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Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(8E)
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==Savage Power Discipline== *'''Deff March''': Warp charge 5. Lets a friendly model within 18" attack a second time in the fight phase, even if that model is killed. Fantastic. *'''Rain Dance''': Warp charge 6. Gives enemy models shooting friendly model within 6" of this model -1 to hit. Good for protecting your boys as they move up the field, but this doesn't prevent overwatch shots. *'''Haymaker''': Warp charge 5. Target an enemy within 18" and roll to wound using the casters basic strength. If successful, that model is pushed 3+D3 inches away. Kind of situational, but can be brutal if you can manage to push models off really high places. *'''Hand of Mork''': Warp charge 6. Gives a friendly model within 18" 12" movement and fly. There are better options considering it only affects a single model. *'''Brain Drain''': Warp charge 7. Pick an enemy model within 18". That models aura abilities cease to function while the power is active and it cannot benefit from auras or psychic powers. Again, this one is situational, but against leaders with powerful support abilities (Ethereals, Inquisitors, Harlequins, etc), or teams with low leadership which rely on inspiring presence (Astra Militarum, Orks, etc) it can be quite powerful. *'''Waaaaghwind''': Warp charge 7. Any enemy model which ends it's move or charge within 8" of this model must roll a D6. On a 1 that model is killed. Could work to discourage chargers, or just as area denial, but its a bit inconstant.
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