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====Revenant Discipline==== {{W40Kkeyword|Ynnari Psyker}} units replace either their access to the Runes of Battle or Runes of Fate disciplines with this one. These powers allow them to play both a supportive and offensive role for army, and are probably the single most compelling reason to bring Ynnari besides the Yncarne. None of these powers are locked behind a {{WH40kKeyword|Core}} word, so you can use them to buff any Ynnari you bring along. #'''Gaze of Ynnead:''' Essentially a simplified Smite, this WC 6 power lets you choose the target, and deals mortal wounds based on a D6; a roll of 1 results in 1 mortal wound, 2-5 causes 1d3 mortal wounds, and a 6 results in 1d6 mortal wounds on the target; the total expected mortal wounds is, accordingly, 25/12, or slightly more than 2. Unchanged from its previous incarnation, apart from the fact now that the D6 roll takes a -2 penalty if targeting a single model, so this power is a bit impractical for sniping characters - a shame. #*With the nerf to casting Smite (specifically each individual psyker only being able to attempt to cast it once per turn), this is your next best source of direct mortal wounds for Farseers and Warlocks dedicated to offensive roles. Spiritseers are better off just casting Smite since they only have the one cast. #*The math changes for both Yvraine, Farseers, and for any other buff you can come up with to casting the power. However, any buff that increases the casting total, like Yvraine's, tends to make Gaze ''worse'', not better: Yvraine's Gaze deals 1.74 mortal wounds, but her Smite deals 2.08. In other words, normally Smite does 19% more mortal wounds than Gaze, but for Yvraine, it deals 20% more. The difference is negligible, but will accumulate as you incorporate more buffs, like spending CP to re-roll her cast. It can be a solid offensive tool in the hands of Yvraine, but you'll ideally pick it up mid-battle when some of her warlock meat shields get chewed up rather than starting out with the power. #'''Storm of Whispers''' An AoE aura attack, this WC 6 power lets you roll 3d6 per enemy unit within 9" of the caster; every roll of 4+ deals a mortal wound to the unit in question. This is a large improvement from the last iteration of the power, which was statistically inferior to Gaze of Ynnead even in optimal circumstances. #'''Word of the Phoenix:''' WC 6, this power allows the targeted {{W40Kkeyword|Ynnari Infantry}} or {{W40Kkeyword|Ynnari Biker}} within 6" to bring back a single model at full health, or D3 Troops. Cannot be used on Wraithguard or Wraithblades. Still a strong power that allows you to restore a high-damage squad of elves - Scourges, Fire Dragons, Warp Spiders, Dark Reapers, etc. #'''Unbind Souls''' A WC 6 debuff to any enemy unit within 18" that means any melee attack against them auto-wounds on unmodified 6s. As the last version of this power allowed rerolling wounds, this might represent a nerf. However with the lack of native Doom, this is your next-best option. #'''Shield of Ynnead''' A WC 6 power that grants one non-{{W40Kkeyword|Titanic}} Ynnari unit within 12" of the Psyker a 4++ invulnerability save. This works for absolutely anything now, from Wraithguard to Warlocks and even aspect warriors despite any pre-existing invulns, though you've lost the bubble wrap ability. #'''Ancestor's Grace:''' This WC 7 buff grants the targeted friendly Ynnari unit within 18" a +1 to-wound roll in melee. Extremely scary if you manage to cast this on a Wraithknight or some Ghostaxe Wraithblades. Perhaps the two most worthwhile powers here are Word of the Phoenix and Shield of Ynnead; to give you a good example of them working together, if you supply a unit of Blaster Scourges with both, they go from a 4+/6++ to 4+/5++, and every time you bring a dead Blaster wielder back, you're bringing back 36 dead points. Plus, they need Ancestor's Grace, since they're allergic to Archons.
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