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====Runes of Battle==== Exclusive to the Warlock and the Spiritseer *'''[Commanders] Conceal/Reveal (Warp Charge 5):''' Use on a model within 12" of the Warlock. If the target is friendly, enemies trying to attack it with ranged weapons subtract 1 from their hit rolls until the next psychic phase. If the target is an enemy, it loses any bonuses it might have from being obscured until the next psychic phase. Conceal's usefulness compared to its standard 40k counterpart is a bit more conditional, given that 6's always hit in Kill Teams, but can still be quite handy in close quarters. Keep in mind flamer-type weapons and melee units don't give a damn about these sort of debuffs, however. Reveal is actually quite handy, especially against units like Rangers or Lictors who gain multiple to-hit debuffs from being in cover. *'''[Commanders] Protect/Jinx (Warp Charge 6):''' A buffed friendly model adds 1 to their save, a debuffed enemy model subtracts 1 from theirs. This is particularly fantastic, as it one of the few ways to lower enemy Invulnerable saves! Alternatively, a buffed Exarch gets a fairly reliable 3++. *'''[Commanders] Empower/Enervate (Warp Charge 5):''' Buffed Friendly models add 1 to any wound rolls in melee, while enemies subtract 1 from theirs. The buff side of this is a bit more conditional; the only one who'd really appreciate the buff would be a Combat-oriented Exarch. Wounding MEQ targets on a 3+ at AP-2 is actually quite reliable. Buffing basic Storm Guardians can help them against GEQ targets, but with their pitiful melee statline and armor saves, buffing them or debuffing their targets is kind of an... inefficient use of your Warlock's one cast per turn. Enervating any S3 target who engages your Wraithblades can make them immune to any and all damage received in combat. This is also a potential recommended power to use against Custodes; if you tie them up with a ghost axe Wraithblade, reducing incoming wound rolls may help your statues hold the line.
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