Warhammer 40,000 8th Edition Expanded Psychic Powers

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Revision as of 05:58, 3 August 2018 by 1d4chan>Angry Pirate (Magic WIP)
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Magic WIP

The following psychic powers are designed for the (as of yet unreleased) rules for using Warhammer Fantasy models in 8th edition 40k.

Losing Focus: Each time you successfully manifest one of these powers all following attempts to manifest one of these powers suffer a -1 to the roll.

Storm of Magic (x): Spend x CP before attempting this psychic power, if you fail to manifest the power or it is denied the CP used is refunded but the psyker suffers a perils of the warp. Otherwise, the following effect takes place instead of the regular effect.

Lore of Light

0. Shem's Burning Gaze

Shem's Burning Gaze has a warp charge value of 5. If manifested the nearest visible enemy unit within 18" suffers D3 mortal wounds. If the nearest visible enemy unit within 18" is a DAEMON or UNDEAD it suffers D6 mortal wounds instead.

1. Pha’s Protection

Pha’s Protection has a warp charge value of 6. If manifested, select a friendly unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.

2. The Speed of Light

The Speed of Light has a warp charge value of 6. If manifested choose a friendly unit within 18" of the psyker – that unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase.

3. Light of Battle

Light of Battle has a warp charge value of 5. If manifested choose a friendly unit within 18" of the psyker – add 2 to the Leadership characteristics of that unit until your next Psychic phase.

4. Net of Amyntok

Net of Amyntok has a warp charge value of 6. If manifested choose an enemy unit within 18" of the psyker – your opponent must halve the Move characteristic of all models in that unit until your next Psychic phase.

5. Banishment

Banishment has a warp charge value of 8. If manifested, select a visible enemy unit within 12" of the psyker. Until the start of your next Psychic phase, that unit cannot take invulnerable saves.

6. Birona's Timewarp

Birona's Timewarp has a warp charge value of 9. If manifested, pick a friendly unit within 18". Until the start of your next Psychic phase, add 1 to the target's Attacks characteristic and you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Lore of Metal

0. Searing Doom

Searing Doom has a warp charge value of 5. If manifested roll a D6, if the roll is higher than the highest (worst) Sv value of the nearest visible enemy unit within 18"; that unit suffers D6 mortal wounds, otherwise the unit suffers D3 mortal wounds.

1. Plague of Rust

Plague of Rust has a warp charge value of 5. If manifested choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from the Sv characteristic of that unit until your next Psychic phase.

2. Enchanted Blades of Aiban

Enchanted Blades of Aiban has a warp charge value of 8. If manifested, select a unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.

3. Glittering Robe

Glittering Robe has a warp charge value of 6. If manifested choose a friendly unit within 18" of the psyker – add 1 to the saving throws made for that unit until your next Psychic phase.

4. Gehenna’s Golden Hounds

Gehenna’s Golden Hounds has a warp charge value of 7. If manifested target a unit within 18" of the psyker; roll a D6 for each model in the unit, the target suffers a mortal wound for each roll of 6.

5. Transmutation of Lead

Transmutation of Lead has a warp charge value of 8. If manifested target a piece of terrain within 18", each time a unit moves through that piece of terrain until your next psychic phase that unit suffers a mortal wound, any unit inside the terrain piece suffer an additional mortal wound at the end of their movement phase.

6. Final Transmutation

Final Transmutation has a warp charge value of 10. If manifested target a unit within 18", roll a D6 for each model in the unit. The unit suffers a mortal wound for each roll above the model's Sv characteristic.

Lore of Life

0. Awakening of the Wood

Awakening of the Wood has a warp charge value of 5. If manifested the nearest visible enemy unit within 18" suffers D3 mortal wounds. If the nearest visible enemy unit is within 6" of a Forest or Jungle it suffers D6 mortal wounds instead.

1. Earth Blood

Earth Blood has a warp charge value of 6. If manifested, select a visible unit within 18" of the psyker. Until the start of your next Psychic phase, roll a D6 each time a model in that unit loses a wound; on a 5+ it does not lose that wound.

2. Flesh to Stone

Flesh to Stone has a warp charge value of 6. If manifested select a unit within 12" of the psyker, subtract 1 from the wound rolls made against the target until your next Psychic phase.

3. Throne of Vines

Throne of Vines has a warp charge value of 6. If manifested add +2 the next time the psyker attempts to manifest a psychic power from the Lore of Life discipline and if it is a miscast the psyker takes no damage.

4. Shield of Thorns

Shield of Thorns has a warp charge value of 8. If manifested, select a visible unit within 18" of the psyker. Until the start of your next Psychic phase the target cannot move in the Charge phase, subtract 1 from all hit rolls that target that unit.

5. Regrowth

Regrowth has a warp charge value of 8. If manifested, select a friendly model within 12" of the psyker. That model immediately heals 2D3 wounds.

6. Tree Singing

Tree Singing has a warp charge value of 9. If manifested target one forest or jungle with no enemy models within 1", choose a direction and roll 2D6, move the terrain feature that many inches or until it it is 1" away from a unit or other terrain feature ignoring units entirely inside the terrain feature.

Lore of the Heavens

0. Urannon's Thunderbolt

Magic Missile (the Heavens) has a warp charge value of 5. If manifested the nearest visible enemy unit within 18" suffers D3 mortal wounds. If the nearest visible enemy unit within 18" has FLY it suffers D6 mortal wounds instead.

1. Iceshard Blizzard

Iceshard Blizzard has a warp charge value of 6. If manifested, select a visible unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls for that unit.

2. Harmonic Convergence

Harmonic Convergence has a warp charge value of 5. If manifested, pick a friendly unit within 18" of the psyker. Until your next Psychic phase, the unit you picked is able to target enemy units that are not visible to them, and units they target with shooting attacks do not gain any bonus to their saving throws for being in cover.

3. Wind Blast

Wind Blast has a warp charge value of 6. If manifested select a visible enemy unit within 18", the target suffers a mortal wound and cannot Advance until your next Psychic phase.

4. Curse of the Midnight Wind

Curse of the Midnight Wind has a warp charge value of 6. If manifested choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all wound rolls made for that unit in the Shooting phase until your next Psychic phase.

5. Comet of Casandora

Comet of Casandora has a warp charge value of 7. If manifested select a point on the table and mark it. Roll a D6 at the end of each Movement phase; on a roll of 1-3 add a Comet Counter to the marker, on a 4+ the comet lands and no further rolls are made for the rest of the game. When the comet lands roll a D6 for each unit within 12" of the marker, on a roll of 6+ the unit suffers D3 mortal wounds, subtract 1 when rolling for a CHARACTER and add 1 for each Comet Counter.

6. Chain Lightning

Chain Lightning has a warp charge value of 9. If manifested the nearest visible enemy unit within 12" of the psyker, and every other unit within 3" of that unit suffers D3 mortal wounds.

Lore of Shadows

0. Pit of Shades

Pit of Shades has a warp charge value of 5. If manifested roll 2D6, if either of the dice is the equal to or higher than the highest Movement value of the nearest visible enemy unit within 18"; that unit suffers D6 mortal wounds, otherwise the unit suffers D3 mortal wounds.

1. Melkoth’s Mystifying Miasma

Melkoth’s Mystifying Miasma has a warp charge value of 7. If manifested select a unit within 18" and choose one of the following effects to last until the start of your next Psychic phase:

  • The unit's M is reduced by D3.
  • The unit suffers a -1 to hit the Fight phase.
  • The unit suffers a -1 to hit in the Shooting phase.

2. Steed of Shadows

Steed of Shadows has a warp charge value of 6. If manifested, the psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker.

3. The Enfeebling Foe

The Enfeebling Foe has a warp charge value of 6. If manifested choose an enemy unit within 18" of the psyker – your opponent must subtract 1 from all wound rolls made for that unit in the Fight phase until your next Psychic phase.

4. The Withering

The Withering has a warp charge value of 8. If manifested select an enemy unit within 18" of the psyker - roll a D6 each time the unit suffers a wound until your next Psychic phase, on a roll of 5+ the unit suffers a mortal wound.

5. The Penumbral Pendulum

The Penumbral Pendulum has a warp charge value of 9. If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers D3 mortal wounds.

6. Okkam’s Mindrazor

Okkam’s Mindrazor has a warp charge value of 9. If manifested select a unit within 18" of the psyker - until your next Psychic phase that unit's Strength is equal to its Leadership.

Lore of Death

0. Spirit Leech

Spirit Leech has a warp charge value of 5. If manifested roll a D6, if the roll is higher than the number of models in the nearest visible enemy unit within 18"; that unit suffers D6 mortal wounds, otherwise the unit suffers D3 mortal wounds.

1. Aspect of the Dreadknight

Aspect of the Dreadknight has a warp charge value of 5. If manifested, select a visible unit within 18" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from all hit rolls that target that unit in the Fight phase.

2. The Caress of Laniph

The Caress of Laniph has a warp charge value of 6. If manifested, select a visible unit within 18" of the psyker. The target must roll 3 D6s, the target suffers a mortal wound for each of the rolls which is higher than the target's Strength.

3. Soulblight

Soulblight has a warp charge value of 7. If manifested, select a visible unit within 18" of the psyker, reduce the unit's Strength and Toughness by 1 until your next Psychic phase.

4. Doom and Darkness

Doom and Darkness has a warp charge value of 8. If manifested choose a visible unit within 18" of the psyker – subtract 3 from the Leadership characteristics of that unit until your next Psychic phase.

5. The Fate of Bjuna

The Fate of Bjuna has a warp charge value of 8. If manifested, select a visible unit within 18" of the psyker. The target suffers D3 mortal wounds the next time they move.

6. The Purple Sun of Xereus

The Purple Sun of Xereus has a warp charge value of 10. If manifested, roll 6D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wounds.

Lore of Fire

0. Fireball

Fireball has a warp charge value of 5. If manifested the nearest visible enemy unit within 18" suffers D3 mortal wounds. If the nearest visible enemy unit within 18" has FLAMMABLE it suffers D6 mortal wounds instead.

1. Cascading Fire Cloak

Cascading Fire Cloak has a warp charge value of 6. If manifested roll a D6 each time the Psyker takes a saving throw in close combat, on a roll of 4+ the unit that dealt the wound suffers a Mortal Wound.

2. Flaming Sword of Rhuin

Flaming Sword of Rhuin has a warp charge value of 8. If manifested target a unit within 12" of the psyker, add +1 to the wound rolls of the target until your next Shooting phase.

3. Burning Head

Burning Head has a warp charge value of 8. If manifested roll 3D6 and target a model within that many inches, draw an imaginary line between the psyker and the target, every unit with one or more models between the line suffer a mortal wound and reduces their Leadership by -1.

4. Piercing Bolts of Burning

Piercing Bolts of Burning has a warp charge value of 9. If manifested select a unit within 18" of the psyker; roll a D6 for each model in the unit, the target suffers a mortal wound for each roll of 6.

5. Wall of Fire

Wall of Fire has a warp charge value of 8. If manifested select a piece of terrain within 18", each time a unit moves through that piece of terrain until your next psychic phase that unit suffers a mortal wound, any unit inside the terrain piece suffer an additional mortal wound at the end of their movement phase.

6. Flamestorm

Flamestorm has a warp charge value of 10. If manifested select up to three enemy units within 18", each unit suffers D3 mortal wounds on a D6 roll of 4+.

Lore of Beasts

0. Flock of Doom

Flock of Doom has a warp charge value of 5. If manifested roll a D6, if the roll is higher than the highest Toughness value of the nearest visible enemy unit within 18"; that unit suffers D6 mortal wounds, otherwise the unit suffers D3 mortal wounds.

1. Wyssan's Wildform

Wyssan's Wildform has a warp charge value of 6. If manifested select a unit within 12", add +1 to the unit's Strength and Toughness until your next psychic phase.

2. Pann's Impenetrable Pelt

Pann's Impenetrable Pelt has a warp charge value of 6. If manifested all friendly CHARACTERS within 12" of the psyker add 1 to their Toughness.

3. The Amber Spear

The Amber Spear has a warp charge value of 7. If manifested select a model within 18" - roll a D6 for each wound the model has on its profile, for each roll of 6 the model's unit suffers a mortal wound.

4. The Curse of Anraheir

The Curse of Anraheir has a warp charge value of 8. If manifested select a visible unit within 18", if the unit can move it must Advance in its next Movement phase, but if it does it Advances an additional D6".

5. The Savage Beast of Horrors

The Savage Beast of Horrors has a warp charge value of 8. If manifested all friendly CHARACTERS within 12" of the psyker add 1 to their Strength and Attacks characteristics.

6. Transformation of Kadon

Transformation of Kadon has a warp charge value of 9. If manifested add 2 to the Attacks, Strength and Toughness characteristics of the psyker until the next Psychic phase.

Psychic Arsenal WIP

The following psychic powers are designed to improve the number of disciplines available to psykers in 8th edition 40k.

Biomancy

Pyromancy