Interromancy is the Dark Angels Librarius' own witchcraft — the discipline of the mind, the interrogation, the kept secret, wielded by the one sanctioned psyker the Chapter permits into the field. This is no battle-sorcery of raw destruction. It is a set of levers on thought itself: the boring parasite of the Mind Worm, the spreading drill of Trephination, the loaned wrath of Righteous Repugnance, the pinning dread of Aversion, the unbending will of Fortitude, the caster's own shroud of Precognition. At creation a Librarian with access picks or rolls its power or powers from the six, and adds to them the universal witch-blast of Smite. Each is a Wyrd power. And each courts the warp's price for the one who calls it — a price the First Legion watches for as closely as it watches the psyker himself.
Signatures4
The Two Wings is a posture-split laid over Combat Doctrines. Each round the gang declares and shifts one Doctrine as normal, but every winged fighter also carries its own standing stance beneath that declaration. A Deathwing fighter counts one step further toward Devastator than the declared Doctrine for its own Save and its hold on ground — the anvil never gives way. A Ravenwing fighter counts one step further toward Assault for its own Move and its charge — the hawk is always racing. The un-winged backbone fights to the declared Doctrine straight: Marines, Scouts, characters who have taken neither wing. There are no tokens, and nothing to spend. The wing a fighter was tagged to at muster is the whole of the rule. And the counter is separation — an enemy that isolates one wing faces only half the host, the anvil without the hawk or the hawk without the anvil, and can break the one before the other converges.
Combat Doctrines. The disciplined heart of the Astartes way of war, and the mechanic that sets a Chapter apart from any warhost that merely brings guns to a fight. At the start of each round the controlling player declares the strike force's stance, which may shift one step along the ladder from Devastator to Tactical to Assault. Under the Devastator stance the gang fires with lethal precision, adding to its ranged Hit rolls or re-rolling misses. Under the Tactical stance the brethren move with purpose, gaining ground and seizing objectives. Under the Assault stance they close for the kill, striking harder on the charge and running down a fleeing foe. A Chapter cannot hold every advantage at once; it flows through the phases of battle as its commanders read the field, and each brotherhood leans toward the end of the ladder that suits its character.
Finest Hour. Once in a battle, a commander seizes the moment the whole war seems to turn upon and drives his brethren to their greatest effort. Once per battle a Captain or Lieutenant may call upon it. Until the start of the next round the commander himself gains an additional Attack, and every friendly fighter within 6" re-rolls failed Wound rolls, the strike force striking as one at the instant it matters most. It is a single, decisive surge rather than a lasting boon — spent in the crisis of the fight, it does not come again. A wise commander holds it for the stroke that breaks the enemy rather than the one that merely bloodies him.