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====Psychic Discipline: Indomitus==== #'''Precognition (WC5): Blessing''' Until the start of your next Psychic phase, this psyker has a 5++ invuln, and when resolving an attack made against this psyker, subtract 1 from the hit roll. #'''Scryer's Gaze (WC7): Blessing''' If your army is Battle Forged you can immediately gain 1 CP. If you choose not to, once this turn, when resolving an attack made by a model from a friendly {{W40kKeyword|Ultramarines}} unit within 18" of this psyker, you can re-roll the hit, wound, or damage roll. #'''Telepathic Assault (WC7): Witchfire''' Select one visible enemy unit within 24" of the psyker. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership characteristic of models in that unit. #*Thanks to the cripplingly high WC, starts outperforming Smite at Ld6 and gets better as Ld degrades from there. Don't even try this power on an Ork horde. #'''Storm of the Emperor's Wrath (WC6): Witchfire''' Select the nearest visible enemy unit within 18" of the psyker. Roll a D6 for each model in the unit; for each 6, that unit suffers 1 mortal wound. #*Starts outperforming Smite at unit size 15. #'''Psychic Shackles (WC6): Malediction''' Select one visible enemy unit within 18" of this psyker. Until the start of your next Psychic phase, halve the move characteristic (rounding up) of models in that unit, and when a charge or advance roll is made for that unit, subtract 1 from that roll. A unit cannot be affected by both this and the Tenebrous Curse psychic power at the same time, but nothing is stopping you from locking down two different units. Also doesn't seem to say you can't use this and tremor shells, something to bear in mind. #'''Empyric Channelling (WC5): Blessing''' Select one other (can't cast this on yourself, sorry) friendly {{W40kKeyword|Ultramarines Librarian}} within 12" of this psyker. Until the end of this Psychic phase, when a Psychic test is taken by the target, add ''2'' to the total, and the target does not suffer Perils of the Warp on a roll of double 1 or double 6. #*This is generally a bad idea - HQ slots are a bit precious - but if Tigurious is somehow still not reliable enough for you, a second librarian with this strapped to him means you can just assume all of his powers will go off, even WC7 ones, whenever you want. In fact, with this on him, he can't fail WC5 powers, so his Smite gets even more ridiculous, as he's only rolling the cast to fish for an 8+ to guarantee him the full 1d6 mortal wounds. If that's your plan, your other power should probably be Scryer's Gaze, so you can fish for CPs, rather than taking a power that might encourage you to separate from Tiggy. For mortal wound output, it's also hard to beat double smite: this librarian goes first, casting smite and channeling, and then Tiggy goes, and his Smite can only fail on double 1s.
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