PRIMARCH Lorgar Aurelian, the Golden Son, who alone amongst his brothers wielded the raw power of devotion as his preferred weapon, was the lord of the Word Bearers Legion. He swayed worlds with his powerful oratory and the sheer force of his charisma, leading them to the veneration of the Emperor, who he saw as the divine saviour of Mankind. At the head of his Word Bearers, Lorgar conquered, not simply through stratagem, overmatching power or simple brute violence, but by the subtle craft of exaltation, by inspiring his sons to feats of arms in the name of the Imperial Truth and swaying whole planetary populations through his statecraft and vision. His Legion did not simply batter a world into submission, but applied force of arms only as needed to raise them up and render them to freedom. But in his literal interpretation of the meaning of the Great Crusade, he and his Legion strayed from the path that had been set out for them. For his failings, Lorgar received only censure from his siblings and father. With his beliefs shattered, anger and resentment set Lorgar to secretly accept new, darker truths. Both betrayer and betrayed, it was Lorgar and his Legion who would set the stage for the nightmare of the Horus Heresy, seeking to spread his new creed across the galaxy. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Lorgar (base: 40mm) | |||||||||||
Lorgar | 8 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 10 | 2+ | 40mm |
The Fortress of the WordThough less skilled with weapons than his brethren, Lorgar had long worked to flex other muscles and bring other weapons to bear on the battlefield. Among his brothers he was one of the few to master the power of the æthereal to any degree, and though his skill was dwarfed by that of Magnus he could still work feats that surpassed most mortal scholars. Lorgar gains the Psychic Disciplines Thaumaturgy and Divination from the Core Psychic Disciplines list and may not select any other Psychic Discipline.The Power of the WordLorgar, ever the least physically imposing of the Primarchs, relied on his skills as an orator and statesman more than his skill as a strategist or warrior. When forced to take to the front lines, he allowed his warriors and bodyguard to see to his safety while he focussed on the morale and fervour of his warriors. Any Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad selected as a Retinue Squad with Lorgar as its Leader gains the Fearless and Feel No Pain (4+) special rules. In addition, once per battle, one friendly unit composed entirely of models with the Infantry or Cavalry Unit Type with at least one model within 18" of Lorgar (but not a unit that includes Lorgar himself) may be selected at the start of any Game Turn. The chosen unit gains the Fearless and Feel No Pain (4+) special rules for the duration of that Game Turn.Warlord: Sire of the Word BearersLorgar, though mightier than any mortal combatant, was often seen as the least martial of his brethren. More of a statesman than a swordsman, Lorgar was a master beyond compare with rhetoric and oratory, and wielded these tools with a deft touch. While he could not stand in a duel against any of his brothers, there was none he could not stir with his words. If chosen as the army’s Warlord, Lorgar automatically has the Sire of the Word Bearers Warlord Trait and may not select any other Warlord Trait.Sire of the Word Bearers – All units composed entirely of models which have the Legiones Astartes (Word Bearers) special rule and which can draw line of sight to Lorgar add +1 to the result of Charge Distance rolls made for them, and may use Lorgar’s Leadership in all Leadership tests, Morale checks and Pinning tests made for them. In addition, an army with Lorgar as its Warlord gains an extra Reaction in the opposing player’s Assault phase, as long as Lorgar has not been removed as a casualty. Lorgar TransfiguredWhen Lorgar came to embrace what he saw as the Primordial Truth of Chaos, he used it and its sorcerous lore to finally unlock his full psychic potential. If Lorgar is upgraded with this special rule, he gains the Corrupted Unit Sub-type and replaces the Thaumaturgy and Divination Psychic Disciplines with the Anathemata and Diabolism Psychic Discipline. In addition, an army that includes Lorgar Transfigured may fill any non-Compulsory slots in its Force Organisation chart with units from the Ruinstorm Daemon army list – these choices are paid for in points and occupy slots on the Force Organisation chart as normal, but must begin the battle in Reserve and may only enter play by means of the Breach the Veil (Psychic Power).The Armour of the WordLorgar’s battle plate is a customised suit of artificer armour based upon the Maximus pattern, incorporating a defensive field generator and graven with ancient Colchisian sigils of protection and Lorgar’s own words of anathema. The Armour of the Word provides a 2+ Armour Save and a 4+ Invulnerable Save. This Invulnerable Save increases to a 3+ against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp.IlluminarumThis ornate sceptre-maul was fashioned for Lorgar by the master weaponsmith Ferrus Manus in a rare display of filial support. Perfectly balanced for Lorgar’s strength and size, it is a formidable weapon and apocryphally seen as the pattern on which the Chaplains’ crozius was later based. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
DevotionAn archaic weapon whose origin lies in the lost Dark Age of Technology, the pistol known to Lorgar as Devotion did not fire any projectile or beam, but instead warped the local gravitic field. The device enabled Lorgar to vastly intensify local gravity and crush any foolish enough to defy the Primarch. The weapon listed here is counted as a ‘Graviton’ weapon for those rules that affect such weapons.
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These weapons are grafted to the same targeting system for greater accuracy.
When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.
A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.
When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Gravis power fist | - | 9 | 2 | Melee, Brutal (3) |
Thunder hammer | - | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon |
Lightning claw | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.
When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.
A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.
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These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.
When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.
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The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.
After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).Pistols are light enough to be carried and fired one-handed.
A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.
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This weapon fires ammunition that cheats an enemy of their shelter.
Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.
If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.
A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).Some weapons crush their targets, cracking bones and rupturing organs.
Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack.Haywire weapons send out powerful electromagnetic pulses.
For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
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Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.Barrage weapons lob shells high into the air, landing them in the midst of the foe.
All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:Ordnance weapons are cannon so vast, they are typically mounted on tanks and artillery.
When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannot attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore, if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
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These weapons emit an unstable stream of gravitons that causes a catastrophic implosion at the target point. Such is the power of these weapons that even the strongest of targets is dragged in and torn apart by the forces unleashed, the sheer mass of their armour serving only to increase the power of the detonation.
Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead.Driven by technology little understood, even by the initiates of the Mechanicum, these weapons are the bane of the complex war machines of the Horus Heresy. Once such weapons have cut through the target’s armour, their exotic energies and sheer destructive power wreak havoc on the delicate internal machinery of the target.
When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.
The Master of the Legion special rule grants the following benefits:Bolstered by their ultimate faith in their goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends.
A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.
A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.
Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.In the dark corners of the galaxy, there are creatures that heal at a terrifying speed.
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.
A model with this special rule may only be included in an army that has the Traitor Allegiance.Lorgar’s battle plate is a customised suit of artificer armour based upon the Maximus pattern, incorporating a defensive field generator and graven with ancient Colchisian sigils of protection and Lorgar’s own words of anathema.
The Armour of the Word provides a 2+ Armour Save and a 4+ Invulnerable Save. This Invulnerable Save increases to a 3+ against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp.This ornate sceptre-maul was fashioned for Lorgar by the master weaponsmith Ferrus Manus in a rare display of filial support. Perfectly balanced for Lorgar’s strength and size, it is a formidable weapon and apocryphally seen as the pattern on which the Chaplains’ crozius was later based.
The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.Range | Str | AP | ||
Illuminarum | - | +2 | 2 | Melee, Master-crafted, Armourbane (Melee), Brutal (2) |
Little understood even by the Tech-priests of Mars, the term ‘graviton gun’ refers to a group of gravity projector devices whose sophistication is such that the few that now remain are relics of a lost age. Such weapons prove extremely useful when fighting on a starship or in a null gravity environment. The power of the graviton gun’s highest settings is sufficient to rupture organs and crack bones even inside armour, but its primary use is to impede the enemy and damage machinery without the risks of secondary explosions.
All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Graviton gun | 18" | † | 4 | Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire |
Graviton cannon | 36" | † | 4 | Heavy 1, Large Blast (5"), Concussive (1), †Graviton Pulse, Haywire |
Graviton-charge cannon | 24" | † | 4 | Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire |
Grav-flux bombard | 18" | † | 4 | Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1) |
An archaic weapon whose origin lies in the lost Dark Age of Technology, the pistol known to Lorgar as Devotion did not fire any projectile or beam, but instead warped the local gravitic field. The device enabled Lorgar to vastly intensify local gravity and crush any foolish enough to defy the Primarch.
The weapon listed here is counted as a ‘Graviton’ weapon for those rules that affect such weapons.Range | Str | AP | ||
Devotion | 12" | 8 | 2 | Pistol 1, Concussive (2), Graviton Pulse, Haywire, Master-crafted |
Though less skilled with weapons than his brethren, Lorgar had long worked to flex other muscles and bring other weapons to bear on the battlefield. Among his brothers he was one of the few to master the power of the æthereal to any degree, and though his skill was dwarfed by that of Magnus he could still work feats that surpassed most mortal scholars.
Lorgar gains the Psychic Disciplines Thaumaturgy and Divination from the Core Psychic Disciplines list and may not select any other Psychic Discipline.Lorgar, ever the least physically imposing of the Primarchs, relied on his skills as an orator and statesman more than his skill as a strategist or warrior. When forced to take to the front lines, he allowed his warriors and bodyguard to see to his safety while he focussed on the morale and fervour of his warriors.
Any Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad selected as a Retinue Squad with Lorgar as its Leader gains the Fearless and Feel No Pain (4+) special rules. In addition, once per battle, one friendly unit composed entirely of models with the Infantry or Cavalry Unit Type with at least one model within 18" of Lorgar (but not a unit that includes Lorgar himself) may be selected at the start of any Game Turn. The chosen unit gains the Fearless and Feel No Pain (4+) special rules for the duration of that Game Turn.Lorgar, though mightier than any mortal combatant, was often seen as the least martial of his brethren. More of a statesman than a swordsman, Lorgar was a master beyond compare with rhetoric and oratory, and wielded these tools with a deft touch. While he could not stand in a duel against any of his brothers, there was none he could not stir with his words.
If chosen as the army’s Warlord, Lorgar automatically has the Sire of the Word Bearers Warlord Trait and may not select any other Warlord Trait.When Lorgar came to embrace what he saw as the Primordial Truth of Chaos, he used it and its sorcerous lore to finally unlock his full psychic potential.
If Lorgar is upgraded with this special rule, he gains the Corrupted Unit Sub-type and replaces the Thaumaturgy and Divination Psychic Disciplines with the Anathemata and Diabolism Psychic Discipline. In addition, an army that includes Lorgar Transfigured may fill any non-Compulsory slots in its Force Organisation chart with units from the Ruinstorm Daemon army list – these choices are paid for in points and occupy slots on the Force Organisation chart as normal, but must begin the battle in Reserve and may only enter play by means of the Breach the Veil (Psychic Power).Aetheric lightning is the fury of the Warp itself, coalesced and given form by the will of the psyker and directed at their foes like a storm of eldritch power.
Range | Str | AP | ||
Aetheric Lightning | 18" | 3 | 4 | Assault 4, Force |
Esoterists are dedicated to the study of the Warp and its denizens, seeing them as tools for the prosecution of war, unburdened by loyalty or purpose. If they can chain them to the cause of their master, then they will gladly sacrifice their sanity in the pursuit of victory.
Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a point within 12" and at least 3" away from any enemy model or Impassable Terrain – place a Blast (3") Marker to represent the Warp Rift until this power is resolved.
The controlling player may then choose to make a Psychic check for the Esoterist. If the Check is failed or not taken then the chosen point is scattered as per the normal rules for Scatter. If it scatters onto Impassable Terrain, within 3" of an enemy model, or off of the edge of the battlefield then the Esoterist suffers Perils of the Warp, and the chosen point is moved the minimum distance required in a direction of the controlling player’s choice to place it clear of all Impassable Terrain, on the battlefield, and at least 3" away from any enemy model. If the Check is passed then the Warp Rift does not scatter.
Once the final location of the chosen point is determined, the Esoterist’s controlling player may choose to deploy up to one of the Ruinstorm Daemon units in Reserves onto the battlefield (that player may choose to place no units if they wish). That unit moves onto the battlefield from any point along the edge of the Blast marker placed to represent the Warp Rift as if it was entering play from Reserves, treating the Warp Rift marker as though it was the controlling player’s battlefield edge.
Once all models in the unit have moved onto the battlefield, the Warp Rift marker is removed from play. The Daemon unit brought into play by use of this power may be targeted by the Interceptor Reaction and may act as normal in the Shooting phase in which it arrives and may declare a Charge in the Assault phase of the turn in which it enters play.
Note that to use this power, a player will need access to the Ruinstorm Daemon Army List.