Warhammer 40,000/2nd Edition Tactics/Psychic 101

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Revision as of 03:27, 16 February 2018 by 1d4chan>MagicJuggler (Psychic Disciplines)
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This is a placeholder for 2nd Edition. Break out those Dark Millennium Cards.

How It Works

Psychic Disciplines

Adeptus

  • Scan:
  • The Gate:
  • Assail:
  • Displacement:
  • Hellfire:
  • The Carmine Assassin:
  • Lightning Arc:
  • Machine Curse:

Librarian Powers

  • Psychic Shield:
  • Teleportation:
  • Prescience:
  • Quickening:
  • Strengthening:
  • Iron Arm:
  • Smite:
  • The Salamander:

Inquisition Powers

  • Purge Psyker:
  • Aura of Fire:
  • Aura of Fortitude:
  • Storm of Wrath:
  • Destroy Daemon:
  • Scourging:
  • Holocaust:
  • Vortex:

Eldar Powers

  • Doom:
  • Battle Fate:
  • Fortune:
  • Executioner:
  • Mind War:
  • Guide:
  • Eldritch Storm:
  • Destructor:

Ork Powers

  • Squish:
  • 'Eadbutt:
  • Kop Dis:
  • Da Krunch:
  • Power Vomit:
  • Brain Bursta:
  • Deff Wave:
  • Waaagh:

Squat Powers

  • Mental Fortress:
  • Domination:
  • Hammer of Fury:
  • Force Dome:

Tyranid Powers

  • Psychic Scream:
  • The Horror:
  • Hypnotic Gaze:
  • Catalyst:

Nurgle Powers

  • Miasma of Pestilence:
  • Aura of Decay:
  • Plague Wind:
  • Stream of Corruption:

Slaanesh Powers

  • Beam of Slaanesh:
  • Acquiescence:
  • Fleshy Curse:
  • Pavane of Slaanesh:

Tzeentch Powers

  • Pink Fire of Tzeentch:
  • Boon of Tzeentch:
  • Tzeentch's Firestorm:
  • Bolt of Change: