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40K: Top 5 “BEST” Psychic Powers

4 Minute Read
Mar 2 2016
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Some powers are CLEARLY better than they should be. This list is about those powers…

There are some Psychic Powers that are terrible. Then there are some that are SO good that when you roll them it’s almost like you’ve already won. These are the BEST psychic powers – and by ‘Best’ I mean get ready to lose a few friends when you use them.

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5) Cursed Earth – Not only does this power buff the invulnerable save for ALL models (not just friendlies) with the Daemon special rule (typically giving them a 4++), it also allows friendly Daemon units to deepstrike within 12″ and not scatter. The only reason this isn’t higher on the list is because it’s Daemon specific and effects All models with the Daemon special rule. If you’re a Daemon player and you get Cursed Earth off, you just created a 24″ bubble of awesomeness for your army – all for the lowly cost of 1 warp charge.

Running Endurance

4) Endurance – Ahhhh Biomancy. This is probably one of the best unit buffing “schools” for all the Psychic powers. And Endurance is one of those powers that can really swing a combat. Why? Well lets make your unit just a little more durable with a 4+ Feel No Pain, Eternal Warrior and Relentless. I’m not really sure why Relentless is included, but sure. The kicker is that 4+ Feel No Pain. Ignoring 1/2 of the wounds you’ve already failed is just good. Oh and lets throw Eternal Warrior on there just in case there are any multi-wound models in there too. Really – most of Biomancy should be on this list. And the only reason this one isn’t higher is because it does cost 2 Warp Charges…I’d pay 2 warp charges for a 4+ Feel No Pain ANYTIME!

Doc and Marty Clock

3) Perfect Timing – For the low cost of 1 Warp Charge your Psyker and the unit they are attached to can now ignore cover. Combine this with a Heavy Weapon squad like Devastators or Grav Centurions and proceed to cause your opponent to pick-up models left and right. Toe-in FMC? Say good-bye! Worried about jink saves? Not any more! I mean – you still have to roll to hit and wound so it’s not completely bonkers…right? Uh-huh. My Venomthropes beg to differ.

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Gold Coin Fortune

2) Fortune – Re-Rolling your failed saves doesn’t sound too bad on paper. Especially when most of the army has a 4+ save to begin with. So why is it on this list? Well thanks to allies, you now have this available to armies with better than 4+ saves! And because it stacks with other things like Cover Saves and Invulnerable saves. Hmm…who could possibly want to use a re-rollable 2++ save? Oh yeah, everyone.

invisible-man

1) Invisibility – You knew this was coming. For 2 Warp Charges your unit can now only be snapshot and is hit on 6’s in close combat. Is it just me or did the “fun” suddenly get sucked out of the room. This power is bonkers and not in a good way. Oh and the one thing that should be just as effective when blind fired (templates) doesn’t even work on these guys. Seriously? And lets not forget you can put this on things like, oh I don’t know, a Wraithknight. Why stop there – how about a Titan? It’s a friendly unit after all. It’s been ‘fixed’ by house rules all over the place but that doesn’t mean it’s not one of the most loathed powers around.

Quick fixes for these powers:

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Up the Warp Charge cost!

Cursed Earth: Remove the deepstrike bonus.

Endurance: Change it to a 5+ FNP like everyone else and drop Eternal Warrior or Relentless (but not both).

Perfect Timing: Seriously, it’s 1 Warp Charge. This should be 2 MINIMUM.

Fortune: Only apply it to ARMOR saves. No more re-rollable 2++ nonsense.

Invisibility: Just remove it from the game. Or change it to a -1 to hit rolls across the board. C’mon man!

 

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What do you think of our List? Which power(s) do you think is/are the BEST Psychic powers in all of Warhammer 40,000? Let us know in the comments below!

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Author: Adam Harrison
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