Doombolt:
Cheap, and usually effective, Doombolt is a good option for Tzeentchians who have need of a second power, or if you know you will be going up against marines. There are, however, better powers out there, which explains why Doombolt is so rarely taken.
Warptime:
An excellent power for a mere 20-25 points. It's an especially good power for Daemon Princes, but useful for everyone. It allows you to reroll all failed rolls to hit and wound for the entire turn. A very tasty power for CC oriented character.
Gift of Chaos:
The most hilarious psychic power in the game, it has a chance of turning your enemy's most powerful character into a Chaos Spawn. This will hardly ever work, but there are several approaches to using this power. the first one is to use it again and again against the enemy's most powerful character, until you succeed in killing him. Alternatively, you can cast this on a model in a low-toughness, cheap unit, such as imperial Guardsmen, or Gretchin, and the Spawn will most likely slaughter the entire unit, or at least hold it up for a turn or two. It is a bit pricey at 30 points, but worth every one.
Wind of Chaos:
Pretty much a powered-up flamer, the Wind of Chaos can be useful. With a taemplate range, always wounding on a 4+, and allowing no armor saves or cover saves, it is a great marine-killer. In fact, I have seen this power wipe out entire marine/terminator squads in one shot. The one thing which keeps it from being more popular is the hefty 30 point price tag.
Lash of Submission:
Lash is widely considered to be the best psychic power in the game. I, personally, will not go into battle without at least one lash-wielder. It allows you to move an enemy unit 2d6 inches in whatever direction you want, potentially shoving a dangerous unit away from your army, bringing a unit into assault range, or bringing them into a tight mass, ready to be obliterated by a Vindicator or, well, Obliterator plasma cannons. All this for a mere 20 points.
Nurgle's Rot:
Another beautifully cheap and useful power, Nurgle's rot is the bane of all horde armies. Every model within 6" suffering a S3 hit? Can break the back of any horde with ease. For only 15 points, a total bargain.
Bolt of Change:
Last, but not least, comes the ever-popular Bolt of Change. Commonly seen on Thousand Son aspiring Sorcerers, this is a great transport killing power. With a moderately long range, high strength and AP 1, it will punch right thorough Rhinos, Chimeras, Trukks, you name it! A little on the high end of affordable for 25 points, still worth taking.
The next article will be on the Special Character psykers available to the forces of Chaos.
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