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Warhammer 40,000/7th Edition Tactics/Chaos Space Marines
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===Sinistrum=== * Primaris - Fury of the Gods - WC1. S5 AP3 Assault 1 Blast. *'''1 - Warp Fate:''' A WC 2 Blessing that lets the Psyker and his unit re-roll all failed saving throws. I don't think I need to tell you how awesome this is. *'''2 - Empyragheist:''' A WC 1 Beam with 20" S6 AP4 and Pinning. *'''3 - Armour of Hatred:''' A WC 1 Blessing that gives the Psyker and all friendly units within 12" Fearless, Adamantium Will, and a 4++ against against Witchfires only. The 4++ can be handy against enemies that rely on Witchfires to kill you (notably, the Tzeentchian Warpflame Host, the Wyrdstorm Brotherhood, and others), as you'll have that defense on top of ability to Deny. *'''4 - Diabolic Strength:''' A WC 1 Blessing that gives the Psyker +2 Strength, Toughness, Initiative, and Attacks. It essentially wraps up the attribute increases from Iron Arm and Warp Speed into a nice Warp Charge 1 package, though it doesn't give the other benefits (notably, Smash or Fleet). A Daemon Prince that lucks out and rolls this power goes from a glass sledgehammer to a concrete wrecking ball. *'''5 - Warp Lure:''' A WC1 Malediction that targets an enemy Psyker within 24". You roll roll 2D6 and add the Mastery Level of your Psyker, while your opponent rolls 1d6 and adds the Mastery Level of the targeted Psyker. If you roll higher, that Psyker takes a single wound with no saves of any kind allowed, and that enemy Psyker only manifests Warp Charge dice on rolls of 6. On top of all of this, if you beat your opponent's roll by 3 or more, that Psyker forgets a randomly-determined power. Because of the extreme potential this power has to shut down your opponent's Psychic Phase altogether, this power will draw a lot of Deny the Witch dice, making it a good opener power. The fact that it is a malediction and not a Witchfire means that you can use this power against Flyers (usually meaning Flyrants, though you "could" chip a wound off Fateweaver if your opponent blows dice elsewhere)/Invisible units without any issue, and may circumvent "Look Out Sir" mechanics, and the fact it ignores any and all saves can be scary when one considers that many Psykers have 2 wounds at best. All it takes is for your opponent to Perils of the Warp once, and this power can snipe out a Psyker...assuming you get Line of Sight that is. *'''6 - Death Hex:''' WC 2 Malediction that 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, as well as stuff like Draigo with his 3++ (even if Draigo specifically probably has better DtW than you). '''Summary:''' Sinistrum is the copy-paste of Librarius. It has a grab-bag of assorted powers, related to making the Sorcerer fight harder, passively or actively defending against enemy Psychic powers, or making or breaking Deathstars.
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