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Tactics - Knights Inductor
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===Silencer Powers=== It makes sense that, given that they're all Nulls, Silencers wouldn't have access to regular Psychic powers. Instead, they get this one set of powers and they're... not too terrible, actually. Mostly Leadership and Character dicking focussed. NOTE: Fearless doesn't mean immune to Leadership tests, only auto-pass Morale/Pinning/Regrouping checks. '''Primaris Power: Unleashed Null Aura''' - This is a two-part power that basically states the general effect of Silencers: -2Ld to Psykers and Daemons within 6" and the ability to spend a charge to effect any kind of enemy unit. The nice active part of this is the ability to trigger Perils and Daemonic Instability to Psykers and Daemons respectively in range. Get in as close as possible of as many units with those rules and spam this ability. '''1) Synapse Disruption''' - This one is a true Nova. It costs 1 Null Charge for a 6" bubble, 12" costs 2. It has two different effects: regular Tyranids count as not being in Synapse range and all armies that aren't Tyranids are forced to use their lowest leadership values when taking checks. Another power with low range but good Synergy. '''2) Warp Void''' - Now we get into anti-psychic powers. Pick a squad within 18". Any Blessing or Malediction effecting them ends immediately. If there aren't any to remove, they take a leadership check at -1 leadership and if they fail they must go-to-ground, even if they are pinning immune. This is excellent against Invisible bastards and people who think Iron Arm is the best thing ever. Takes 2 charges though. '''3) Shatter Mind''' - An Assassination power, plain and simple. Pick a character in 24", take a leadership check. Every point you fail by is a wound with no armour or cover allowed. Excess shots follow through to the unit, coming from the character as the source of the shot. An extra charge can be spent to make the test 3D6. Simple. Can be effective. '''4) Horrifying Presence''' - This one is risky and a bit iffy unless you have a few other powers off. It's another 9" nova. EVERY unit, repeat, EVERY unit within that bubble has to take a morale check, although friendlies get to re-roll it. An extra charge can be spent to make it a 3D6 check. This can be awful if you make your own unit run away, or a key hold-the-line unit, or if the enemy is Fearless. On the other hand, with a little luck, you can stop an [[Orks|Army Wide Devastating Charge]]. This power is exponentially better if you already have Unleash Aura or Synapse Disruption out. '''5) Isolate''' - Another Character power, but this isn't for killing. Target one character in 18". They check leadership at -2 in order to do ANYTHING. This is not so much an improvement as a change in how the power worked (one Ld test or completely useless). Also, if you target a friendly unit it gives them a watered down version of Invisibility, especially if you tack another charge onto the activation cost. '''6) The Unmaking''' - This is a powerful short-ranged, anti-snowflake malediction, though it has a big (3) charge activation cost. If it goes off, the target loses -1 to all Invulnerable saves. Most importantly, any special wargear, relics, artefacts, etc. are turned OFF for an entire turn and special weapons can only use their base characteristics. This is excellent for, say, weakening a Res Orb Necron unit, Eldar with all their rune trickery, and even basic things like shields.
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