Force
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! Number !! Name !! Range !! Target !! Description !! Charges
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|+ Dark Hereticus
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! Number !! Name !! Range !! Target !! Description !! Charges
! Number !! Name !! Range !! Target !! Description !! Charge
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! 1 !! Miasma of Pestilence
! 1 !! Miasma of Pestilence

Revision as of 12:36, 12 June 2017

This page indexes how the Psychic Phase works in 8th edition Warhammer 40K.

Psychic Phase in General

Psychic powers are used in their own phase, after moving but before shooting. Every psyker knows some set of powers, can attempt to manifest some number of powers per friendly Psychic phase, and can attempt to deny some number of psychic powers in each enemy Psychic phase. In Matched Play, only the Smite power, which all psykers know by default unless their rules say otherwise, can be spammed; all other powers can only be attempted once per turn.

How It Works

0: Generating Psychic Powers

Psychic powers are generated before the game starts, but after list construction (you do not need to commit to your known powers until after you know your enemy's list). A given psyker has access to a certain number of powers from some Discipline, with the Discipline ordinarily set by the model's faction; in addition, unless its rules explicitly say otherwise, all psykers know the Smite power. A Discipline has three powers in it, and you may generate your powers by rolling D3s (re-rolling duplicates), or you can simply pick the power(s) your psyker knows, which is what you should always do, as you should be building your list with a clear role for each psyker in it.

1: Choose Psyker and Power

Each psyker in your army may attempt to cast some number of powers, as specified on their datasheet; this number typically varies between 1 (particularly weak) and 3 (particularly strong, and the current maximum). In addition, in Matched Play, attempting a power blocks out the power for the rest of your army for the turn, except for Smite. Any psyker who knows a power which has not been blocked and has not reached their attempt limit yet is available to attempt.

2: Casting Powers

Roll some number of dice; the number is typically 2, but your psyker's datasheet may say otherwise, such as rolling only 1 die, and various abilities may modify this. Rarely, you may add or subtract a constant from the rolled value - as usual, your datasheets will indicate this (or, if other models are modifying your rolls, their datasheets). If you equal or exceed the power's warp charge value, and you live through the attempt (see below), you succeed at the power; otherwise, the power fizzles.

Make sure you record somehow (such as by putting the dice aside, although any additive modifiers do also apply) the result of the dice roll if you succeed; some powers resolve (see below) differently based on your roll.

Perils of the Warp

Perils of the Warp occurs on any pair of 1s or 6s, aside from any special rules saying otherwise. When a psyker suffers perils of the warp for any reason, he suffers 1D3 mortal wounds. If this kills him, the power fizzles and each unit within 6" suffers D3 mortal wounds.

3: Deny the Witch

Any model capable of Deny the Witch (which is any psyker, and certain other models with special rules) within range (24", unless otherwise specified) can attempt to Deny the Witch, up to the number of times specified on their datasheet. The opposing player (whose Psychic Phases it is not) can nominate any eligible model to attempt to Deny, but only gets one chance to do so. The Denier rolls their Denial dice - typically 2 - and has to exceed the total the caster got. If the Denier does so, the power fizzles.

4: Resolve Power

If you made it this far (cast successfully, psyker lived, not denied), resolve the power as specified in the power's rules, as modified by the rules on the psyker, etc. To give you an idea of how likely this is, here is a table summarizing your chances.

Warp Charge Table

The following table shows what chance you can expect to cast a power with a given number of warp charges, opposed by a given number of denial dice. The table assumes Perils kills you, so double sixes is a failure, not a success (and double ones, when the psyker would otherwise succeed). For a psyker with many wounds, the numbers increase slightly as his ability to live through D3 wounds increases, but not by a drastic amount - the table below remains a good approximation.

Your base chance of getting perils of the warp on one die is always 0, and on two dice is always 5.56%.

Chances of Success, Caster vs Denier vs Charges, Assuming Perils are Failures
Caster Dice Denier Dice WC1 WC2 WC3 WC4 WC5 WC6 WC7 WC8 WC9 WC10 WC11
2D6+2 0D6 94.44% 94.44% 94.44% 94.44% 94.52% 89.12% 81.02% 70.22% 56.71% 40.51% 27.01%
2D6+2 1D6 92.70% 92.70% 92.70% 92.70% 93.62% 89.12% 81.02% 70.22% 56.71% 40.51% 27.01%
2D6+2 2D6 71.85% 71.85% 71.85% 71.85% 73.52% 72.02% 68.64% 62.34% 52.59% 39.08% 26.71%
2D6+1 0D6 94.44% 94.44% 94.44% 94.52% 89.12% 81.02% 70.22% 56.71% 40.51% 27.01% 16.20%
2D6+1 1D6 90.07% 90.07% 90.07% 91.37% 87.77% 81.02% 70.22% 56.71% 40.51% 27.01% 16.20%
2D6+1 2D6 62.74% 62.74% 62.74% 64.36% 63.46% 61.21% 56.71% 48.84% 37.13% 25.88% 15.98%
2D6+0 0D6 94.44% 94.44% 94.52% 89.12% 81.02% 70.22% 56.71% 40.51% 27.01% 16.20% 08.10%
2D6+0 1D6 85.70% 85.70% 87.32% 84.62% 79.22% 70.22% 56.71% 40.51% 27.01% 16.20% 08.10%
2D6+0 2D6 52.54% 52.54% 54.01% 53.56% 52.21% 49.21% 43.58% 34.13% 24.38% 15.38% 07.95%
2D6-1 0D6 94.44% 94.52% 89.12% 81.02% 70.22% 56.71% 40.51% 27.01% 16.20% 08.10% 02.70%
2D6-1 1D6 79.14% 81.02% 79.22% 75.17% 67.97% 56.71% 40.51% 27.01% 16.20% 08.10% 02.70%
2D6-1 2D6 41.98% 43.13% 42.98% 42.31% 40.51% 36.76% 30.01% 22.13% 14.33% 07.58% 02.63%
2D6-2 0D6 94.52% 89.12% 81.02% 70.22% 56.71% 40.51% 27.01% 16.20% 08.10% 02.70% 00.00%
2D6-2 1D6 72.02% 71.12% 68.42% 63.01% 54.01% 40.51% 27.01% 16.20% 08.10% 02.70% 00.00%
2D6-2 2D6 32.78% 32.63% 32.41% 31.51% 29.26% 24.76% 19.13% 12.83% 06.98% 02.48% 00.00%
2D6-3 0D6 89.12% 81.02% 70.22% 56.71% 40.51% 27.01% 16.20% 08.10% 02.70% 00.00% 00.00%
2D6-3 1D6 60.76% 59.41% 55.81% 49.06% 38.26% 27.01% 16.20% 08.10% 02.70% 00.00% 00.00%
2D6-3 2D6 23.48% 23.26% 22.96% 21.83% 19.13% 15.38% 10.88% 06.15% 02.25% 00.00% 00.00%
2D6-4 0D6 81.02% 70.22% 56.71% 40.51% 27.01% 16.20% 08.10% 02.70% 00.00% 00.00% 00.00%
2D6-4 1D6 48.61% 46.81% 42.31% 34.21% 25.21% 16.20% 08.10% 02.70% 00.00% 00.00% 00.00%
2D6-4 2D6 15.75% 15.45% 15.08% 13.73% 11.48% 08.48% 05.10% 01.95% 00.00% 00.00% 00.00%
2D6-5 0D6 70.22% 56.71% 40.51% 27.01% 16.20% 08.10% 02.70% 00.00% 00.00% 00.00% 00.00%
2D6-5 1D6 36.46% 34.21% 28.81% 22.06% 14.85% 08.10% 02.70% 00.00% 00.00% 00.00% 00.00%
2D6-5 2D6 09.83% 09.45% 09.00% 07.88% 06.08% 03.83% 01.58% 00.00% 00.00% 00.00% 00.00%
2D6-6 0D6 56.71% 40.51% 27.01% 16.20% 08.10% 02.70% 00.00% 00.00% 00.00% 00.00% 00.00%
2D6-6 1D6 25.21% 22.51% 18.00% 12.60% 07.20% 02.70% 00.00% 00.00% 00.00% 00.00% 00.00%
2D6-6 2D6 05.70% 05.25% 04.88% 03.98% 02.63% 01.13% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6+2 0D6 100.00% 100.00% 100.00% 83.33% 66.67% 50.00% 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+2 1D6 83.33% 83.33% 83.33% 75.00% 63.89% 50.00% 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+2 2D6 37.50% 37.50% 37.50% 36.11% 33.33% 28.70% 21.76% 12.04% 00.00% 00.00% 00.00%
1D6+1 0D6 100.00% 100.00% 83.33% 66.67% 50.00% 33.33% 16.67% 00.00% 00.00% 00.00% 00.00%
1D6+1 1D6 72.22% 72.22% 66.67% 58.33% 47.22% 33.33% 16.67% 00.00% 00.00% 00.00% 00.00%
1D6+1 2D6 25.93% 25.93% 25.46% 24.07% 21.30% 16.67% 09.72% 00.00% 00.00% 00.00% 00.00%
1D6+0 0D6 100.00% 83.33% 66.67% 50.00% 33.33% 16.67% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6+0 1D6 58.33% 55.56% 50.00% 41.67% 30.56% 16.67% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6+0 2D6 16.67% 16.20% 15.74% 14.35% 11.57% 06.94% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-1 0D6 83.33% 66.67% 50.00% 33.33% 16.67% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 41.67% 38.89% 33.33% 25.00% 13.89% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 09.72% 09.26% 08.80% 07.41% 04.63% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 66.67% 50.00% 33.33% 16.67% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 27.78% 25.00% 19.44% 11.11% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 05.09% 04.63% 04.17% 02.78% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 50.00% 33.33% 16.67% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 16.67% 13.89% 08.33% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 02.31% 01.85% 01.39% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 33.33% 16.67% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 08.33% 05.56% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.93% 00.46% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 16.67% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 02.78% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.46% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%

Psychic Disciplines

By and large, each Faction has its own Discipline, although exceptions abound. Accordingly, the Disciplines below are sorted by Faction.

Smite

Overview
Smite is not actually in a discipline, and all Psykers know it by default unless otherwise noted.
Force
Number Name Range Target Description Charge
N/A Smite 18 Enemy Unit The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds - D6 if manifested on 10 or more. 5

Chaos

Chaos Daemons

Unlike with most factions, Chaos Daemons subdivide their psykers, with Daemons of the three non-Khorne deities taking different disciplines. Be'Lakor, the only Daemonic psyker not of any deity, uses the Dark Hereticus discipline.

Nurgle
Slaanesh
Tzeentch

Heretic Astartes

Dark Hereticus
Number Name Range Target Description Charge
1 Infernal Gaze 18 Enemy Unit Choose a visible enemy unit within 18" of the psyker, and roll 3 dice. The target suffers a mortal wound for each 4+. 5
2 Warptime 3 Friendly Heretic Astartes Unit Choose a friendly Heretic Astartes unit within 3" of the psyker; it may move now, as if it were its Movement phase, and it is immune to Warptime until the end of the phase. 6
3 Prescience 18 Friendly Heretic Astartes Unit Choose a friendly Heretic Astartes unit within 18" of the psyker; it may add +1 to all hits rolls until the start of your next Psychic phase. 7
Death Guard

Death Guard Sorcerers use Dark Hereticus, but Plaguecasters use Contagion.

Contagion
Number Name Range Target Description Charge
1 Miasma of Pestilence 18 Friendly Death Guard Unit Choose a visible friendly Death Guard unit within 18" of the psyker; until the start of your next Psychic phase, all hit rolls targeting that unit subtract 1. 6
2 Gift of Contagion 18 Friendly Heretic Astartes Unit Choose a visible enemy unit within 18" of the psyker, and roll a D3 on the table below; all models in the target unit suffer the listed penalty, to a minimum of 1, until the start of your next Psychic phase.
D3 Penalty
1 -1 Attack
2 -1 Strength
3 -1 Toughness
7
3 Plague Wind 18 Friendly Heretic Astartes Unit Choose a friendly Heretic Astartes unit within 18" of the psyker; it may add +1 to all hits rolls until the start of your next Psychic phase. 5