Warhammer 40,000/Tactics/Psychic 101(8e)

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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 Tables

The following tables show what chance you can expect to cast a power with a given number of warp charges, opposed by a given number of denial dice. Your base chance of getting perils of the warp on one die is always 0, and on two dice is always 5.56%. Whether or not you live through perils depends, of course, on how many wounds you have remaining, which directly impacts whether or not you succeed at the power.

Chances of Success, Caster vs Denier vs Charges, Caster has 4+ Wounds Remaining
Caster Dice Denier Dice WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 97.22% 91.67% 83.33% 72.22% 58.33%
2D6+2 1D6 96.30% 91.67% 83.33% 72.22% 58.33%
2D6+2 2D6 75.62% 74.07% 70.60% 64.12% 54.09%
2D6+1 0D6 91.67% 83.33% 72.22% 58.33% 41.67%
2D6+1 1D6 90.28% 83.33% 72.22% 58.33% 41.67%
2D6+1 2D6 65.28% 62.96% 58.33% 50.23% 38.19%
2D6+0 0D6 83.33% 72.22% 58.33% 41.67% 27.78%
2D6+0 1D6 81.48% 72.22% 58.33% 41.67% 27.78%
2D6+0 2D6 53.70% 50.62% 44.83% 35.11% 25.08%
2D6-1 0D6 72.22% 58.33% 41.67% 27.78% 16.67%
2D6-1 1D6 69.91% 58.33% 41.67% 27.78% 16.67%
2D6-1 2D6 41.67% 37.81% 30.86% 22.76% 14.74%
2D6-2 0D6 58.33% 41.67% 27.78% 16.67% 08.33%
2D6-2 1D6 55.56% 41.67% 27.78% 16.67% 08.33%
2D6-2 2D6 30.09% 25.46% 19.68% 13.19% 07.18%
2D6-3 0D6 41.67% 27.78% 16.67% 08.33% 02.78%
2D6-3 1D6 39.35% 27.78% 16.67% 08.33% 02.78%
2D6-3 2D6 19.68% 15.82% 11.19% 06.33% 02.31%
2D6-4 0D6 27.78% 16.67% 08.33% 02.78% 00.00%
2D6-4 1D6 25.93% 16.67% 08.33% 02.78% 00.00%
2D6-4 2D6 11.81% 08.72% 05.25% 02.01% 00.00%
2D6-5 0D6 16.67% 08.33% 02.78% 00.00% 00.00%
2D6-5 1D6 15.28% 08.33% 02.78% 00.00% 00.00%
2D6-5 2D6 06.25% 03.94% 01.62% 00.00% 00.00%
2D6-6 0D6 08.33% 02.78% 00.00% 00.00% 00.00%
2D6-6 1D6 07.41% 02.78% 00.00% 00.00% 00.00%
2D6-6 2D6 02.70% 01.16% 00.00% 00.00% 00.00%
1D6+2 0D6 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
Chances of Success, Caster vs Denier vs Charges, Caster has 3 Wounds Remaining
Caster Dice Denier Dice WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 96.30% 90.74% 82.41% 71.30% 57.41%
2D6+2 1D6 95.37% 90.74% 82.41% 71.30% 57.41%
2D6+2 2D6 74.69% 73.15% 69.68% 63.19% 53.16%
2D6+1 0D6 90.74% 82.41% 71.30% 57.41% 40.74%
2D6+1 1D6 89.35% 82.41% 71.30% 57.41% 40.74%
2D6+1 2D6 64.35% 62.04% 57.41% 49.31% 37.27%
2D6+0 0D6 82.41% 71.30% 57.41% 40.74% 26.85%
2D6+0 1D6 80.56% 71.30% 57.41% 40.74% 26.85%
2D6+0 2D6 52.78% 49.69% 43.90% 34.18% 24.15%
2D6-1 0D6 71.30% 57.41% 40.74% 26.85% 15.74%
2D6-1 1D6 68.98% 57.41% 40.74% 26.85% 15.74%
2D6-1 2D6 40.77% 36.91% 29.96% 21.86% 13.84%
2D6-2 0D6 57.41% 40.74% 26.85% 15.74% 07.41%
2D6-2 1D6 54.63% 40.74% 26.85% 15.74% 07.41%
2D6-2 2D6 29.24% 24.61% 18.83% 12.35% 06.33%
2D6-3 0D6 40.74% 26.85% 15.74% 07.41% 01.85%
2D6-3 1D6 38.43% 26.85% 15.74% 07.41% 01.85%
2D6-3 2D6 18.90% 15.05% 10.42% 05.56% 01.54%
2D6-4 0D6 26.85% 15.74% 07.41% 01.85% 00.00%
2D6-4 1D6 25.00% 15.74% 07.41% 01.85% 00.00%
2D6-4 2D6 11.14% 08.05% 04.58% 01.34% 00.00%
2D6-5 0D6 15.74% 07.41% 01.85% 00.00% 00.00%
2D6-5 1D6 14.35% 07.41% 01.85% 00.00% 00.00%
2D6-5 2D6 05.71% 03.40% 01.08% 00.00% 00.00%
2D6-6 0D6 07.41% 01.85% 00.00% 00.00% 00.00%
2D6-6 1D6 06.48% 01.85% 00.00% 00.00% 00.00%
2D6-6 2D6 02.31% 00.77% 00.00% 00.00% 00.00%
1D6+2 0D6 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
Chances of Success, Caster vs Denier vs Charges, Caster has 2 Wounds Remaining
Caster Dice Denier Dice WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 95.37% 89.81% 81.48% 70.37% 56.48%
2D6+2 1D6 94.44% 89.81% 81.48% 70.37% 56.48%
2D6+2 2D6 73.77% 72.22% 68.75% 62.27% 52.24%
2D6+1 0D6 89.81% 81.48% 70.37% 56.48% 39.81%
2D6+1 1D6 88.43% 81.48% 70.37% 56.48% 39.81%
2D6+1 2D6 63.43% 61.11% 56.48% 48.38% 36.34%
2D6+0 0D6 81.48% 70.37% 56.48% 39.81% 25.93%
2D6+0 1D6 79.63% 70.37% 56.48% 39.81% 25.93%
2D6+0 2D6 51.85% 48.77% 42.98% 33.26% 23.23%
2D6-1 0D6 70.37% 56.48% 39.81% 25.93% 14.81%
2D6-1 1D6 68.06% 56.48% 39.81% 25.93% 14.81%
2D6-1 2D6 39.87% 36.01% 29.06% 20.96% 12.94%
2D6-2 0D6 56.48% 39.81% 25.93% 14.81% 06.48%
2D6-2 1D6 53.70% 39.81% 25.93% 14.81% 06.48%
2D6-2 2D6 28.40% 23.77% 17.98% 11.50% 05.48%
2D6-3 0D6 39.81% 25.93% 14.81% 06.48% 00.93%
2D6-3 1D6 37.50% 25.93% 14.81% 06.48% 00.93%
2D6-3 2D6 18.13% 14.27% 09.65% 04.78% 00.77%
2D6-4 0D6 25.93% 14.81% 06.48% 00.93% 00.00%
2D6-4 1D6 24.07% 14.81% 06.48% 00.93% 00.00%
2D6-4 2D6 10.47% 07.38% 03.91% 00.67% 00.00%
2D6-5 0D6 14.81% 06.48% 00.93% 00.00% 00.00%
2D6-5 1D6 13.43% 06.48% 00.93% 00.00% 00.00%
2D6-5 2D6 05.17% 02.85% 00.54% 00.00% 00.00%
2D6-6 0D6 06.48% 00.93% 00.00% 00.00% 00.00%
2D6-6 1D6 05.56% 00.93% 00.00% 00.00% 00.00%
2D6-6 2D6 01.93% 00.39% 00.00% 00.00% 00.00%
1D6+2 0D6 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
Chances of Success, Caster vs Denier vs Charges, Caster has 1 Wound Remaining
Caster Dice Denier Dice WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 94.44% 88.89% 80.56% 69.44% 55.56%
2D6+2 1D6 93.52% 88.89% 80.56% 69.44% 55.56%
2D6+2 2D6 72.84% 71.30% 67.82% 61.34% 51.31%
2D6+1 0D6 88.89% 80.56% 69.44% 55.56% 38.89%
2D6+1 1D6 87.50% 80.56% 69.44% 55.56% 38.89%
2D6+1 2D6 62.50% 60.19% 55.56% 47.45% 35.42%
2D6+0 0D6 80.56% 69.44% 55.56% 38.89% 25.00%
2D6+0 1D6 78.70% 69.44% 55.56% 38.89% 25.00%
2D6+0 2D6 50.93% 47.84% 42.05% 32.33% 22.30%
2D6-1 0D6 69.44% 55.56% 38.89% 25.00% 13.89%
2D6-1 1D6 67.13% 55.56% 38.89% 25.00% 13.89%
2D6-1 2D6 38.97% 35.11% 28.16% 20.06% 12.04%
2D6-2 0D6 55.56% 38.89% 25.00% 13.89% 05.56%
2D6-2 1D6 52.78% 38.89% 25.00% 13.89% 05.56%
2D6-2 2D6 27.55% 22.92% 17.13% 10.65% 04.63%
2D6-3 0D6 38.89% 25.00% 13.89% 05.56% 00.00%
2D6-3 1D6 36.57% 25.00% 13.89% 05.56% 00.00%
2D6-3 2D6 17.36% 13.50% 08.87% 04.01% 00.00%
2D6-4 0D6 25.00% 13.89% 05.56% 00.00% 00.00%
2D6-4 1D6 23.15% 13.89% 05.56% 00.00% 00.00%
2D6-4 2D6 09.80% 06.71% 03.24% 00.00% 00.00%
2D6-5 0D6 13.89% 05.56% 00.00% 00.00% 00.00%
2D6-5 1D6 12.50% 05.56% 00.00% 00.00% 00.00%
2D6-5 2D6 04.63% 02.31% 00.00% 00.00% 00.00%
2D6-6 0D6 05.56% 00.00% 00.00% 00.00% 00.00%
2D6-6 1D6 04.63% 00.00% 00.00% 00.00% 00.00%
2D6-6 2D6 01.54% 00.00% 00.00% 00.00% 00.00%
1D6+2 0D6 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 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
Nurgle
Number Name Range Target Description Charge
1 Stream of Corruption 7 Closest Enemy Unit The closest enemy unit within 7" suffers 1D3 mortal wounds if it has fewer than 10 models in it, otherwise 1D6. 5
2 Virulent Blessing 18 Nurgle Daemon Unit Target unit may add +1 to all wound rolls in the Fight phase, and wound rolls of 7+ for that unit in the Fight phase inflict double damage. 6
3 Fleshy Abundance 18 Friendly Nurgle Daemon Unit Target unit recovers 1D3 wounds. 5
Slaanesh
Slaanesh
Number Name Range Target Description Charge
1 Cacophonic Choir 18 Closest Visible Enemy Unit Roll 2D6. Target unit suffers a mortal wound for each point rolled above its Leadership. 7
2 Symphony of Pain 18 Closest Visible Enemy Unit Target unit subtracts 1 from all hit rolls until the start of your next Psychic phase. 6
3 Hysterical Frenzy 18 Friendly Slaanesh Daemon Unit Target unit must also be within 1" of an enemy unit. It can pile in and attack as if it were the Fight phase. 8
Tzeentch
Tzeentch
Number Name Range Target Description Charge
1 Boon of Change 18 Visible Friendly Tzeentch Daemon Unit Roll a D3 on the table below; all models in the target unit receive the listed bonus until the start of your next Psychic phase.
D3 Penalty
1 +1 Attack
2 +1 Strength
3 +1 Toughness
7
2 Bolt of Change 18 Unit Target unit suffers D3 mortal wounds; if a Character is slain by this, you can add a Chaos Spawn to your army. Set it up within 1" of the character before it is removed. 9
3 Treason of Tzeentch 18 Visible Enemy Non-Warlord Character Roll 2D6; if the result is greater than the target's Leadership, you can treat the model as Friendly in your Shooting, Charge, and Fight phases, until the end of your Fight phase. 8

Heretic Astartes

Dark Hereticus
Number Name Range Target Description Charge
1 Infernal Gaze 18 Visible Enemy Unit Roll 3 dice. The target suffers a mortal wound for each 4+. 5
2 Warptime 3 Friendly Heretic Astartes Unit Target unit 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 Target unit may add +1 to all hit 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 Visible Friendly Death Guard Unit Until the start of your next Psychic phase, all hit rolls targeting target unit subtract 1. 6
2 Gift of Contagion 18 Visible Enemy Unit 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 Visible Enemy Unit Roll 1 die for each model in target unit; the unit suffers a mortal wound for each 6. 5