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====Sanguinary==== :;Quickening ::WC1 Blessing. Psyker or target character within 12" has Fleet and +D3 Initiative and Attacks. #'''Fear of the Darkness''': WC1 Malediction. Target enemy unit within 12" takes a Morale test with -2LD. Probably the weakest power in the discipline. Note that this is a Morale test not a Fear test so it affects Space Marines. Useful for moving units off of objectives or forcing them to move into charge range of another unit. #'''Unleash Rage''': WC1 Blessing. Target unit within 18" has Rage. If the unit already has Rage, they get +1A instead. Bless the Death Company. Watch them kill. #'''Shield of Sanguinius''': WC1 Blessing. The Psyker and his unit have a 5++. You'll be needing this against any AP2 or D shots. #'''Blood Boil''': WC2 Focused Witchfire. A target within 18" must make 2 toughness tests. The target takes a wound for each failed test. If the target dies, place 5" blast with S4 and AP5 Ignores Cover. Cast it and make anything T4 or lower go boom! This is a great power for thinning out infantry units. #'''Blood Lance''': WC2 Witchfire. It's a 12" beam with S8 AP1 and Lance. Haha! Time to shoot tanks! #'''Wings of Sanguinius''': WC2 Blessing. Target an infantry unit within 12", it may move up to 12" in the psychic phase unless it is locked in combat. The targeted unit may not charge after this movement. A unit that moves using this ability counts as moving for the purposes of shooting weapons in the shooting phase. This power is an ideal tool for transporting a squad out of a trap or chucking DC into position for a charge next turn. This means that a DC squad with jump packs can move up to 24" in a single turn. (12" movement phase +12" in psychic). This lets you place your deep-striking melta assault squad with terrifying precision - Deep Strike them in a relatively safe spot, then move them 12" into the rear armor of that enemy tank that needs to die.
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