Tactical advice needed on how to get the most out of a DA Veterans squad with HQ choices accompanying.

Fulmination[edit] Primaris Electrosurge - WC1 18" S5 AP4 Assault 6 witchfire. Point at hordes and explode them.

Electroshield - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Or, you could just drop 10 points if you have it lying around for, you know, an actual Storm Shield which can't be denied or fail to go off. Electropulse - WC2. A witchfire Nova with radius of 9", Assault 1 S1 AP- Haywire. Will need a Drop Pod, jump pack, or psychic power to land in the middle of an armored column and wreak havoc, preferably paired with meltaguns and other anti-armor. Lightning Arc - WC2. Witchfire, S5 AP4 assault D6. Jumps to enemy units within 6" of the primary target on a 4+. Fists of Lightning - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5 AP- hits. Magnetokinesis - WC2 blessing, 18". Move target unit by 18", can't target anything Zooming, Swooping or locked in combat. The shifted unit can't charge and counts as moved for Shooting Phase purposes. A better version of Levitate from Telekinesis, basically. Electrodisplacement - WC2 blessing, 24". The Psyker's unit and the target unit (can't be a Vehicle) swap places on the battlefield. If one of the swapping units is locked in combat, the other unit takes their place and is locked into that combat. Swapped units can still charge, so swapping Drop Pods and Scouts with a unit of your choice can potentially set up a turn 1 charge, with your deathstar chilling in the back until the switcheroo, if you get this power. Librarius[edit] AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars.

Primaris The Emperor's Wrath - WC1 18" S5 AP3 Assault 1 Blast Witchfire.

Veil of Time - WC2. The Psyker and his entire unit re-roll all failed saving throws. This power, right here, supersedes Invisibility as the cheesiest power in the game. And with good reason. This will all but ensure that your deathstar takes no damage as it plows into the enemy forces' tight sphincter. Heck, bare bones Terminators with only a 5++ will scare the shit out of enemies like they did pre-5th edition. The real cheese? Given how many options the Space Marines have for Battle Brothers that can be affected by Psychic powers, this is more versatile than Eldar Fortune, even if it lacks AW (and you have a power for that below ala Psychic Fortress anyway). Fury of the Ancients - WC1. A 20" S6 AP4 beam with Pinning. Psychic Fortress - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12" against Witchfire Powers only. It's pretty damn good. Might of Heroes - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. Psychic Scourge - WC1 Malediction, must target an enemy Psyker within 24". Roll 2D6+(Mastery Level) against enemy psyker 1D6+Mastery level. On a draw or better, enemy lose 1W (no save), if you beat his roll by 3+, he loses a random power. If you lose, no effect. Null Zone - WC2 Malediction, 24" range. Targets an enemy unit, drops its invulnerable save by 2 (to a minimum of 6+). This thing is essentially Banishment, but it's much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker's 2++ bullshit, Riptide's Shield Generator buff, Malefic Cursed Earth and Grimoire bullshit. Geokinesis[edit] Primaris Chasm - WC2, 18" range. Target unit takes a Dangerous Terrain test with no armor saves allowed, no effect on Swooping or Zooming units (flyers, FMCs). Questionable usefulness...

Earth Blood - WC1 Blessing, targets a non-vehicle character within 18" of the Psyker. That guy immediately regains D3 WOUNDS, and the target plus his entire unit also gain IWND. The latter effect won't come into play too often unless you're hanging out with Centurions, but the ability to replenish a guy's wounds, or restore wounds lost to Perils, is great. Scorched Earth - WC1 malediction, 24". Choose a point on the battlefield, each unit within 6" takes a S5 AP4 Ignores Cover hit, randomly allocated. This 6" area is also dangerous terrain. Crap. Land Quake - WC1 malediction that affects enemy units within 18" of caster. They are considered to be in Difficult Terrain, and cannot run, turbo-boost or flat out. No effect on Swooping or Zooming units. A neat way to fuck with Jetbikes and vehicles in general (although eldar jetbikees would still have their JSJ move). Phase Form - WC1 blessing, 24". Single unit. Gives Move Through Cover and Ignores Cover. Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters. Warp Quake - WC1 witchfire, 24". Target building or ruin. A building gets a glancing or penetrating hit, a ruins causes d6 S6 AP- hits, randomly allocated, to any units in it. Shifting Worldscape - WC3 24", targets a terrain feature in line of sight. Move that terrain by 24", including units fully inside of it. Must end up at least 1" away from other terrain and any models, so your wiggle room can vary depending on the terrain piece's size. If a unit is not fully inside that terrain, the models that are immediately move off in a Disembark move, treating the terrain edge as an Access Point. Any model moved as a result of this spell, including units inside the moved terrain, takes a Dangerous Terrain test. 'Lots' of ways to use this - yanking a hiding enemy and plopping it next to your gunline, teleporting a deathstar onto your enemy's doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those JSJ'ing assholes, etc. Technomancy[edit] The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies and also packs a bunch of anti-vehicle powers. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. Better yet, take a Clan Raukaan detachment and go to town with Reforge and Warpmetal Armour. Check each power's description to make sure whether it affects the whole unit or just a single vehicle!

Primaris Subvert Machine - 18" Malediction. Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls 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 for a turn. 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's a few different ways to handle it.

Blessing of the Machine - WC1 Blessing, 24" range, affects a single friendly vehicle. It now ignores Crew Shaken and Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS. Machine Curse - WC1 18" Focused Witchfire. Smacks an enemy vehicle unit with d3 S1 AP- Haywire hits. Reforge - WC1 Blessing, 24" range. Gives IWND and either restores 1 hull point, or repairs an immobilized or destroyed weapon result. A Psyker casting this from inside a vehicle can only cast it on the vehicle he's riding. Warpmetal Armour - WC1 Blessing, 24" range, targets a friendly 'unit'. Grants plus 1 AV to all sides for a turn or, if cast on a non-vehicle unit, gives +1T. Note that it affects the whole unit. Welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders. Sadly, Gauss Weaponry still don't give a shit. Fury of Mars - WC1 Beam, 18" S1 AP- Assault 1 Haywire. Machine Flense - WC2 Focused Witchfire, 18". Targeted enemy vehicle unit loses D3 HP. For each HP lost, inflicts D6 S4 AP6 rending hits to a nearby enemy unit. You can pick different targets for each lost HP if you want. A neat way to attack parking lots and their bubble-wrap.

Here you go Buddy.

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