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====Psychic Discipline: Stormspeaking==== Stormspeaking contains several standout powers that can combo together to spectacular effect. The discipline relies on lashing your opponent with blasts of wind and lightning, shielding your units from enemy fire, and speeding your units into the enemy's lines while hampering the ability of their units to advance and charge. #'''Blasting Gale (WC7 Malediction):''' Targets an enemy unit with 18". The target cannot advance and rolls one fewer die for charges. Stacks with Tenebrous Curse, too! #*This can be a bit tricky to use and requires a good understanding of your opponent's move values. Very good for handicapping units that rely on the ability to charge after advancing. #'''Lightning Call (WC7 Witchfire):''' The closest enemy unit within 18" takes d3 mortal wounds. Then roll a die. On a 4+, deal one additional mortal wound. Rinse and repeat until you fail, with the target going up by one each time (5+ on the second roll, 6+ on the third). #*This deals, on average, 2.69 mortal wounds upon casting, but its absurd WC makes it worse than Smite - starting at WC6, this outperforms Smite (1.95 at WC6, compared to 1.79 for Smite), so if you have a Mantle of the Stormseer, this becomes more interesting. #'''Ride the Wind (WC6 Blessing):''' Target friendly unit within 12" gets +2" to advance and charge ''rolls'' (it won't make bikes advance farther, as they don't roll). Due to the psychic phase happening after the movement phase, it will be rare to get use out of this power in both phases. If your opponent tries to fall back, you can hopefully catch them thanks to the bonus from the advance rolls (provided the unit isn't shot off the table first). #*This is a very solid power that works well with a wide array of White Scar units thanks to the Chapter Tactic. Great for helping deep striking units make that 9" charge, where +2 raises your odds from 27.78% to 58.33%; re-rolling charges only gets you to 47.84%. You can think of this power as almost always being Veil of Time, but better. #'''Storm-Wreathed (WC6 Blessing):''' Select a friendly unit within 12", enemy units cannot fire overwatch at it. In addition, roll a die for each model that charged and got within 1" of an enemy. On a 6, it causes a mortal wound. #*The Mortal Wounds are a nice bonus if they happen, but the real benefit is the ability to turn off overwatch, especially if you're facing auto-hitting weapons, like flamers, or other bullshit-grade Overwatch (looking at you, Tau). #'''Spirit of Chogoris (WC6 Malediction):''' Enemy unit has -1 leadership and -1 on hit rolls. This is yet another solid power. Combine with Ride Hard, Ride Fast for an additional -1 to hit penalty if you're facing +1 to be hit, as modifiers stack prior to facing the +/-1 cap. This is Hallucination from Obscuration, although the powers have different names, so they'll stack. Some chapters have functionally better variants on this power, such as Dark Angels (Aversion). #'''Eye of the Storm (WC6 Witchfire):''' Roll a d6 for each enemy unit within 12". Add 1 if the enemy has fly. On a 4+, cause a mortal wound. #*Deals more mortal wounds than Smite starting at 3 flyers and 1 non-flyer, or 5 non-flyers. #*On paper, this looks worse than Fury of the Ancients, but remember that it's every unit within a 24" + base width diameter circle, not just an 18" line, so in practice, it's a ''lot'' easier to pull off dropping a Librarian somewhere onto the table where this power will do something useful. Since the only scaling is per target unit, this is best against many small units with as few wounds as possible each, which is rare to find simultaneously, but it can be used to put work into taking down a deathstar made of a bunch of supporting characters.
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