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====Psychic Discipline: Interromancy==== Your Dark Angel and Successor specific psychic discipline. #'''Mind Worm (WC6):''' An enemy unit within 12" of the Psyker takes a mortal wound and is forced to fight last in the following Fight Phase and must wait until all other units have taken their turn. Not bad. #'''Aversion (WC6):''' An enemy unit within 24" must subtract 1 from all their To-Hit rolls until the next psychic phase. In addition, if that unit is within 6" of the psyker who cast this power, models in that unit also suffer -1 to their attacks characteristic. #*Arguably their best power before and it got buffed in the edition transition. Unfortunately, gone are the days of pairing this with the Darkshroud for a net -2 (they'll still stack, but the final modifier is capped at -1, so stacking is only useful to counter a +1 to be hit) but a -1 to hit on the opponent is never a bad thing. #'''Engulfing Fear (WC7):''' Be careful who you call ugly in middle school. Select one enemy unit within 24" of the Psyker. Until your next psychic phase, it takes -1 to its Leadership characteristic, loses any ObSec abilities it has, and if the result of the psychic test was equal to or above the unit's Leadership characteristic, it cannot perform actions and auto-fails any current actions it's performing. Way better than the total joke it was before and now actually has really good use for shutting down units in objective games #'''Mind Wipe (WC7):''' If manifested, select one enemy unit within 18" of the Psyker and select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that ability. Great against units that heavily rely on their aura, especially defensive ones, giving you an easier time to deal with them later in your turn. #'''[https://en.wikipedia.org/wiki/Trepanning Trephination] (WC5):''' The closest enemy unit within 18" and line of sight of the Psyker suffers D3 mortal wounds. If the result of the psychic test was greater than the leadership of the enemy unit, that unit suffers 3 mortal wounds instead. Better Smite essentially. When you already get smite as a standard power, it does raise the question as to whether it's worth taking this over other really great powers although if you need a way to rack up mortal wounds, then this gets the job done. #'''Righteous Repugnance (WC7):''' 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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