ADEPTUS ASTARTES: Difference between revisions

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''Machine Flense'' is a '''focussed witchfire''' that targets a single enemy vehicle unit within 18". The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.
''Machine Flense'' is a '''focussed witchfire''' that targets a single enemy vehicle unit within 18". The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.
[[Astartes Psychic Powers]]


= [[ASTARTES DATASHEETS]] =
= [[ASTARTES DATASHEETS]] =

Revision as of 15:57, 14 February 2025

"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armour I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines...and they shall know no fear."

— The Emperor of Mankind

Space Marines are the Emperor's fury made manifest.

The Adeptus Astartes (commonly known as Space Marines, and colloquially as Angels of Death) are one of the most elite and feared fighting forces in the Imperium of Man. The primary unit of organisation in the 41st millenium is the Chapter, a self-contained army fully equipped with its own transport, non-combatant support staff, etc. There are around a thousand Chapters, each comprising a thousand Space Marines. There are far too few Space Marines to form the Imperium's main military forces; instead they operate as highly mobile strike forces. They are entrusted with the most dangerous missions, such as lightning raids behind enemy lines, infiltration, and tunnel fighting. Through selection, training, and conditioning, Marines are physically, mentally, and spiritually superior to any other Imperial soldier.

Astartes Special Rules

Chapter Tactics

Though all of the Space Marine Chapters are united by the strictures of the Codex Astartes, the teachings of their Primarchs run deep. Whether First Founding Chapters or recently established brotherhoods, all Space Marines feel the call of their genetic heritage. It is this, coupled with unique circumstances and proudly maintained martial doctrines that leads many Chapters to prosecute their wars in their favoured way.

The Chapter Tactics special rule represents a group of rules that are specific to a given Chapter. When choosing an army, you must make a note of which Chapter each unit with the Chapter Tactics special rule is drawn from when making a Space Marine Detachment. All models in the same Detachment or Formation must be drawn from the same Chapter. Once declared, all units in this detachment receive the Chapter Tactics (<Chapter>) keyword. For example, for an Ultramarines detachment, all models in this detachment receive the Chapter Tactics (Ultramarines) keyword.

All models drawn from a given Chapter benefit from that Chapter’s Chapter Tactics rules, as described below. The rules will often refer to a model, character or unit by its Chapter; in all cases, this refers to a model, character or unit with the Chapter Tactics special rule that is drawn from the given Chapter. If a unit contains models drawn from two different Chapters, it counts as from neither Chapter, and thus benefits from neither Chapter Tactic.

For example, ‘an Ultramarines unit’ refers to ‘a unit with the Chapter Tactics special rule that is drawn from the Ultramarines Chapter.’ If an Ultramarines Tactical Squad is joined by an Imperial Fists Chaplain, it counts as neither an Ultramarines unit nor an Imperial Fists unit.

Chapter Tactics

Combat Doctrines

When the Adeptus Astartes fight alongside their battle brothers they employ a strict set of combat doctrines.

If your army is Battle-forged and is composed of Adeptus Astartes units, those units gain a bonus (see below) depending on which combat doctrine is active for your army. You can activate any of the doctrines below, but only once per game, and can only activate one doctrine a turn. The benefits of the doctrine last until the end of the turn.

  • DEVASTATOR DOCTRINE: Affected models can re-roll To Hit rolls of 1 for weapons with the Heavy keyword.
  • TACTICAL DOCTRINE: Affected models can re-roll To Hit rolls of 1 for any weapon firing Rapid Fire, or Assault keywords.
  • ASSAULT DOCTRINE: Affected models can re-roll To Hit rolls of 1 for weapons in close-combat, as well as Pistol keywords.

And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale or LD test is taken for this unit, you can re-roll one or both of the dice results.

Combat Squads

It is sound doctrine for Space Marine units to remain flexible, splitting into two entities as the tactical situation dictates.

A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.

Litanies of Battle

All CHAPLAINS know the Litany of Hate (see below). In addition, before the battle, generate one additional litanies for PRIEST models from your army that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows.

In your Command phase, if this model is on the battlefield, it can recite one litany it knows that has not already been recited by a friendly model this turn. Roll one D6: on a 3+, the recited litany is inspiring and takes effect until the start of your next Command phase.

When a PRIEST unit from your army recites a litany, replace all instances of the <CHAPTER> keyword on that litany (if any) with the name of the Chapter that your PRIEST is drawn from.

Litany of Hate (Aura)

The Chaplain fuels his battle brothers with hatred and exhorts them to strike the foe harder and harder, without mercy.

If this litany is inspiring, then while a friendly <CHAPTER> unit is within 6" of this PRIEST, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

D6 LITANIES OF BATTLE
1 LITANY OF DIVINE PROTECTION (AURA)

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then while a friendly <CHAPTER> non-vehicle unit is within 6" of this Priest, each time a model in that unit would lose a wound, roll one D6: on a 5+, that wound is not lost.

2 CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack against the closest eligible target, add 1 to that attack’s wound roll.

3 EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this PRIEST. Each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

4 MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by the Primarch himself.

If this litany is inspiring:

  • Add 1 to this PRIEST’s Attacks and Strength characteristics.
  • Add [Sustained Hits 2] to any melee weapons the Chaplain is equipped with.
5 RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this PRIEST. Each time a model in that unit makes a ranged attack, add 1 to that attack’s hit roll.

6 FIRES OF DEVOTION

The Chaplains words speak to the very souls of his battle-brothers, inflaming them with ardour and their blade arms with divine strength.

If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this PRIEST. Each time that unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.


Space Marine Warlord Traits

If an ADEPTUS ASTARTES CHARACTER model is your WARLORD, you can use the Space Marines Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one. If you wish, instead of selecting a Warlord Trait from either of the tables below, you can select a Chapter Warlord Trait for your WARLORD, but only if they are from the relevant Chapter.

When you have determined a Warlord Trait for an ADEPTUS ASTARTES CHARACTER model, replace all instances of the <Chapter> keyword in their Warlord Trait (if any) with the name of the Chapter that your model is drawn from.

1 FEAR MADE MANIFEST (AURA)

The Emperor’s enemies quail beneath this champion’s wrathful gaze.

While an enemy unit is within 6" of this WARLORD:

  • Subtract 1 from the Leadership characteristic of models in that unit.
  • Each time a LEADERSHIP test is taken for that unit, subtract 1 from that LEADERSHIP test.
2 THE IMPERIUM’S SWORD

This warlord hurls himself forwards with unbridled ferocity, cutting down the foe like a reaping whirlwind.

  • You can re-roll charge rolls made for this WARLORD.
  • Each time this WARLORD fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks characteristics.
3 IRON RESOLVE

Faith and duty drive this warlord relentlessly onwards as he shrugs off injuries that would lay lesser warriors low.

  • Add 1 to the Wounds characteristic of this WARLORD.
  • Your WARLORD gains the Feel No Pain special rule.
4 CHAMPION OF HUMANITY

This commander has slain enemy generals beyond counting.

  • Each time this WARLORD fights, if it is within Engagement Range of any enemy CHARACTER units, then until that fight is resolved, add 1 to this Warlord’s Attacks characteristic.
  • Each time this WARLORD makes a melee attack against a CHARACTER unit, you may re-roll wound rolls of 1.
5 STORM OF FIRE (AURA)

This warlord expertly guides his warriors’ fire.

While a friendly <CHAPTER> unit is within 6" of this WARLORD, each time a model in that unit makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

6 RITES OF WAR (AURA)

This commander and his warriors have vowed to secure victory.

While a friendly <CHAPTER> unit is within 6" of this WARLORD, that unit counts as double for the purposes of controlling objectives.

Chapter Relics

If your army is led by an ADEPTUS ASTARTES WARLORD, you can, when mustering your army, give one of the following Chapter Relics to an ADEPTUS ASTARTES CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics.

When a model from your army is given a Chapter Relic, replace all instances of the <CHAPTER> keyword in that Relics rules (if any) with the name of the Chapter that your model is drawn from.

Note that some Relics replace one of the models existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster.


BELLICOS BOLT RIFLE

The forge world of Bellicos was a hidden weapons-testing facility given dispensation to practise near heretical levels of technological innovation. Before it was swallowed by the Great Rift, the planet managed to dispatch a single cargo hauler containing prototype bolt rifles of an incredibly advanced pattern. These weapons are regarded with a borderline religious reverence for their bellicose lethality, and to wield one is considered a paramount honour.

This Relic replaces a bolter and has the following profile:

WEAPON RANGE TYPE S AP
Bellicos bolt rifle 24" Assault 5 5 4

BENEDICTION OF FURY

Borne on a dozen bloody and hard-fought crusades, this weapons unique empathokinetic circuitry has absorbed the bellicosity and righteous wrath of every Chaplain who has ever wielded it. As a result, it now strikes with the force of a thunderbolt. CHAPLAIN model only.

This Relic replaces a Crozius Arcanum and has the following profile:

WEAPON RANGE TYPE S AP
Benediction of Fury Melee Melee +2 3
Abilities: [DEVASTATING WOUNDS]

GHOSTWEAVE CLOAK

Hand-stitched by blinded servitors and anointed with the distilled blood of a thousand sentries who failed at their posts, this cloak contains strands of mnemothread spun from a thrice-blessed dataloom imbued with obfuscatory data-spirits. It throws up a field of techno-spiritual dissonance that veils its wearer from sight and sensors, allowing them to slip across the battlefield like a wraith.

  • Each time the bearer makes a Normal Move, Advances or Falls Back, it can move across models as if they were not there.
  • Each time an attack is made against the bearer, subtract 1 from that attacks hit roll.

LAMENT

Dark rumours abound that this weapon is so cruel of essence that those who wield it doom themselves as surely as those who fall under their sights. It is telling of the Space Marines’ selfless courage that they utilise the weapon regardless.

This Relic replaces a bolter and has the following profile:

WEAPON RANGE TYPE S AP
Lament 36" Heavy 1 5 3
Abilities: [PRECISION SHOTS]

PRIMARCH’S WRATH

The ancient boltgun known as the Primarch’s Wrath is believed to have come from the personal weapons collection of Roboute Guilliman himself. Perhaps the finest example of its kind ever crafted, it has dispensed thunderous death to the foes of Mankind for millennia. Chased in Theldrite moonsilver and inscribed in microscopic lettering with every treatise on tactics that Guilliman ever penned, this weapon’s quality is such that it allows its wielder to sweep away great swathes of the enemy with a storm of armour-piercing, fragmenting bolts.

This Relic replaces a boltgun, master-crafted boltgun or special issue bolt carbine and has the following profile:

WEAPON RANGE TYPE S AP
Primarch’s Wrath 24" Rapid Fire 3 4 5
Abilities: [SUSTAINED HITS 2]

PURGATORUS

This bolt pistol is a true work of the artificers art. Since its forging in M35, many battle-brothers have used the pistol to purge traitors, tyrants and heretics from the Emperor’s realm. The weapon’s machine spirit is wrathful, its aim inescapable; in many ways, Purgatorus epitomises the very warriors who wield it.

This Relic replaces a bolt pistol, heavy bolt pistol, master-crafted special issue bolt pistol or absolvor bolt pistol and has the following profile:

WEAPON RANGE TYPE S AP
Purgatorus 18" Pistol 3 4 5

RELIQUARY OF GATHALAMOR

By the time the Indomitus Crusade reached the world of Gathalamor, daemonic hordes had already carved a bloody path across much of the planet. Its final defence was led by Knight Centura Ordela Grendoth, whose null-field was anathema to the warp creatures. Gathalamor was liberated by Guilliman, but Grendoth was slain in the battle. Her bones have since been placed inside a reliquary that now possesses a fraction of her power.

The bearer has the following ability:

Reliquary of Gathalamor (Aura): While an enemy PSYKER unit is within 18" of the bearer, subtract 1 from WARP CHARGE generation rolls taken for that unit, and each time a Psychic test is failed for that unit, roll one D6: on a 4+, that unit suffers a Perils of the Warp result.

STANDARD OF THE EMPEROR ASCENDANT

Woven from threads of spun adamantine in the early days of the Unification of Terra, this banner was carried at the head of the Emperors guard. It is said that its constant proximity to the Master of Mankind has imbued within it indelible traces of his psychic signature. Whatever the truth of this, its presence is a constant inspiration to those loyal to the Emperors cause, instilling them with valour and determination even as their foes quail in its presence.

ANCIENT model only.

  • Add 3" to the range of the bearer’s Astartes Banner ability.
  • Friendly <CHAPTER> units within range of the bearers Astartes Banner ability gain the [CRUSADER] special rule.

TEETH OF TERRA

The origins of the Teeth of Terra lie shrouded in mystery. Mentions of this large, obsidian-toothed chainsword can be found dotted throughout the histories of many Space Marine Chapters, yet the weapon itself can be traced to no artisans hand, nor can it be found in any Chapter’s Armoury save in times of the greatest need. What is certain is that, when wielded in battle by a true hero of the Imperium, the Teeth of Terra strikes with the force of a thunderbolt, leaving a bloody trail of broken bodies in its wake.

This Relic replaces an Astartes chainsword and has the following profile:

WEAPON RANGE TYPE S AP
Teeth of Terra Melee Melee +1 5
Abilities: [SUSTAINED HITS 1]

THE ARMOUR INDOMITUS

The Armour lndomitus was forged long before the Horus Heresy. Unlike the plasteel and ceramite of normal power armour, the artefact is made from plates of raw adamantine, making it all but unbreachable by conventional weaponry. When rained upon with heavier fire, the Armour lndomitus manifests a shimmering force field, the secrets of which have long been lost to modern artificers.

  • Add 1 to the Wounds characteristic of the bearer.
  • The bearer has a Save characteristic of 2+.
  • Once per battle, before making a saving throw for the bearer, it can activate its armour’s force field. If it does, then until the end of the phase, the bearer has a 3+ invulnerable save.

THE BURNING BLADE

This ancient broadsword is so large and dense that no mere Human could lift it, let alone wield it in battle. It was recovered from the wreckage of Horus’ battle barge, the only unblemished artefact in a chamber crawling with the filthy taint of Chaos. Some artificers have posited that it is the Master of Mankind’s greatness that shines out from its sacred steel. In the heat of battle, the sword blazes so brightly that it can melt through even the thickest armour.

This Relic replaces a power sword or master-crafted power sword, and has the following profile:

WEAPON RANGE TYPE S AP
The Burning Blade Melee Melee +3 2

THE HONOUR VEHEMENT

A single stanza of script, the original of which was said to have been penned by the Emperor himself, the Honour Vehement is inscribed on thrice-blessed parchment and affixed with a purity seal upon its bearer's armour. So potent is the inspirational value of the Emperor’s own evocation that not only those who bear it, but all their battle-brothers are driven into a relentless killing fury.

The bearer has the following ability:

The Honour Vehement (Aura): While a friendly <CHAPTER> unit is within 6" of the bearer, each time that unit fights, until that fight is resolved, add 1 to the Attacks characteristic of models in that unit.

THE SHIELD ETERNAL

The Shield Eternal was a gift from Rogal Dorn to his seneschal during the dark days of the Horus Heresy. This magnificently worked storm shield is a bulwark against which all the wrath of a hateful galaxy can crash. Its warding powers turn aside the maleficent attentions of the witch and the daemon, safeguarding its wearer from mortal blows and perfidious warpcraft alike.

This Relic replaces a storm shield, relic shield or combat shield.

  • The bearer has a 4+ invulnerable save.
  • The model gains the Feel No Pain special rule.

THE VOX ESPIRITUM

Developed by Archmagos Cawl, the Vox Espiritum is a powerful neural amplifier that causes its wearer’s voxed utterances to resonate on a modulated and heavily warded frequency. Though still highly experimental and not altogether safe, it allows its user to project their bellowed commands - and sometimes even unspoken mental imperatives - directly into the minds of friend and foe alike.

Add 3" to the range of the bearer’s aura abilities (to a maximum of 9"). This does not increase the range of aura abilities that are psychic powers.

TOME OF MALCADOR

Malcador the Sigillite was the trusted aide of the Emperor himself. The most potent Human psyker of the time, the tome he penned on the nature of reality enhances the mind of the reader.

LIBRARIAN model only.

The bearer knows one additional psychic power from any discipline it has access to.

Space Marine Psychic Powers

LIBRARIAN models included in an Adeptus Astartes detachment can select powers from any of the disciplines below if they so choose. They can also pick the Force Vortex power below:

Force Vortex

The Librarius creates a globe of coruscating psychic energy that tears apart the molecular bonds of anything it touches.

Warp Сharge: 4

Force Vortex is a witchfire power with the following profile:

Range S AP Type
24" D 1 Heavy 1, Large Blast, Vortex

Fulmination Discipline

Electrosurge

(Primaris Power)

Electrokinetic energy surges through the psyker’s veins and arcs between his fingertips. With a gesture, it leaps forth to transform flesh into charred meat.

Warp Сharge: 1

Electrosurge is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault 6

1

Electroshield

With a thought, the psyker summons a crackling shield of electrokinetic energy to ward away the bullets and blows of the enemy.

Warp Сharge: 1

Electroshield is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has a 3+ invulnerable save.


2

Electropulse

The psyker concentrates his power into a raging cyclone of electromagnetic energy that spirals outwards before detonating in a shock wave that causes machine circuits to sputter and die.

Warp Сharge: 1

Electropulse is a nova power with the following profile:

Range S AP Type
9" 1 - Assault 1, Haywire

3

Lightning Arc

Bolts of Warp lightning leap forth from the psyker’s eyes and mouth, arcing violently among the enemy forces and leaving death in their wake.

Warp Сharge: 2

Lightning Arc is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault D6, Lethal Discharge

Lethal Discharge: After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are Randomly Allocated.


4

Fists of Lightning

The psyker summons crackling coronae of living lightning that surround his fists. Whenever enemies are struck, incandescent arcs of lethal energy leap forth to course through their ranks.

Warp Сharge: 1

Fists of Lightning is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker adds 1 to both his Strength and Attacks. In addition, each time the Psyker hits an enemy unit in close combat, that unit suffers two additional Strength 5 AP- hits.


5

Magnetokinesis

The psyker surrounds his allies in a bubble of magnetokinetic force before levitating them across the battlefield to a tactically superior position.

Warp Сharge: 2

Magnetokinesis is a blessing that targets a single unit within 18". Unless the target is Zooming, Swooping or is locked in combat, it can immediately make a move of up to 18". The unit can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The unit cannot charge in the same turn that it was moved using this power, and all models in the unit count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.


6

Electrodisplacement

The psyker bends the power of the Warp and an eldritch bolt of lightning flashes across the battlefield. In an instant, the psyker has displaced himself, switching his location with that of his allies.

Warp Сharge: 2

Electrodisplacement is a blessing that targets a single non-vehicle unit within 24". Remove all models in the target unit except one, then swap the position of the Psyker with that model. Then, set up all models from the Psyker’s unit (if any) within 6" and unit coherency of the Psyker, and set up all remaining models from the swapped model’s unit within 6" and unit coherency of that model.

If either unit was locked in combat, the displaced unit is now locked in combat with that enemy - models cannot otherwise be placed within 1" of an enemy model.

Unless locked in close combat, these units can charge in the same turn.


Geokinesis Discipline

Chasm

(Primaris Power)

The psyker slams his hands together, and then pulls them slowly apart. As he does so, a wide chasm filled with lava opens under an enemy unit.

Warp Сharge: 2

Chasm is a psychic power that targets an enemy unit within 18" of the Psyker that is not locked in combat. All models in the enemy unit must immediately take a Dangerous Terrain test with no armour saves allowed (invulnerable saves can be taken normally). This psychic power has no effect on Swooping or Zooming units.


1

Earth Blood

The psyker draws on the very life force of the planet upon which he treads, sending forth a surge of healing energy that spreads up from the ground and into those standing nearby.

Warp Сharge: 1

Earth Blood is a blessing that targets a single friendly non-vehicle character within 18". The target immediately regains D3 wounds lost earlier during the battle. In addition, whilst the power is in effect, the target and all models in their unit have the It Will Not Die special rule.


2

Scorched Earth

The psyker focusses his mental powers on an area of nearby ground. The once-solid surface begins to writhe and burn, spewing rocks and lava into the air and turning the area into a quagmire of fire and magma.

Warp Сharge: 1

Scorched Earth is a malediction that targets a point on the battlefield within 24" of the Psyker. Choose the point when the power is manifested. Each unit within 6" of that point immediately suffers a single Strength 5 АР4 hit with the Ignores Cover special rule (hits are Randomly Allocated). In addition, whilst the power is in effect, all terrain (including open ground) within 6" of the point chosen is treated as being dangerous terrain.


3

Landquake

The psyker stamps down hard upon the ground, triggering a violent shock wave that ripples outwards and knocks enemy warriors from their feet.

Warp Сharge: 1

Landquake is a malediction that targets all enemy units within 18". Whilst this power in effect, the targets move as though they were in difficult terrain. Furthermore, whilst this power is in effect, the targets cannot Run, Turbo-boost, or move Flat Out. This psychic power has no effect on Swooping or Zooming units.


4

Phase Form

The psyker creates an anomaly that pushes an ally out of sync with reality. Objects lose some of their substance, alloiving the ally to pass through them when it moves or see through them when it attacks.

Warp Сharge: 1

Phase Form is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the unit has the Move Through Cover special rule and all of its weapons have the Ignores Cover special rule. In addition, the unit does not need line of sight in order to attack an enemy unit in the Shooting phase - as long as the target is in range, it can be shot at.


5

Warp Quake

The psyker focusses on a building and balls his hand into a tight fist. As his hand starts to shudder, so too does the building, until it starts to crumble and collapse.

Warp Сharge: 1

Warp Quake is a witchfire power that targets either a single building or a single piece of Ruins terrain within 24".

If you targeted a building, roll a dice; on a roll of 1-3, the building suffers a glancing hit, and on a roll of 4-6, it suffers a penetrating hit.

If you targeted a piece of Ruins terrain, roll a dice for each unit that is even partially within those ruins: on a 4 or more, that unit suffers D6 Strength 6 AP- hits as they are struck by falling debris. These hits are Randomly Allocated.


6

Shifting Worldscape

The psyker tears the landscape asunder, raising up an area of ground and everything standing upon it, and moving it through the air to a new location.

Warp Сharge: 3

Shifting Worldscape is a psychic power that targets a single terrain feature within 24" of the Psyker and in their line of sight. The terrain feature must be one that can be physically picked up and placed in a different location on battlefield. Move the terrain to an area of open ground anywhere on the battlefield within 24" of its starting position, so long as it is more than 1" away from any other models or other terrain features after the relocation is complete.

Any units that have all of their models on the piece of terrain are moved with it. If a unit has only a portion of its models on the terrain feature, then the models that occupy the terrain piece are immediately moved off it by their player, in the same manner as a model disembarking from a vehicle (treating the edge of the terrain as an Access Point and ending this move wholly within 6” of the terrain and in coherency).Models moved in this way must then take a Dangerous Terrain test.


Librarius Discipline

The Emperor’s Wrath

(Primaris Power)

Crackling bolts of psychic force leap from the Librarian’s gauntlet, tearing through armour to annihilate the enemies of the Imperium.

Warp Сharge: 1

The Emperor’s Wrath is a witchfire power with the following profile:

Range S AP Type
18" 5 3 Assault 1, Blast

1

Veil of Time

The psyker projects his will beyond the regular passage of time, taking in the strands of fate before returning to the present to sway the tide of battle.

Warp Сharge: 2

Veil of Time is a blessing that targets the Psyker’s unit. Whilst the power is in effect, the Psyker and his unit can re-roll all failed saving throws.


2

Fury of the Ancients

Calling upon the myths and legends of his Chapter’s home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.

Warp Сharge: 1

Fury of the Ancients is a beam with the following profile:

Range S AP Type
20" 6 4 Assault 1, Pinning

3

Psychic Fortress

Drawing on boundless reserves of inner strength, the psyker shields his mind - and those of his brethren - from the threat of sorcerous assault.

Warp Сharge: 1

Psychic Fortress is a blessing that targets the Psyker. Whilst the power is in effect, all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules. In addition, whilst this power is in effect, all friendly units within 12" of the Psyker have a 4+ invulnerable save against any Wounds caused by witchfire powers.


4

Might of Heroes

The psyker cages the immense power of the Immaterium within his physical form and becomes the Emperor’s vengeance made manifest.

Warp Сharge: 1

Might of Heroes is a blessing that targets the Psyker. Whilst the power is in effect, add 2 to the Psyker’s Strength, Toughness, Initiative and Attacks.


5

Psychic Scourge

The psyker pits his superhuman willpower against that of an enemy sorcerer in a battle of mental fortitude, seeking to scour arcane knowledge from the foul witch’s mind.

Warp Сharge: 1

Psychic Scourge is a malediction that targets an enemy Psyker within 24". The Psyker manifesting this power rolls two dice and adds their Mastery Level to the highest result. The other Psyker rolls a single dice and adds their Mastery Level to the result.

  • If the enemy Psyker’s result is higher, there is no effect.
  • If the scores are drawn, or your result is higher than the enemy Psyker’s, the target suffers a Wound with no saves of any kind allowed and, whilst this power is in effect, can only successfully manifest Warp Charge points on the roll of a 6.
  • Finally, if your result is at least 3 points higher than that of the enemy Psyker’s, then they also lose a randomly chosen psychic power - they cannot use it for the rest of the battle.

6

Null Zone

The psyker unleashes the full might of his mind to cast down his target’s defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.

Warp Сharge: 2

Null Zone is a malediction that targets an enemy unit within 24". Whilst the power is in effect, all models in the target unit suffer a -2 penalty to any invulnerable saves they have. This is cumulative with any other modifiers to a model’s invulnerable save, but cannot make it worse than 6+.


Technomancy Discipline

Subvert Machine

(Primaris Power)

The psyker imposes his will upon an enemy machine spirit, forcing it into a state of dormancy or confusion, or even causing it to fire upon its own allies.

Warp Сharge: 1

Subvert Machine is a malediction that targets a single enemy vehicle within 18". If this power is successfully manifested, randomly select one of the vehicle’s weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that have been destroyed). Then, you and your opponent each roll a dice and look up the result below:

  • If your opponent rolls higher, nothing happens.
  • If the results are drawn, then that weapon can only fire Snap Shots whilst this power is in effect.
  • If you roll higher, you can immediately shoot with that weapon at another enemy unit - the weapon fires using the vehicle’s Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shots.

1

Blessing of the Machine

A dormant machine spirit is coaxed into vital life by the psyker’s mental impulse. Though granted only fleeting animus, when such a spirit is roused from its slumber, it will not hesitate to lash out at those it deems a threat.

Warp Сharge: 1

Blessing of the Machine is a blessing that targets a single friendly vehicle within 24". Whilst the power is in effect, the target vehicle ignores the effects of Crew Shaken and/or Crew Stunned damage results and has the Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.


2

Machine Curse

The psyker’s otherworldly vision penetrates the vehicle’s armoured shell, laying bare its vulnerable inner workings to his destructive manipulation.

Warp Сharge: 1

Machine Curse is a focussed witchfire power that targets a single enemy vehicle unit within 18". The target model immediately suffers D3 Strength 1 АР- hits with the Haywire special rule.


3

Reforge

The psykers mind communes with the machine spirit of a damaged vehicle, soothing its pain as otherworldly energies reforge its wounded hull.

Warp Сharge: 1

Reforge is a blessing that targets a single friendly vehicle within 24". The controlling player can choose for the target vehicle either to immediately recover one Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. In addition, the target vehicle has the It Will Not Die special rule whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.


4

Warpmetal Armour

At the psyker’s command, Warp energy temporarily coalesces into a steely metal, bolstering the armour of nearby tanks or wrapping allies in a second skin capable of turning aside bullet and blade alike.

Warp Сharge: 2

Warpmetal Armour is a blessing that targets a single friendly unit within 24". If this power targets a vehicle unit, then whilst it is in effect add 1 to all the Armour Values (Front, Sides and Rear) of models in that unit. If this power targets a non-vehicle unit, then whilst it is in effect add 1 to the Toughness of all models in the target unit.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.


5

Fury of Mars

The psyker channels the mechanical wrath of the Omnissiah into an enormous, Warp-fuelled pulse that surges forth in an invisible wave to unleash ruin upon the impure technology of the foe.

Warp Сharge: 1

Fury of Mars is a beam with the following profile:

Range S AP Type
18" 1 - Assault 1, Haywire

6

Machine Flense

The psyker’s mind lashes out at an enemy war machine to shred its armoured hull. Not yet satisfied with the damage he has wrought, the psyker redirects the jagged fragments he has torn free to assail yet more of his foes.

Warp Сharge: 2

Machine Flense is a focussed witchfire that targets a single enemy vehicle unit within 18". The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.

Astartes Psychic Powers

ASTARTES DATASHEETS

ASTARTES WARGEAR

ASTARTES USRs