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==Detachments== ===Cult of Magic=== ====Special Rules==== *'''Kindred Sorcery''': During each Command phase, you can pick one of the following rules for your psychic weapons. **''Malevolent Charge:'' Gain ''[Lethal Hits]''. Good for pushing high AP weapons through, garbage on powers that need to roll to wound to shine, like Warpsmite. Better than Sustained Hits 1 only when you wound on 5s and 6s. Does not work at all on Torrent weapons. **''Psychic Maelstrom:'' Gain ''[Sustained Hits 1]''. Better than Lethal Hits only when you wound on 2s and 3s. Does not work at all on Torrent weapons. **''Wrath of the Immaterium:'' Gain ''[Devastating Wounds]''. Necessary when your target has a good invuln save, and the only one of these three buffs that works on Torrent weapons. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Devastating Sorcery (1 CP):''' One of your psyker units can re-roll to hit and wound with any psychic weapons they may have. </tab> <tab name="Epic Deed"> *'''Destined by Fate (1 CP):''' When one of your psyker models fails a save, that attack's damage becomes 0. *'''Psychic Dominion (1 CP):''' One of your units caught in a psychic blast? Grey Knights Grand Master about to tear your wizard a new one? Pull this on and now not only will their psychic weapons suffer ''[Hazardous]'' for the entire phase, but your guys will also get a 4+ FNP against all psychic weapons! *'''Sorcerous Might (1 CP):''' One unit's psychic weapons increase their range by 9". </tab> <tab name="Strategic Ploy"> *'''Ensorcelled Infusion (1 CP):''' Before one of your psyker units shoots, all of said unit's inferno bolters, inferno combi-bolters, inferno bolt pistols, '''''and inferno combi-weapons''''' become S5 and gain ''[Psychic]''. See Kindred Sorcery? See Devastating Sorcery? Now they apply to the unit's inferno guns. *'''Warp Sight (2 CP):''' As long as one of your psykers can draw line of sight to a single unit, all of your other psykers' psychic weapons gain ''[Indirect Fire]'' and ''[Ignores Cover]'' against said unit. </tab> </tabs> ====Enhancements==== *'''Arcane Vortex:''' Bearer's psychic weapons gain +1 to Strength and Damage. *'''Athenaean Scrolls:''' {{W40kKeyword|Psyker}} only. The bearer grants an additional Cabal Point for each Command phase where they're on the board and not battle-shocked. *'''Lord of Forbidden Lore:''' {{W40kKeyword|Psyker}} only. The bearer can be selected to use a Ritual even if another Psyker from your army has already been selected to use that Ritual this phase. *'''Umbralefic Crystal:''' Once per battle, in your Command phase, you can remove the bearer’s unit from the battlefield. This can be set up during your next Reinforcements step of your next Movement phase, going anywhere on the battlefield that is more than 9" horizontally away from all enemies ====Strategy==== *Set Kindred Sorcery to '''Devastating Wounds'''. *Slap Devastating Sorcery and Ensorcelled Infusion on a max unit of Scarab Occult Terminators that deep struck in next to what you want deleted. You can use Cabal Points if you're short of CP. *Take Magnus the Red, make sure he is nearby. That's really it. Here's what the inferno combi-bolters look like now, before we even get to the other guns you have: A40 BS2+(Re-roll Hits) S4(Devastating Wounds, Twin-Linked, +1 to Wound) AP-1 D1 On average, that means 38.89 hits. Assuming a T8 Sv2+ target in cover, we want to fish for crits, so 11/36 critical wounds and 5/36 chance of needing to overcome that save. That's 11.89 mortals plus 5.4 damage after failed saves. And the combo has yet more psychic dakka to bring to bear. You can bring a termi sorcerer leader if you want - Lethal Hits is usually a nerf to Devastating Wounds, but you have the accuracy to fish around it when you don't want it and fish for it when you do (e.g. when you've used Twist of Fate to turn armor saves off and your target has no invuln, so Lethal Hits is much better than Devastating Wounds).
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