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Warhammer 40,000/8th Edition Tactics/Dark Angels
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===Interromancy=== *'''Mind Worm:''' WC 6. An enemy unit within 12" of the Psyker takes a mortal wound, just like that. In addition, the targeted unit is forced to fight last in the following Fight Phase and must wait until all other units have taken their turn. Not bad. *'''Aversion:''' WC 6. An enemy unit within 24" must subtract 1 from all their To-Hit rolls until the next psychic phase. Stacks nicely with other penalties, like the powerfist/powerklaw, the hard-to-hit rule on your flyers, or the Darkshroud's aura, but because it debuffs an enemy instead of buffing an ally, best used to help shut down a big incoming threat. *'''Engulfing Fear:'''WC 6. Doesn't do anything overt by itself. However, any enemy unit within 6" of the Psyker that takes a morale check must roll two dice and discard the lowest result, which is only slightly worse than a +1 penalty, making this power deeply underwhelming. *'''Mind Wipe:''' WC 7. Choose a visible enemy model within 18" of the psyker; both players roll a d6, adding their leaderships. If you tie or your opponent beats your roll, nothing happens. If you win, that model must subtract 1 from WS, BS, and Ld for the rest of the game, which stacks with itself. Note that this lets you single models out of units, letting you do things like debuff just the special weapons guy in a target unit. *'''Trephination:''' WC 7. Roll 2d6, add the result together; if you roll a 10 or higher add another 2 to the roll. The closest visible enemy unit to the psyker takes mortal wounds from the difference of their leadership and your roll. Mind Wipe can help you push that difference up higher for more mortal wounds, and remember that Imperial armies of all types have plenty of Ld debuffs to stack up in order to make the final difference ridiculously large, but without said help, this power won't do nearly as well as Smite. *'''Righteous Repugnance'''. WC 7. Select a {{W40Kkeyword|DARK ANGELS}} unit within 12" of the psyker; they now re-roll ''all'' failed hits and wounds in melee. WOW. Deathwing Knights will love you for putting this on them. Anybody carrying simple power swords becomes ''far'' more deadly; especially in squads, say like veterans of some sort? Works wonderfully with the +1S warlord trait, and it lasts until your next psychic phase.
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