Ectomancy Discipline

Warpshock

(Primaris Power)

At the Sorcerer’s arrogant gesture, the raw power of the Warp boils forth and races along his limbs, before leaping out with explosive force to obliterate his enemies.

Warp Сharge: 1

Warpshock is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault 6

1

Empyric Shield

An awful, keening whine cuts through the air as the Sorcerer charges the air around him with Warp power to form a shield that repels attacks on a molecular level.

Warp Сharge: 1

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


2

Daemon Shriek

Throwing back his head, the Sorcerer lets loose a hypersonic banshee howl that causes generators to overload and weapon systems to short out in eruptions of blood-red sparks.

Warp Сharge: 1

Daemonshriek is a nova power with the following profile:

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

3

Coruscating Blaze

The Sorcerer draws Warp energies to him until he burns with dark power. Roaring with the effort, he hurls the energies forth in a searing tide that blasts its victims to ash and leaps from soul to soul with malicious glee.

Warp Сharge: 2

Coruscating Blaze 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

Infernal Claws

The Sorcerer calls forth crackling claws that sheathe his arms in dark lightning. When he strikes, his foes are blasted back as foul energy spears from their bodies, striking their hapless comrades.

Warp Сharge: 1

Infernal Claws 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

Ghost Storm

The Sorcerer summons a whirling mass of ectophantasmic entities from the Warp. In a jabbering, shrieking mass the half seen gargoyles pluck the Sorcerer’s allies from the battlefield and bear them swiftly - and roughly - to their destination.

Warp Сharge: 2

Ghost Storm 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

Soulswitch

Disregarding the laws of realspace, the Sorcerer gathers up the soul energies of himself and his comrades before switching them in the Warp with those of nearby warriors. Amidst crackling arcs of empyric energy, those units’ corporeal forms follow suit, switching places as they are reunited with their ghosts in the Warp.

Warp Сharge: 2

Soulswitch 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. If either unit was Swooping, they are now Gliding.

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