6th edition psyker powers




















Relentless is also an important feature which can help any heavy weapon based squad move and not have to snap shot but more importantly, can be given to a rapid-firing squad which allows it to assault afterwards as well. Another power similar to a Tyranid one… Life Leech is again a better option.

S6 and AP2 are good enough to inflict wounds on most things which use toughness values or saves for protection and scare vehicles to a mild extent. Great more mutliple-wound psykers looking to protect themselves but the other powers are often much better in terms of overall output. The second power which affects only the psyker which increased their Initiative and Attacks number by D3.

Like Iron Arm, this is a power which is really going to help combat based psykers but there is little application outside of this. Dark Eldar weaponry, Jaws, etc. Best used for sniping rather than mass damage. Concluding Thoughts:. There are some really good powers, some okay powers and some crap powers. You can not cast the same power more than once per turn. Life isn't fair. But wouldn't it be worse if Life were fair, and all of the really terrible things that happen to us were because we deserved them?

Aizuwakamatsu, Fukushima, Japan. Thread is being locked due to thread necromancy. Dakka 5. Member List. Recent Topics. Top Rated Topics. Forum Tools Forum Tools Search. Librarian and 6th Edition Psyker Rules. Subject: Advert. Mizzet Drone without a Controller.

BetrayTheWorld Dakka Veteran. To be more clear, you can choose to take the librarian psychic powers listed in the codex, OR you can exchange them for rolls on the charts for disciplines in the book you can only use specific disciplines, as outlined in the FAQ. Also, you can't mix and match. It's either exchange all psychic powers from the codex for BRB psychic powers, or none of them.

Okay thank you. That's very much appreciated. The best counters to this power, by far. Roll a D6 on the table to determine what happens to the target. On a , the unit must take a Pinning test.

On a , a randomly determined character model in the unit suffers a number of Strength 3 hits equal to the number of other models in the unit; if no such character model is available, treat this as a result instead. While none of these are particularly bad, they're not very good either. Only and are useful. Can only be used on units with the Daemon special rule. Although far more situational, this can be absolutely horrific to a Daemon player who was unlucky enough to already have their invulnerable save reduced by 1 by rolling 4 on the Warp Storm table.

Allows a single unit that isn't swooping or zooming to Deep Strike anywhere. However, remember the 1d4chan advice for deep striking: you want to be able to survive a turn of shooting, and assault troops are going to get shot up before they can do their thing.

You remember how it was back in 3rd edition when you still had Daemonhunters? Yeah, it's like that. While obviously best done before getting stuck in, you might consider using it defensively.

Additionally, all Daemons allies and enemies within 12" of the caster treat all terrain including open ground as Dangerous Terrain. Conversely, it's helpful against daemon hordes especially if combo'd with Banishment, as putting it on just a few units placed ahead of the main body of army can mean seeing lots of daemons disappear as they move ahead to engage your troops, as well as seeing a blob of daemons get ruined because they had the balls to charge you.

The reason this was used was because of the massive clusterfuck you could make with this, since Horrors are psykers and could get Summoning as well so you could summon psykers to summon psykers to summon psykers, repeat ad nauseam. This is currently FAQed away, as "new" Horrors don't get Daemonology; there is no explanation what the FAQ means by "new", but Horrors conjured by this power seem to unequivocally qualify.

As a result, there are two big limits to the use of this power. The first is obvious: who the hell has that many horror models? The second is that you're summoning ML1 horrors with access to only the Change discipline. Since they do have mind bullets, they now have more kick, but even with this buff it does not change the fact that the daemon swarm is just not that good.

If you're at home using Daemons as lackeys then don't go overboard on summoning. Do it to get reinforcements, but the 'bacterial swarm' is best used for the occasional fun list with a lot of proxy models.

See below this chart for further notes on Summoning. If you have a good blob unit or deathstar, then this power will go a long way in allowing them to survive a little further. Also, be careful: to get the most out of this your daemons have to be within 12" of the caster, meaning you have to bunch up a bit. Not a deal breaker thanks to the higher invulnerable, but something to remember.

Also remember that this power applies to enemies with the Daemon rule, too. So yeah, that's one thing not to cast if you're facing down an Avatar of Khaine. If you have a bunch of daemons already this will probably draw every remaining die your enemy can throw at it in a mad attempt to Deny it.

Don't let them, either by draining their pool first with frivolous bullshit or by throwing enough dice at it that denial is unlikely. Or, use it as the bait for something else, like an unholy barrage of beams and witchfires the enemy is now powerless to stop.

Summons a Herald of your choice with up to 30 points' worth of wargear options within 6 inches of the user. However, the user or another friendly unit in range suffers a single wound with no saves allowed so FNP works, as usual.

Don't expect it to survive for long on its own, so you'd better summon some mooks to help him survive. This is a slick little power to have on hand if you get blindsided or if you bite off more than you can chew. For instance, sudden combat with an overzealous challenge character?

Bring in a Herald of Khorne with an Axe of Khorne and show him what's what. My favorite trick is to summon a bunch of Tzeentch Heralds on Disks over the course of the game who turbo to hiding spots all over the board only to emerge turns as needed to contest and take objectives. The Imperial Knight formation that has people in a tizzy has almost no defense against this trick as they have nearly no Objective Secured.

Also, for the love of the Emperor, be polite and have some Heralds pre-kitted before the game starts so you don't have to hunt in the codex for a few minutes in the middle of the game to see your options. Like Cursed Earth, this draws Deny aggro like nobody's business.

If you need it to go off, throw at least 3 dice at it; otherwise, it makes great bait so you can cast everything else with impunity. Summons one of the following within 12 inches of the user: 3 Bloodcrushers, 3 Screamers, 3 Plague Drones, 3 Fiends. This generally isn't used for much unless you're planning to cheese your way to an infinite Screamerstar, or you're looking for some Distraction Daemons.

While you shouldn't forget about this if you get it, if you're gonna get the Primaris anyway due to psychic focus, then the limited use will mean you won't cast this all that often. Bonus points: summon three screamers next to your enemy's Land Raider and watch him devote untold forces to getting rid of them. Summons a Greater Daemon of your choice within 6 inches, and removes the user as a casualty. If the Psychic test to manifest this power fails, the user automatically suffers Perils of the Warp.

Just imagine the look on your opponent's face when your otherwise useless Wyrdvane Psykers explode into a Bloodthirster. Or your Lord of Change, on his last wound, explodes into a new and fully healed Lord of Change. The spell specifically states you must summon either a Bloodthirster of any variation, a Lord of Change , a Great Unclean One or a Keeper of Secrets , so no, you can't summon a named greater daemon.

This generally isn't used because of the mighty cost it takes, but the reward it allows especially if you're running Daemons makes it insanely tempting.

Use at your own peril. Also note, as per the May FAQ, Flying Monstrous Creatures must now be declared to be either Swooping or Gliding when conjured or summoned to the table, so you now have the choice of whether to keep them in the relative protection of the air, or on the ground so that they can get stuck in sooner.

Note: they still are still deployed as per Deep Strike and so cannot charge that same turn, this just means you don't have to waste an additional turn switching flight modes. An almost free Storm Shield for a turn. Useful, since many librarians don't get Storm Shields.

For every hit the psyker lands in close combat not wound, hit , the unit hit suffers 2 additional S5AP- hits. If the target is not Zooming, Swooping, or locked in combat, it immediately moves 18" as if were Jump Infantry and cannot charge this turn. The target counts as having moved in the Movement phase when shooting weapons in the Shooting phase. It can be used like old-school Lash of Submission to move enemies out of cover with free Dangerous Terrain , or it could move a friendly unit into place for shooting.

Swap the psyker with any one model in the target unit, then redeploy the psyker's unit within 6" and coherency of him, and the target unit within 6" and coherency of the swapped model.

If the psyker's unit was locked in close combat with anything, the target unit is now locked in close combat with that thing, and vice versa, Can be truly devastating when used correctly. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, ties with Invisibility for absolute Psychic cheese. And with good reason. Optimized for psyker-heavy armies which makes it situational, but fearless makes it more broadly situational.

If the caster beats the target by at least 3, the target permanently loses a random power. This thing is essentially Banishment , but it's much more versatile.

Cannot target units which are Swooping, Zooming, or locked in combat. All models in the target take a dangerous terrain test with no armour saves allowed. Target regains 1d3 wounds , and his entire unit gains IWND. Healing others is good, healing wounds lost to Perils is great, and granting IWND to a variety of targets is epic.

Each unit friend or foe within 6" of the target point suffers a randomly allocated S5 AP4 hit, which, like all maledictions, will ignore cover as it does not count as shooting.

All terrain, including open ground, in that same area counts as dangerous. This power works like a nova: all enemy units within range are targeted. Units which are not Swooping or Zooming always move as if in difficult terrain, and cannot run, turbo-boost, or flat-out.

Move a piece of terrain by 24" , including units completely within it; units partially within instead disembark as if from an open-topped vehicle. Disembarking models definitely take dangerous terrain tests; units that 'ride' the terrain may or may not, depending on how you interpret the rule.

Lots of ways to use this. The wording issue boils down to, "Move units completely within X way. Move units partially within Y way.

Models moved in this way take Dangerous terrain tests. No FAQ entry as of this writing. You and your opponent each roll a die. If they roll higher, nothing happens. If you draw, that weapon can only shoot snap shots. If you roll higher, you take control of said vehicle's weapon to shoot right now, using the vehicle's BS, and firing Snap Shots if the vehicle is Stunned or Shaken. This will be horrible if your enemy has a Superheavy of some kind Lord of Skulls, Stompa, Baneblade variants, Knights , and given the current meta, it's common to see an Imperial Knight ally.

The only drawback is the range, though there're a few different ways to handle it. Unfortunately, if you toss this on a Walker that's locked in combat it won't do anything productive, despite being able to legally target it; this power would be strictly better as a profileless witchfire, as that would let you cast it out of a fire point.

The caster may cast this on a transport he is embarked on, but while embarked cannot cast it on any other vehicles, regardless of the transport having fire points or being open topped.

And gauss weaponry still doesn't give a shit. This is a nova-style power, despite being a malediction it targets all enemy units within range. Target units take all Morale, Pinning, and Fear tests on 3D6. Dark Angels have a fear overload so this is good against even moderately high Ld armies with every Terminator squad able to get Perfidious Relic of the Unforgiven and the Interrogator-Chaplain.

Note that this does not force those checks, you still have to do that normally. Grants Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre. Strictly worse than Might From Beyond. Target may only fire Snap Shots. Perfect for negating a high threat unit to your army such as an antiarmor squad or anti-TEQ. Target reduces WS and BS to 1; this power ends early, at the end of the target's next turn, but when it does, the unit must take an Ld test.

If they fail, the reduction becomes permanent. Cast on a Deathstar unit. Not to mention that without factoring in modifiers , on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 warp charges, but you should always be throwing 7 or 8 at this.

It sounds like it would be great when combo'd with Mind Worm, and it does on--single model units; but you would have to use Mind Worm on the sergeant to bust a squad down to the next highest LD value, which obviously doesn't work as well.

All armies will have a better-than-half chance of passing their check unless you've messed with their leadership , AND the unit is still alive and holding their objective in the best of cases. Strictly worse than Warp Speed when cast on the caster, so make sure to exploit the 12" range.

Because Fleet does not extend to the unit, and the only non-Independent Character Characters you have are Librarian Dreadnoughts and Cassor the Damned, Cassor immediately becomes your best in-Faction target, but your best bet is probably allies - for example, an Eversor Assassin.

Target takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test, not a Fear test, so it affects Space Marines.

Useful for moving units off of objectives or forcing them to move into charge range of another unit. Bless the Death Company. Watch them kill. You'll be needing this against any AP2 or D shots. Strictly worse than Forewarning. Target an infantry unit within 12", it may move up to 12" unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase.

This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24" in a single turn. This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12" into the rear armor of that enemy tank that needs to die.

Drastically worse than Magnetokinesis. Grants Shrouded. Target suffers -1 BS and always moves as if in difficult terrain which will cause dangerous terrain tests on skimmers, jump infantry, and so on. Watch those Tau suck it when they're tripping all over themselves. Inflicts an S4 AP- hit. If the character survives, it rolls on Chaos Boon, re-rolling Dark Apotheosis. For the rest of the phase, each time a friendly model successfully manifests a psychic power within 18" of the psyker, place a die next to the psyker.

Any dice accrued in this manner can be used by the Psyker as bonus Warp Charge points. Cannot target models locked in combat. Immediately make a shooting attack with every model in the unit as if it were friendly. Resolve these as if the unit had not moved in the Movement phase, and after shooting, the unit must take a Pinning test.

Roll on the following table to determine the effect. Unlike most powers, Symphony of Pain will stack with itself on the same target. Range S AP Type 6. This does not let your Plague Marines get Poisoned bolters - the Poisoned special rule on a model only applies to its melee attacks - but there are rare cases where having it on the model is better than having it on your weapons, such as when in melee with Jain Zar.

Roll on the following table to determine effect; unlike most powers, Gift of Contagion's effects always stack with itself. As none of entries on the table specify a minimum of 0, you can kill anything with a Toughness characteristic by spamming this power on them until you roll enough 3s that they reach T0 and die, provided you have enough Psykers you will definitely be able to get them in range.

When it is a Malediction, it inflicts -1S and -1T. Just take 1 roll on Malefic and swap for Primaris. However, while inferior to Malefic, it's not bad, just limited, and even Malefic can't summon Flaming Chariots; since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn, because summoning at least 5 burning chariots over the course of a game is nothing to scoff at.

Use it just before you charge, and drink their tears as you spill their blood. Yeah, a spell which, while it buffs, can actually hurt a target. While this can be effective enough on Slaaneshi units, since granting more attacks to the already Rending demons can be enough to make even terminators reach for the safe word, casting this on something like plague drones or noise marines who can both have the toughness to likely ignore s3 or armor save them away suddenly makes them much, much scarier with virtually no risk whatsoever.

Ever want to see a GUO do an impression of a Bloodthirster? Target must pass a Leadership test in order to move, manifest a psychic power, run, shoot including Overwatch , charge, attack in melee, sweeping advance, consolidate, or fire overwatch; tests are phase and action specific, so failing a test in a given phase allows testing for a different action, but passing in a given phase still means you must test again on all subsequent phases.

Besides being worth 22 points in scrabble, it is an improved version of Telepathy 's Dominate Power, sacrificing 6" of range in exchange for also applying to attacking in melee, sweeping advances, and consolidating. Unit hit cannot Run, Sweeping Advance, or fire Overwatch.

Neuter an enemy unit with a temporary Slow and Purposeful, without Relentless?



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