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===WC Psychic Powers=== Each Sorcerer learns one discipline and can cast any of the powers from there. To prevent overlap, each sorcerer has to pick a different discipline. Unlike with the base Thousand Sons, there is no test needed to manifest these powers. <tabs> <tab name="Destiny Discipline"> *'''Weave Fate:''' Pick one friendly operative. When shot by the enemy, this operative can re-roll any of their defense dice. Definitely useful if you need to rely on that invuln, like the Tzaangors. *'''Twist Destiny:''' Pick an enemy operative. This operative can never re-roll their hit rolls and can never improve their APL in any way. This action is particularly useful for messing over the guardsmen with their comms or the like. *'''Doombolt:''' Provides a free ranged attack that provides a moderate damage but Lethal 5+ lets it crit and therefore deal MW2 far easier. Pretty much a holdover from the Compendium. </tab> <tab name="Tempyric Discipline"> *'''Ephemeral Instability:''' A power that covers EVERYONE in the enemy team. This makes enemy operatives lose 2"/circle in movement and bars them from the Dash or Charge actions. While this inconveniences everyone in Kill Team, this is especially helpful for screwing over any Nurglite pusbags who are already slow like molasses. *'''Temporal Manipulation:''' One friendly operative within 6"/pentagon recovers 2d3 wounds. *'''Fluxblast:''' Provides a free ranged attack with the stopping power of a bolter and Blast to cover crowds. It also has Rending to make crits deal some extra damage. </tab> <tab name="Warpfire Discipline"> *'''Warp Portal:''' One friendly operative within 3"/square of the sorcerer that hadn't moved during their activation can immediately teleport to another spot within 6"/pentagon of the sorcerer. While they can't move again after this, you can easily move a rubric marine out of harm's way or toss a Tzaangor into becoming a roadblock. *'''Infernal Fire:''' Mark one visible enemy operative. Any operatives that attack this enemy can re-roll any attack dice for this turn. That's right, they turned Compendium's Twist of Fate up to 11. *'''Firestorm:''' Provides a magical grenade with Indirect and Barrage to counteract most cover. While its damage is lacking, it has a small blast range to flush out mobs. </tab> </tabs>
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