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===Corvidae=== Re-rolls everywhere. This is a discipline you take to support big expensive units. If you want, you can have all of your Sorcerer's roll on Corvidae, and create fluffy [[Blood Ravens|Ravens Corvidae Cult]] *'''Guidance''' - Twin-links everything. This why you go Corvidae to begin with. #'''Foreboding''' - Here for deterring charges, just like BRB one. Also allows your golems to overwatch on BS3 despite being SaP. Sacrifice version basically grants Tau Supporting fire to the unit, so they can overwatch for other friendlies nearby. #'''Flickering''' - Rerollable invulns. 4++ with re-rolls is better than 3+ (75% vs 67%, not to mention it works against anything). Sacrifice turns that 4++ into 3++. Rerollable. Try to break though that! #'''Sentence''' - Malediction that force reroll on saves. Not as useful as you think, due to AP3 everywhere in TS army, but it works on cover and invulnerable saves too. Sacrifice just adds one extra target, nothing special. #'''Perfect Timing''' - Same as BRB one, Ignores Cover for Sorcerer's squad. As most things in the game don't have 2+ armour or invuln, this basically means no saves allowed. Sacrifice allow to lower enemy invuln, which is very situational. #'''Golden Way''' - Grant D6+1 re-rolls. While BRB Precognition grants infinite re-rolls for all to-hit, to-wound and to-save, this power is useful for re-rolling something more exotic, like perils result, number of shots for Chaos Storm, run distance, etc. #'''Bend Fate''' - Contender for the title of the strongest power in the game, this allows you to pick ANY dice after it was rolled and re-rolled and change it's result to ''whatever you want''. D3 times or D6+1 with Sacrifice. Possibilities are endless.
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