Runes of Fate

Guide

(Primaris Power)

The Farseer twists the strands of destiny to his will, picking out targets from amidst the swirling chaos of battle and guiding the shots of his allies into the enemy’s ranks where they might do the most harm.

Warp Сharge: 1

Guide is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls when shooting.


1

Executioner

The Farseer summons an astral doppelganger and unleashes it upon the foe. This vengeful apparition carves a path through the enemy’s ranks, each kill spurring it on as it rips apart flesh in a blaze of psychic energy.

Warp Сharge: 1

Executioner is a focussed witchfire power with a range of 24". The target suffers 3 hits, resolved at the Psyker’s Strength with the Fleshbane special rule and AP`-`. If the target is removed from play as a result, another model in the same unit suffers 2 hits as described above. If the second target is slain, a third and final model in the same unit suffers 1 hit as described above.

If the Psyker chose the first target model, he can choose the second and third target models. If the first target model was chosen randomly, then the second and third target models must also be chosen randomly. If at any point a target survives, or there are no models left in the target’s unit, the power’s effects end.


2

Doom

With a simple manipulation of that which is to come, the Farseer grants a darkened fate to a chosen foe. While this shadow rests upon the enemy’s soul, death seeks them out above all others, each blow or shot that comes their way rendered inescapably lethal.

Warp Сharge: 2

Doom is a malediction that targets a single enemy unit within 24". If the target is a nonvehicle unit, all failed To Wound rolls made against the target can be re-rolled whilst this power is in effect. If the target is a vehicle, all failed Armour Penetration rolls made against it can be re-rolled whilst this power is in effect.


3

Will of Asuryan

Sensing an approaching crux of destiny, the Farseer summons the certainty and confidence of ancient days, steeling his own mind against the horror of death even as he brings this fate to his foes. Doubt and fear are washed away from the psyker’s mind, those nearby gaining grim resolve from his aura of indomitability. Even psychic powers find little purchase upon their minds.

Warp Сharge: 2

Will of Asuryan is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules.


4

Fortune

The Farseer scries possible futures to foresee imminent danger, then aids his allies in avoiding it. The terrors of the Warp recoil from the psyker’s mind, while shots pass through thin air where Eldar warriors stood but a moment before.

Warp Сharge: 2

Fortune is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target can re-roll all failed saving throws and Deny the Witch rolls.


5

Mind War

The Farseer reaches out to attack the mind of an enemy in a desperate mental duel. Foes find their thoughts invaded by the crushing presence of the Farseer, his ancient and inscrutable will extinguishing their personality with horrific ease, triggering a cascade of psychosomatic trauma.

Warp Сharge: 2

Mind War is a focussed witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the scores are drawn, the target model suffers a -1 penalty to its Weapon Skill and Ballistic Skill until the end of the following turn. If the Psyker’s score is higher, the target also suffers a number of Wounds equal to the difference between the two scores. No armour or cover saves are allowed against Wounds caused by Mind War.


6

Eldritch Storm

The Farseer summons a swirling corona of energy that assails the foe with bolts of lightning and psychic shock waves. Entire platoons are devastated beneath the onslaught of the roiling tempest as the Farseer channels more and more power into his storm of destruction.

Warp Сharge: 3-4

Each time this psychic power is used, choose whether it will have a Warp Charge cost of 3 or 4. This choice must be made before the Psychic test is taken. Eldritch Storm is a witchfire power with the following profiles; it uses the first if it is manifested at Warp Charge 3, and the second if it is manifested at Warp Charge 4.

Range S AP Type
Warp Charge 3 24" 3 3 Assault 1, Fleshbane, Haywire, Large Blast, Pinning
Warp Charge 4 24" 3 3 Assault 1, Apocalyptic Blast, Fleshbane, Haywire, Pinning