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Warhammer 40,000/7th Edition Tactics/Psychic 101
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=====Interromancy (Dark Angels)===== :;Overview ::Works heavily on messing with leadership and stat-lines. {| class="wikitable sortable" style="margin-left: auto; margin-right: auto;" |+ Interromancy Powers ! Number !! Name !! Type !! Range !! Target !! Description !! Charges |- ! data-sort-value=0 | Primaris !! Mind Worm | Witchfire (Focused) || 12 || Unit | {{40k-Ranged-Weapon-Profile|range=12|strength=6|ap=2|type=Assault|rof=1|rules=Ignores Cover}} If a model takes an unsaved wound, then it takes -3 to BS, WS, I AND Ld (to a minimum of 1) 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. | 1 |- ! 1 !! Seed of Fear | Malediction || 9 || Unit | This is a nova-style power, despite being a malediction (it targets all enemy units within range). Target units take all Morale, Pinning, and Fear tests on 3D6. Dark Angels have a fear overload so this is good against even moderately high Ld armies with every Terminator squad able to get Perfidious Relic of the Unforgiven and the Interrogator-Chaplain. Note that this does not force those checks, you still have to do that normally. | 1 |- ! 2 !! Righteous Repugnance | Blessing || 24 || Unit | Grants Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre. Strictly worse than [[Warhammer_40,000/Tactics/Psychic_101#Broodmind (Genestealer_Cults)|Might From Beyond]]. | 1 |- ! 3 !! Aversion | Malediction || 24 || Unit | Target may only fire Snap Shots. Perfect for negating a high threat unit to your army such as an antiarmor squad or anti-TEQ. *cough* Tau *cough* | 1 |- ! 4 !! Maelstrom of Misery | Witchfire || 24 || Unit | {{40k-Ranged-Weapon-Profile|range=24|strength=1|ap=2|type=Assault|rof=1|rules=Blast, Neural Shock}} Neural Shock is Poisoned (4+) with a different name. | 2 |- ! 5 !! Trephination | Witchfire (Focused) (Profileless) || 18 || Unit | {{40k-Ranged-Weapon-Profile|range=18|strength=-|ap=-|type=Assault|rof=1}} The model hit rolls 2D6+2, then subtracts their 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. | 2 |- ! 6 !! Mind Wipe | Malediction || 24 || Unit | Target reduces WS and BS to 1; this power ends early, at the end of the target's next turn, but when it does, the unit must take an Ld test. If they fail, the reduction becomes 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, but you should always be throwing 7 or 8 at this. It sounds like it would be great when combo'd with Mind Worm, and it does on--single model units; but you would have to use Mind Worm on the sergeant to bust a squad down to the next highest LD value, which obviously doesn't work as well. All armies will have a better-than-half chance of passing their check (unless you've messed with their leadership), AND the unit is still alive and holding their objective in the best of cases. | 3 |}
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