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====Psychic==== The Dark Angels have access to almost all rulebook powers, their unique Interromancy discipline, and the 4 new disciplines from the Angels of Death Supplement. The final 4 are overpowered bullshit to get sales for GW, hm...that sounds familiar... Good choices are: *Interromancy: '''''WHY AREN'T YOU TAKING THIS?!''''' Seriously, the ability to permanently drop your opponent to WS/BS1? Turn rape machines like Marneus Calgar and Abaddon the Despoiler into wimpering, expensive paper weights that can do sweet fuck all? Want to punish armies with low leadership? Dark Angels are the masters of Psychic trolling, baby! If you really want to destroy your opponents special snow flake then use this and librarius and hope you get null zone to just ruin that HQ's day, good bye Calgar, its harder to do against someone like Draigo though so be warned. *Geokinesis: You can fucking move any piece of terrain around. This allows you to juggle objectives over to you. Thanks GW. *Technomancy: Get to take control of an enemy vehicles weapon for a turn (Funny as hell when you turn that Imperial Knight's Rapid Fire Battle Cannon on the enemy), and pull all kinds of buffs like restoring hull points, and increasing AV to make an AV15 Land Raider. Thanks GW. *Fulmination: Can give your Psyker a temporary storm shield, and allows you to literally trade places with any unit (friend or foe) within 24". Great for either springing a trap or pulling your guys out of one with another unit that can take the heat. An example of trading places to have a unit assault would be a Librarian and a Chaplain (optional) in one for example an Assault Squad, then if you have a Ravenwing Squad and scout the bikes first turn and move up really into the enemies face hope the Librarian using is both using Fulmination and rolled a 6 for one of his powers then switch the 2 units and watch your opponents face as they have a new Assault Squad to deal with, extra hilarious if you have a 10 man blob with 2 Eviscerators. You could even just have a 5 man squad with the Librarian and Chaplain (optional) along with the squad Sergeant take metla bombs and move the bikers near that land raider over yonder switch the squads...and show it your fun new toys... plus it does not matter which variant you use as long as the Chaplain (optional) is in their you are rerolling all failed to hits on the first turn of close combat. Speaking of the first turn of close combat did I forget to mention that you can still charge after doing this psychic power so yes your squad can now charge first turn into that land raider over yonder with your new toys and rerolls that should be interesting. *Librarius: It has a power that lets an entire unit re-roll saving throws. [[Deathwing|A T5, 2+, 3++ unit]] with that power on it will not go away and will kill everything in its path. Thanks GW. *Telepathy: Also an amazing choice, with the infamous Invisibility Power which you cast on your most important unit that the enemy cannot ignore, and Psychic Shriek also being a pretty damn good Primaris Power. *Divination: Equally tied with Telepathy for the second-choice discipline. BS2 Overwatch is fucking A already, and the Lion's Blade full BS overwatch is top notch. Adding re-rolls to hit from Prescience? Goodbye Genestealers, goodbye Ork boyz, goodbye Khorne units. Forewarning, Perfect Timing, and Misfortune are also awesome powers. Foreboding's full BS overwatch is literally useless if using Lion's Blade, but if you're using CAD or Unbound, then it's worth something. *Sanctic Daemonology: If you luck out and roll Sanctuary, you just may be able to get a 3++ with a Conversion Field, or [[Deathstar Units|cast with a unit of Deathwing Knights for a T5, 2++ unit.]] Hammerhand is good too. However, beware of rolling Perils on any doubles when trying to manifest powers!!!
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