Divination is the final Discipline I'll be covering in this series on the new Psychic Disciplines. Only five armies have access to these powers: Space Wolves, Dark Angels, Blood Angels, Grey Knights, and the Eldar.

Divination features powers which help the Psyker to anticipate the flow of the
battle and take advantage of the moment - tipping the balance in their favor.

All the powers in this disicpline are either blessings or maledictions which have a Warp Charge of 1, which makes them all available to any psyker which can choose from Divination, but makes getting a specific power less likely.


(1) FOREBODING - This blessing targets the Psyker and while active, the
Psyker and his unit have the Counter-attack special rule and fire Overwatch on
their full Ballistic Skill, rather than BS 1.  

This power has limited application, but against armies with a penchant for assault, it can be used with great effectiveness.  Best used on large units or ones with a high rate of fire to maximize the overwatch firepower and counter attack, opponents will think long and hard before declaring an assault on a unit and psyker with this power active.


(2) FOREWARNING - This blessing targets a single friendly unit within 12".  While active the target unit has a 4+ invulnerable save.

For some armies, an invulnerable save is a rare thing for a model to have, let
alone an entire unit - and one that is as powerful as this is an exceptional
boon.  Useful when moving a unit out of cover and when a unit is expected to come under heavy fire or enter an assault.


(3)  MISFORTUNE - This malediction targets an enemy unit
within 24" causing them to re-roll successful saving throws.

Having this power affecting a unit  makes them extremely vulnerable to both shooting and assault attacks.  Even the  most resiliant or dug-in units will be affected by this power.  Lower save  models are the most vulnerable but even models with a 2+ save will see the 1's  start to pile up.   Note that this power can also be cast upon vehicles to help  reduce the effectiveness of cover or a jink
save.


(4) PERFECT  TIMING - This blessing targets the psyker, causing the
psyker and any unit they have joind to have their weapons gain the Ignores Cover special rule.

This power will be the bane of lightly armoured units which rely upon cover to help them survive on the 40k battlefields.  Even Fortifications like the Aegis Defence Line become all but worthless when a unit with this power takes aim and opens fire.  Units with a large number of models, or with high rates of fire will come to realize the true potential this power as to offer.  Of course, such displays of firepower will be met with swift retribution.
(5) PRECOGNITION - This blessing targets the Psyker allowing them to re-roll all failed To Hit and To Wound rolls, as well as failed saving throws.

The psyker takes on an almost other-worldly aura with these abilities.  A well equipped and well armoured psyker can wade into combat slaying foes and deflecting blows.  A Psyker with this ability can confidently lead from the front, soaking  overwatch fire and protecting an accompanying unit.  Note that only failed To Hit rolls are allowed to be re-rolled - not any To Hit rolls which prevents players from trying to re-roll to score precision shots. 


(6) SCRYER'S GAZE - This blessing targets the psyker.  While active the controlling player can roll three dice and chose the result they want when rolling for Reserves, Outflank, and Mysterious Terrain.

This power is perhaps the most subtle of all the powers, foregoing offense and defense for tactical and positional advantages.  As this is a blessing, this power is cast that the start of the turn, before Reserves rolls are made.   With Reserves now arriving on a roll of 3+ on both turns two and three, having this power active will have an even better chance of bringing units from reserve into the game. 

The table edge which your Outflankers arrive is also subject to rolling three dice and choosing the best result. This helps overcome units like the Imperial
Guard's Officer of the Fleet.   The Eldar can combine this with the Autarch's +1
to reserve rolls for almost certain arrival of units placed in reserve on turn two.
Units like flyers which must begin the game in reserve will likely see them taking part in the battle from turn two onwards.  

The third feature of this power is the determination of mysterious terrain.  Mysterious terrain certainly adds a random element to games.  It should be clear during set-up which terrain features count as Mysterious Terrain before selecting psychic powers.  When playing with Mysterious Terrain a player using this power will have a few options when they first encounter the terrain feature.  Choosing the most beneficial of the options may not always be the right choice and some consideration for how you expect the battle to flow should play into the decision.  Terrain which benefits you will also benefit your opponent so using the terrain itself to fight your opponent can only be a benefit to you.

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Should any of these powers when they are rolled up not be to your liking or
align with your army's tactics, you can always opt to change one of them to the
PRIMARIS POWER of the discipline.  These powers always have a Warp Charge of 1.  For Divination, the power is:


(P) PRESCIENCE - This blessing targets a single friendly unit within 12".  While this power is in effect, the target unit can re-roll all failed To Hit rolls.

This power seems straightforward enough, similar to the Eldar power, Guide -but its application has greater scope in v6.  To Hit rolls also apply for close-combat attacks.  Overwatch fires is also subject to these re-rolls.  Blast weapons can re-roll their scatter dice - especially useful for barrage weapons which no longer get the benefit of the firer's Ballistic Skill when firing indirectly.  Characters are also more likley to make precision shots.

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Divination provides a selection of powers which can dramatically increase the performance of units in your force and spell doom for those of your opponent.  A power used at the right time on the right unit can change the course of a game and can be very difficult for your opponent to plan for.  Having your opponent off balance and worrying about what your units might do is a sure sign that you're on your way to victory.

Divination - Knowledge is power.



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