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====Psychic Discipline: Tempestas==== Your Space Wolf and Successor specific psychic discipline. #'''Living Lightning (WC6, Witchfire):''' Deals d3 mortal wounds to the nearest visible enemy unit within 18", then on another roll of 2+ the closest (to the caster) other enemy unit within 6" of the target also takes a mortal wound, increasing to 1d3 on a 5+. #*Note that due to the wording, if the first unit dies, there's no way to select the second unit. See the wording on the Iron Hands spell Machine Flense for the necessary wording on a spell to avoid this problem. #*This power beats Smite (1.79 mortal wounds dealt), provided it has : 1.44 to the primary target, 0.84 to the secondary, 2.29 total (due to rounding). It does very slightly less than the Iron Hands spell Machine Flense (2.41), but hits the nearest instead of any vehicle the caster wants. #'''Murderous Hurricane (WC6, Malediction):''' Target a visible enemy within 18"; until your next Psychic phase, it can't overwatch unless in terrain and nearly always fights last (actually always fights after Space Wolves, which is only a relevant nerf if you brought soup). The second ability is strictly worse than the Dark Angels spell Mind Worm, which has no such anti-soup wording, while the two spells have a radically different second ability (Mind Worm also deals a single mortal wound). #*This is radically worse than Veil of Time (from Librarius) to support a single melee unit of your own, so it's instead better when you're helping a bunch of melee units murder a single target, ideally when they also don't need help succeeding on the charge. #*In most situations, worse than Tempest's Wrath, but particularly useful on something charging you you ''don't'' want to be in melee with. #'''Tempest's Wrath (WC6, Malediction):''' Until the start of your next Psychic phase, an enemy unit within 24" has -1 to hit. Strictly worse than the Dark Angels spell Aversion, which is identical except that the target unit also suffers -1A while within 6" of the caster, but the difference doesn't matter for protecting a gunline. #'''Instincts Awoken (WC6, Blessing):''' Until the next psychic phase, a Space Wolf unit within 18" is treated as being in the Assault Doctrine instead until your next Psychic phase, or get a stackable -1 AP on UM wound rolls of 6 if already in Assault. #*''Significantly'' better in rounds 1 and 2 than in round 3; definitely consider putting this on a librarian in a drop pod with a squad of angry boys (you'll want your other power to be Tempest's Wrath, most likely). #'''Storm Caller (WC6, Blessing):''' Until the start of your next Psychic phase all friendly Space Wolves within 6" gain the benefit of being in light cover. Worse than Psychic Fortress from Librarius for melee protection, but in many many cases ''better'' for protecting a gunline. Don't forget to add the Cloaked by the Storm stratagem to buff them further - the units in cover will also be at -1 to be hit with ranged attacks! #'''Jaws of the Wolf World (WC7, Witchfire):''' Pick an enemy unit within 18". Roll a D6 for each model, with +1 to rolls if the test passed on a 9+. On a 6+, inflict a mortal wound. #*Deals slightly more than 1/7 of a mortal wound per model in the unit, which means at 13 models or more, this power outperforms Smite (at 13, it's 1.87 to Smite's 1.79). That means there are basically 3 collections of spells: Living Lightning and Jaws of the World Wolf are situationally Smite but better, for mortal wounds sources. Storm Caller and Tempest's Wrath are good protection for a gunline. Instincts Awoken buffs you in melee, primarily on the first two rounds - by round three it gets nearly useless. Murderous Hurricane can be used as a charge deterrent or if you need to charge something with dangerous Overwatch.
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