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==Powers of the Hive Mind== This is the only psychic discipline table your psykers will be rolling on. The good news is most of the powers are good in terms of Blessings and screwing up enemy units. While the Great Devourer can't use Rulebook disciplines, Powers of the Hive Mind still gives you the goodies you need. (0). '''Dominion''': Adds 6" to the Psyker's Synapse Range. Pretty decent, never hurts to give your swarms more breathing room from being crammed up. (1). '''Catalyst''': Psyker and one friendly unit within 12" gains Feel No Pain. What's not to like? Cast this puppy on that 30-strong brood of Devilgaunts in area terrain with a Venomthrope for a 3+ cover 5+ FNP, and anyone who can't bring [[Tau|Ignores Cover S6 weapons]] is little more than lunch meat. (2). '''DA HORROR!!!''': *ahem*, sorry about that. A malediction that makes an enemy unit up to 24" take a pinning test with a -2 modifier. This one is... Okay. Much like Fear, Pinning shouldn't be relied on. Though it can still be useful in certain situations. Broodlords only know this power. (but seriously, the power is 24", and Broodlords+Genestealers can Infiltrate within 18" in plain sight or 12" without line of sight, making mass-Genestealer lists potentially devastating against armies that aren't immune to Pinning) (3). '''Onslaught''': Oh look, a 24" blessing that lets a unit run AND shoot in the Shooting phase. Makes up for the relatively short range weapons that need to get close quickly like Impaler Cannons, Devourers, Bio-Plasma and Bio-Plasmic Cannons. Also good for Warp Blast mentioned below, as the Lance is fairly short ranged and wants to get to vehicles. A good power to have! (4). '''Paroxysm''': Same as Horror, but instead reducing the unit's Weapon Skill and Ballistic skill by D3 (For both when you roll). Its better because making them shoot at low BS or letting your swarm hit them on 3s is far more useful than Pinning. Makes the Haruspex really good at killing elite infantry, what with is getting an extra attack for every wound it inflicts[[Blood Angels|(new attacks do not generate new attacks)]]. The previous version was better, but let's count our <s>blessings</s> maladictions where we can. The new version does have some differences to the old that are strictly advantageous- Significantly increased range, and it's now a malediction instead of a shooting attack, which means it can still be cast while the user is engaged in combat. Plus RAW it can reduce a units BS or WS to 0,meaning they cannot attack or shoot for a turn. (5). '''Psychic Scream''': What they gave us in place of Doom, but for everyone. Basically a watered down version of Psychic "Shriek" (See the similarities?), instead of 3d6 , you get 2d6 +2. It's a Nova power, but with a range of only 6", it's not so useful. Not as good, but hey, better than nothing, right? EDIT: This power is absolutely splendid. Think harder - being within 6" of something that can cast this meeaaannss.. Shadow in the Warp. It's technically 2d6+5, due to Shadow's -3 Ld. Psychic Scream is deadly (Shadow in the warp only effects psykers dummy) (A flying Hive Tyrant won't have a problem, but the power is still situational as SitW only effect Psykers and you can't Deep Strike units like Zoanthropes anymore, so this power won't be used often. Could be great against Grey Knights or other Tyranids though). (6). '''Warp Blast''': A witchfire that costs 2 charges, and you have a choice between a s5 ap3 Small Blast or s10 ap2 Lance. Both are short range (24" Blast, 18" Lance), but these powers pack a punch. Zoanthropes still know this power by default thankfully.
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