Psykers,
they’re all trash! That is my take on these guys. I guess I'm a witchhunter at heart. There is only one exception and that
is a certain Astral Claw, but he isn’t really a psyker
is he.
However, this edition they are
all the rage, mostly if they can take the power that is akin to Eldar Fortune (or whatever they will soon have or had in the
past). Having an ability to re-roll hits used to be unique, now it is super
commonplace with all the psykers and allies running
around. Chaos has always and will always have Librarians…I mean Sorcerers and
Demons who can take magical warp powers.
It seems every codex will have
access to various schools of psyker powers. Chaos has
access to the Chaos powers of Tzeencth, Slaanesh and Nurgle. They can also
access powers from the main rule book as well. These are Pyromancy, Biomancy and Telepathy.
Sadly, they cannot get the cool re-roll to hit power on their psykers.
Well I’ll pass on the rulebook
powers because this is a Chaos review. Who cares what basic powers they can
take? We want powers granted from the dark gods! Right?!
Quick learning
session:
Witchfire=shooting attack, follows all shooting rules (roll for
power, roll to hit like a gun)
Beam=draw a line and 1st model hit takes full
strength damage, then second model in line takes -1 strength damage, etc until at strength 0 or max range. Beam is a roll for
power only.
Nova= will hit all enemies within range of power. It ignores
terrain, combat, line of sight, etc. Nova is a roll for power manifest
only.
Malediction= debuff, just roll for
power
Blessing=buff, just roll for power
Tzeentch
Primary Power:
Tzeencth’s Firestorm
24” Sd6+1 AP – assault 1 blast, Inferno warp charge 1 (witchfire)
Inferno- if a model is killed,
then the unit takes D3 S4 AP- auto hits for every model the original blast
kills. These D3 auto hits cannot generate additional hits if more models are
killed.
Or roll……
1-2 Boon of Mutation
warp
charge 1 (blessing)
choose a character model within
2” of the psyker with this power. This character takes
an S4 AP- hit. If they survive, then they roll on the Gift of Mutation chart.
They must ignore the Demon Prince result.
3-4 Doom Bolt
18” S8 AP 1 assault 1,
Detonate warp charge 1
(beam)
Detonate= if a vehicle is
destroyed by this and rolls the explosion result, then roll 2d6 for the
explosion range
5-6 Breath of Chaos
Template S1 AP 2 assault 1 poison
(4+), Corrosion warp charge 2 (witchfire)
Corrosion= will glance a
vehicle on a 4+
Slaanesh
Primary Power:
Sensory
Overload - 24" S4 AP4 Assault
Blind ,Concussion, Pinning warp charge 1
(witchfire)
Or roll……
1-2 Hysterical Frenzy
Select a friendly non-vehicle
unit within 12" and roll D3. Then consult this little chart..... warp charge 1
(blessing)
1-Swollen Sensorium- unit gains +1 initiative
2- Lunatic Strength- unit gains +1 strength
3-Hyper Fit- unit gains +1 strength +1
toughness
This stuff will last for a turn
3-4
Symphony of
Pain
warp charge 1
(malediction)
Select one enemy unit within
24". That unit is now at -1 WS -1 BS and any sonic weapons that hit them are
resolved at +1 strength. The effects of multiple Symphonies of Pain are
cumulative. This last for a turn.
5-6
Ecstatic
Seizures warp charge 2
(witchfire)
24" S * AP- assault 1 Ecstasy
Ecstasy= every model in unit is
automatically hit at a strength level equal to their base strength (marines
take a S4 hit, guardsmen S3)
Nurgle
Primary Power:
Nurgle's Rot
6" S2 AP5 assault D6+1 poison
(4+) warp charge 1
(nova)
or roll.....
1-2 Weapon
Virus
warp charge 1
(malediction)
Select a unit within 24" and
that unit's weapons gain the Gets Hot! rule
3-4 Gift of
Contagion warp charge 1
(malediction)
Select a non-vehicle unit
within 48" and roll a D3, then consult a little chart
1- Fly Blown Palsy- unit
suffers -1 attack and gains Shrouded
2-Muscular Atrophy- unit
suffers -1 strength and cannot run
3- Liquefying Ague- unit
suffers -1 strength and -1 toughness
These last for a turn and
multiple results are cumulative
5-6 Plague
Wind warp charge 2
(witchfire)
12" S1 AP2 assault 1, large
blast, poison (+4)
I'm not super impressed or let
down with these powers. I'm neutral basically because I care so little for this
part of the 40K universe. The fact they are randomly rolled is annoying, but it
saves on points to buy them I guess. I don't miss Warp Time and Lash o'
Submission at all. I'm glad those powers are gone. The ability to stack debuffs is neat, but means you need to invest in a psyker that can cast multiple spells per turn. The same if
you roll for a 2 warp charge power and have a psyker
that cannot use it. One must plan ahead or settle for the primary powers. If I
was forced to choose, then Nurgle seems like the most
useful for me.
Now to the unit that can
utilize this stuff the most. The Sorcerer.
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