Cryomancy Discipline

Units with the SILENCER or ACOLYTE keyword may manifest "psychic" powers. The Night Sentinels, however, have no psykers, they instead have Silencers and Null-Acolytes.

When a NULL-ACOLYTE attempts to manifest a null-power, you may do so with the following modifiers:

- NULL-ACOLYTES can never manifest Smite. In addition, do not ever roll for powers, manually pick them all instead.

- NULL-ACOLYTES roll a D6 when Perils of the Warp are triggered. On a 3+, they take 1 mortal wound instead of triggering Perils of the Warp. This can be re-rolled with the Command Re-Roll Core Stratagem.

- Deny the Witch can only succeed on a roll of 1d6 instead of 2d6 when attempting to deny a Null-Acolyte, and when the 1d6 is rolled, subtract 1 from the result.

- A NULL-ACOLYTE can manifest the same power in the same battle round unless that power specifically says you cannot do so.

When a SILENCER attempts to manifest a null-power, you may do so with the following multipliers:

- SILENCERS can never manifest Smite. In addition, do not ever roll for powers, manually pick them all instead.

- SILENCERS never suffer Perils of the Warp even if they fail to manifest a null-power.

- SILENCER null-powers cannot be denied unless another NULL-ACOLYTE or SILENCER attempts to do so.

- A SILENCER can manifest the same power in the same battle round unless that power specifically says you cannot do so.

**CRYOMANCY DISCIPLINE NULL-POWERS**

**Exothermic Blood**

*With a flash-freeze of human blood using a focused point of a Null's aura, essential bodily systems restart and repair themselves, and the deceased are reanimated. Repeated attempts of casting are required to keep the deceased alive, or the wound's will unknit themselves however.*

Exothermic Blood is the first power of the Cyromancy Discipline. It has a charge value of 7. When successfully casted, choose one INFANTRY CHARACTER unit that has been slain, or an INFANTRY unit with exactly one model in it. This unit regenerates all lost wounds and must be placed within 3" of the caster. You must re-cast this power on your selected unit, and if not, the unit is slain again. When re-casting this power on a selected unit, it has a range of 24 inches.

**Null Dome**

*Projecting his Null-Aura in a focused dome around him, the area radiates with chilling psychic dampenings, preventing the Warp's foul influences from overtaking those inside it.*

Null Dome is the second power of the Cyromancy Discipline. It has a charge value of 5. When successfully casted, a 12 inch bubble is created with the following effects:

- All units within the bubble, along with the caster, are considered as not being targetable for any psychic powers whatsoever, whether they are friendly or enemy. Cryomancy and Nullthouch Discipline powers may still target units inside it however.

- Every PSYKER or DAEMON model within the bubble takes d3 mortal wounds for every turn they remain within the bubble. Note, model, which means you must roll for every model of a unit within the bubble, not the whole unit.

- Enemy units that enter the bubble must subtract 3 from their leadership until all their models are absent from the bubble.

**Null Dominance**

*The Null siphons his aura into a sweeping wave powerful enough to crush the enemy's defenses, whether mental, technological, psychic, or otherwise. He slams his fists down and sends the wave into the foe.*

Null Dominance is the third power of the Cryomancy Discipline. It has a charge value of 6. When successfully casted, select up to four enemy units within 18" of the caster. That unit cannot use any special rules that would give them an Invulnerable Save or a damage-reducing rule to defend itself. You may only cast this power once per battle round.

**Eradicate**

*The Null focuses nearly all of his aura into a lance of paralyzing null energy, and dispels it towards an enemy psyker. The foe's mind weighs heavy with permanent mental lacerations, and when they recover, they are horrified to discover that some of their forbidden sorcery is now lost to them.*

Eradicate is the fourth power of the Cryomancy Discipline. It has a charge value of 8. When successfully casted, select an enemy PSYKER within line of sight of the caster. The PSYKER takes d3 mortal wounds. Then select one psychic power the PSYKER has taken. The power can no longer be manifested for the rest of the game. You may only cast this power once per battle round.

**Mind Freeze**

*Even those who are psychically inept cannot escape a Null's touch. With a snap of his finger and a click of the wrist towards an enemy, a Null can freeze an enemy's nervous system and brain (or equivalent) in place, rendering them as nothing but breathing statues, as if stuck in time waiting for a chance to move once more. Vehicles can be brought low and disabled with similar amounts of effort, engines and machine spirits, or even data-daemons convulsing in anguish, resulting in temporary failures that will leave the machine especially vulnerable to retaliation.*

Mind Freeze is the fifth power of the Cryomancy Discipline. It has a charge value of 7. When successfully casted, select one enemy unit within line of sight of the caster. That unit can no longer act in any phase whatsoever until your next psychic phase. If the targeted unit is charged, they cannot fight back and all attacks directed towards them automatically hit.

**Ice Shroud**

*To support a friendly squad within battle, the Null manifests a heavy ice storm by spreading his aura over a wide area. The squad is then capable of marching under the protection of a storm of null-charged ice and snow. They are shielded from the enemy's vision as a result, allowing for rapid relocation or a protected volley of fire.*

Ice Shroud is the sixth and final power of the Cryomancy Discipline. It has a charge value of 6. When successfully casted, select one friendly unit within 18 inches of the caster. That unit cannot be targeted by the enemy in any way until your next psychic phase, unless the targeting unit has the ARTILLERY keyword or is using a Blast weapon, or is within 9 inches of the friendly unit. You may choose to relocate the friendly unit off the board and redeploy them somewhere on the board that is not within 5 inches of an enemy unit as well.