There's probably already a thread on this but I can't find it. Does anybody have suggestions on how to improve the
CSM Psychic powers? And I mean uniquely from the Daemon ones, not a carbon-copy. Take a look at this and give me feedback, and then post your own ideas!
Discipline of Tzeentch
Primaris:
Tzeentch’s Firestorm. Warp Charge 1. Witchfire.
The Psyker utters foul words in the tongue of Daemons, and invokes the wrath of Tzeentch himself. In a furious below, the Changer of the Ways tears the skies asunder, and hurls malefic Baleflame down upon his foes.
Range: 36”. S

6+3.
AP:-. Type: Assault, Large Blast, Soul Blaze, Inferno, Ignores Cover.
Inferno: For every model removed as a casualty as a result of this attack, all other models in the unit must pass an Initiative test or suffer an additional S3,
AP- hit.
1
Endless Schemes. Warp Charge 2. Blessing.
After a long period of brooding, the Psyker concocts a plan of such complexity, it requires the aid of the Warp to fulfil. Muttering beneath his breath, he grants his disciples great powers of speed and accuracy. With these boons, they fulfil their role in a scheme that will bring the enemy to their knees.
Targets the Psyker and his unit. They are permitted to both Run and Shoot in the next Shooting Phase, in either order. They also gain +1 Initiative and the Fleet special rule until the beginning of the next friendly Psychic Phase.
2
Power Drain. Warp Charge 1. Malediction.
The powers of the Warp are considered magic by most, and this domain is ruled jealously by Tzeentch. When a Psyker performs dark rituals, the Lord of Fate can be tempted to take back those boons he has given to the foe. As such, enemy Psykers find themselves helpless as their arcane powers leave them at the most vital instant, whilst the servant of Chaos is suddenly imbued with unholy power.
Targets a single enemy unit containing at least one model with the Psyker, Brotherhood of Psykers or Psychic Pilot special rule. Both the caster and the target roll a
D6 and subtract the result from their Leadership. If the result is higher for the caster, he generates an additional Warp Charge point in his next Psychic Phase, whilst the target generates one less. If the result is higher for the target, nothing happens.
3
Doombolt. Warp Charge 3. Witchfire, Beam.
The Psyker gathers together all of his hatred, along with his mental might, and amalgamates it into a fiery essence within his soul. At a shouted word, this energy is released from his eyes in the form of a shimmering, purple beam. This weapon melts armour and flesh in an instant, and spells doom to any who survive its immediate impact.
Range: 18”. S8. AP1. Assault 2, Fleshbane, Armourbane, Doom.
Doom: Vehicles that suffer an Explodes! result due to an attack with this special rule roll
2D6 for the explosion range. In addition, any model that suffers an unsaved Wound, Glancing Hit or Penetrating hit from an attack with this special rule, but is not Wrecked, Destroyed or removed as a casualty, suffers
D6 S3 AP1 hits every turn, at the end of the turn. These hits have the Ignores Cover and Armourbane special rules. The effects of multiple Doom attacks are not cumulative.
4
Searing Flames. Warp Charge 3. Witchfire.
The Psyker raises his hands, and screams terrible curses to the sky. Gouts of mutating Warpflame spew forth, engulfing his foes and riddling their flesh with the
raw power of change. Those who are not slain by the heat find themselves considerably warped hereafter.
Range: Template. S

6+3.
AP:4. Type: Assault, Soul Blaze, Random Mutation.
Random Mutation: Every non-vehicle model that suffers a Wound from this attack, unsaved or not, must pass a Toughness test or suffer the following result, rolling a
D6 on the following table. Note that it is still necessary to roll for models removed as casualties, as they could become Chaos Spawn.
1) Tzeentch is Fickle. The flames have done more harm than good, revitalising the enemy and granting them greater physical prowess. The model gains +1 Strength and +1 Toughness.
2) Mildly Irritating. Though they do little damage, the flames become persistent, distracting the enemy somewhat. The target model suffers the effects of Soul Blaze each turn before rolling to see whether the flames die out. In addition, all Template Weapons, Pyromancy Psychic Powers and Tzeentch Psychic Powers gain the Pinning special rule when targeting the model.
¾) Severely Weakening. The mutations brought on by the flames has left the foe enfeebled, their flesh less sound than it was before the blast. The target model suffers -1 Toughness.
5) Debilitating Mutations. The foe has become so warped and convoluted by the bout of flames that it is unlikely to survive the next few moments. The model suffers -1 Toughness and -1 Wound. Invulnerable saves only can be taken against the Wound.
6) Metamorphosis. The true horrors of change have been revealed, as the enemy transforms into a fleshy beast of Chaos, assuming it survives the process. The model is removed as a casualty. If the model was a Character, (Flying) Monstrous Creature or (Flying) Gargantuan Creature, then on a
D6 roll of 2+ it is replaced by a Chaos Spawn model under the caster’s command, which is placed within 3” of the model’s previous location. If this is impossible, place it as close as possible. If no model is available, this does not occur.
5
Hex of Deceit. Malediction. Warp Charge 1.
The Psyker shuts his eyes, and presses his mental might against that of the foe. Twisted whispers can be heard upon the wind as he manipulates their very minds and souls to his cause. Once the trickery of Tzeentch takes hold, the ranks of the enemy will fall into Chaos.
Targets a single enemy unit within 12” that contains a Character. If the unit contains more than one Character, the caster must select which is being targeted. That Character must pass a Leadership test at -3 Leadership. If it does, nothing happens. If it fails, that Character immediately makes 3 close-combat attacks against the nearest friendly model, using a weapon of the caster’s choice. Any casualties award relevant Victory Points to the caster, not the target.
6
Jinx of Ill Fate. Malediction. Warp Charge 2.
The Psykers of Tzeentch are able to manipulate destiny to a great extent. With a few mumbled incantations, they can render their opponent’s defences useless, ensuring that their fortunes result in death. These powers strike fear into their foes like nothing else.
Targets a single enemy unit within 24”. The caster can choose to either reduce their Armour save, Invulnerable save or Cover save by 1 until the caster’s next Psychic Phase. In addition, that unit must take a Pinning check, and loses the bonuses granted by the Fearless, Stubborn and And They Shall Know No Fear special rules until the caster’s next Psychic Phase.
Discipline of Nurgle
Primaris
Gift of Contagion. Blessing. Warp Charge 1.
The Psyker opens his mouth, and with a gargled sound he lets forth a great, green mist. This engulfs his allies, and the blessings of Grandfather Nurgle are bestowed upon them. As the disease takes hold, their senses are nulled, and, as such, they fight all the harder.
Targets a single friendly unit within 12”. They gain the Feel No Pain (4+) special rule until the caster’s next Psychic Phase.
1
Weapon Virus. Malediction. Warp Charge 1.
The Lord of Decay has concocted many poisons, and not all affect the flesh. As the Psyker fixes his gaze upon the enemy weapons, they begin to burn in their hands. Few can continue to fire through such searing pain.
Targets a single enemy unit with 36”. All of their weapons gain the Gets Hot! special rule. In addition, if one of these units suffers an unsaved wound as a result of the Gets Hot! special rule, they are required to take a Pinning test.
2
Cloud of Flies. Blessing. Warp Charge 1.
The Psyker mutters unholy words, yet they ring forward jovially. As his tones rise, the skies tear open in a great green wound, and a black cloud of flies descends upon the followers of Nurgle. These critters move with such haste, and come in such numbers, that they obscure those they protect, granting them a degree of protection from enemy firepower.
Targets up to two friendly units within 12”, though you may choose to only target one. They gain the Shrouded special rule until the caster’s next Psychic Phase.
3
Plague of Rot. Malediction. Warp Charge 2.
The Psyker stretches out his palms, and laughs in an insane manner. Those enemies who lie before him find their flesh riddled with all manner of disease. As these plagues take hold, the very bodies of the foe begin to rot before their eyes.
Targets a single enemy unit within 12”. They suffer -1 Strength and -1 Toughness until the caster’s next Psychic Phase.
4
Corrosive Vomit. Witchfire. Warp Charge 1.
The Psyker opens his plague-ridden mouth wide, and bellows joyfully as a surge of green liquid pours forth. This vomit is rife with pestilence, and it eats away the armour and flesh of all those it touches instantly. There are few who can stand before its terrible poisons.
Range: Template. S2. AP2. Type: Assault, Poisoned (3+), Highly Corrosive.
Highly Corrosive: An attack with this special rule always glances Vehicles on a 3+, though it cannot inflict a Penetrating hit.
5
Aura of Despair. Malediction. Warp Charge 2.
Nurgle embodies not only disease, but also the decay of the soul, and the fear felt by all mortals. As the Psyker invokes these ideas, his enemies begin to quake. The power of the Warp comes forth, and breaks the will of all those who would oppose the Lord of Decay.
Targets all enemy units within 12”. They suffer a -2 penalty to Leadership, and gain no benefit from the Fearless, And They Shall Know No Fear or Stubborn special rules. These effects last until the caster’s next Psychic Phase. In addition, they must immediately take a morale check. Finally, they treat all models with the Mark of Nurgle as causing Fear.
6
Crust of Disease. Blessing. Warp Charge 3.
The Psyker raises his hands, and sends a green torrent of Warp mist into his own ranks. Those who are touched by it find themselves encrusted in all manner of foul, decaying pieces of flesh. This grants them strange boons of endurance that means they are almost impossible to kill.
Targets the Psyker and his unit. They gain +1 Toughness, and their Armour save improves by 1 until the caster’s next Psychic Phase. In addition, they gain the Eternal Warrior and Relentless special rules. Finally, if they have the Feel No Pain special rule, it improves by 1. These effects also last until the caster’s next Psychic Phase.
Discipline of Slaanesh
Primaris
Excessive Scream. Witchfire. Warp Charge 1.
The Psyker parts their lips, and lets forwards a screech so high and loud, it could be lethal. Enemies’ senses are overridden, and they find themselves disorientated. This allows the warriors of Slaanesh to inflict pain all the more easily.
Range: Template. S3. AP6. Type: Assault, Rending, Concussive, Strikedown.
1
Fiendish Speed. Blessing. Warp Charge 1.
The Psyker sings a foul and perverse song, calling upon the Dark Prince to grant him aid. Slaanesh answers, and sends his limbs into a flurry of excessive motion. This makes the Psyker truly deadly, as he moves with a speed that few can match.
Targets the Psyker. Until their next Psychic Phase, they gain the Fleet special rule, +1 Initiative and the Move Through Cover special rule. They also add 3” to their Run moves and Charge ranges, and can move up to 12” in the Movement Phase.
2
Boon of Pleasure. Blessing. Warp Charge 1.
The Psyker chants in a beautiful voice, and his allies feel a great surge of pleasure. As they take the bullets and blades of their foes, this perverse feeling is only furthered. Their enemies find that they become almost impossible to slay.
Targets a single friendly unit within 12”. They gain the Feel No Pain (6+) and Relentless special rules. In addition, each time a model in the unit suffers an unsaved wound, it gains +1 Attack. These bonuses are lost on the caster’s next Psychic Phase.
3
Weaponry Perfection. Blessing. Warp Charge 2.
The Psyker takes hold of his weapons, and sends the power of the Warp through them. Every flaw is undone, and they become more lethal than ever before. Few can stand before the onslaught that inevitably ensues.
Targets the Psyker. All of their weapons gain the Rending, Master Crafted and Instant Death special rules. This lasts until the caster’s next Psychic Phase.
4
Firepower Overload. Blessing. Warp Charge 1.
Calling upon the very excesses of the Warp, the Psyker manipulates the guns of his allies to go into overdrive. They spit out death quicker than ever before, much to the pleasure of their wielders. Yet, such excess comes with the risk of disaster.
Targets a single friendly unit within 12”. All of their ranged weapons gain an additional 2 shots, however they also gain the Gets Hot! special rule. These effects last until the caster’s next Psychic Phase.
5
Seductive Gaze. Malediction. Warp Charge 3.
The Psyker takes upon themselves a look of innocence of purity, and all but the strongest wills fail. Fooled by his unearthly powers, his foes refuse to fight him. Their folly surrender allows the Psyker to deal out a slow and painful death.
Targets a single enemy unit anywhere on the board. Both they and the caster roll a
D6, and subtract it from their Leadership. If the enemy unit is higher, nothing happens. If the caster is higher, that unit cannot move, shoot, run, fall back, declare a charge, cast Psychic Powers or fight in close combat until the caster’s next Psychic Phase.
6
Bolts of Pain. Witchfire. Warp Charge 3.
The Psyker gathers all of their strength, and concentrates it into a barrage of deadly lightning. As this leaves their fingertips, their foes are smitten with an unstoppable torrent of pain. The Dark Prince laughs as the excessive onslaught renders them helpless.
Range: 24”. S6. AP2. Type: Rapid Fire 12, Twin-Linked, Blind.
Automatically Appended Next Post: Sorry, all instances of
D6 have appeared to include an ork for some reason...