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====Interromancy==== In a strike of curiosity (but not an unexpected one considering the [[Harlequins]]' Phantasmancy), the Dark Angels got an entire discipline based upon a previously-exclusive power (Mind Worm in this case). It works heavily upon messing with leadership and stat lines. *Primaris - '''Mind Worm''' - WC1 focussed witch fire, 12" S6 AP2 Assault 1, Ignores Cover; if a model takes an unsaved wound then it takes -3 to BS, WS, I AND Ld for the rest of the game. With even just 1 wound, that special snowflake or Monstrous creature just became an expensive paperweight and now that it has been buffed to Strength 6 it is a much more credible threat against those tougher models where the debuff will ''really'' sting. Even though our Librarius is shit compared to the new Vanilla Librarius, this power goes up to 24" with it. Yeah. You're still thinking about taking it. #'''Seed of Fear''' WC1. All enemy units within 9" make all Fear, Pinning, and Morale tests on 3D6. Remember this codex got a fear overload so this is good against even moderately high Ld armies with every Terminator squad being able to get Perfidious Relic of the Unforgiven and Interrogator Chaplain. Note that this does not force those checks, you still have to do that normally. #'''Righteous Repugnance''' - WC1. Blessing that grants one unit within 24" Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre. #'''Aversion''' - WC1. Malediction affecting one enemy unit within 24". They may only fire Snap Shots. Perfect for negating a high threat unit to your army such as a antiarmor squad or anti-TEQ. *cough* Tau *cough* #'''Maelstrom of Misery''' - WC2. Witchfire, 24": S1 AP2, Assault 1, Blast, Neural Shock (Always wounds on 4+). Good for high toughness squads and such. #'''Trephination''' - WC2. Focused Witchfire with 18" range: the affected model rolls 2d6+2 then subtracts the leadership value, taking the difference in wounds with no armour or cover saves allowed. Psychic Shriek, Fuck ''that'' guy edition. Combo'd with Mind Worm wounding first, it'll absolutely destroy characters. #'''Mind Wipe''' - WC3. Malediction with 24" range. The target unit is reduced to WS/BS 1 until end of their next turn. THEN they have to take a Ld test, which if failed makes the debuff permanent. Cast on a Deathstar unit. Just 1 turn of WS/BS1 can mean so much for you and throw That Guy's carefully thought plan off balance, even better if he fails the Ld test. Not to mention that (without factoring in modifiers), on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 Warp Charges. That having been said, you need 7+ dice to cast it reliably (which any daemon will tell you is an investment) and DA are not a strong psychic army. All armies will have a better-than-half chance of passing their check (unless you've messed with thier leadership else), AND the unit is still alive and holding their objective in the best of cases.
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