101SEEKERLightning fast cavalry, Seekers comprise a Daemonette astride the grotesque and bizarrely alluring beasts known as Steeds of Slaanesh. The thrill of running down mortal prey is their all-consuming obsession, and few if any vehicles can outrun a Seeker that has committed itself to the kill. When the fight is joined, mount and rider fight in perfect harmony, piercing claws and lashing, venomous whip-tongues taking their enemy apart in a kaleidoscopic spray of blood and torn limbs.STEED OF SLAANESHThreat E|E|E|E|T CHAOS, DAEMON, SLAANESHS T A I WIL INT FEL8 6 7 3 3 3 2DEFENCE WOUNDS SHOCK RESILIENCE2 10 - 7SKILLS: Default 5, Athletics 8BONUSESMount: A Steed may be ridden by a Daemonette or mortal champion of Slaanesh. Both take their Turn together, using the Steed’s movement, and each have their own Action. Rider and Steed may be targeted separately.Unholy Speed: Steeds may move up to triple their Speed when charging, and both Steed and rider gain +2 bonus dice instead of +1 to their subsequent attack rolls.ABILITIESBATTLECRY: Disquieting Creature: Anyone that can see or hear a Steed must pass a DN 3 Fear Test.ACTION: Lashing Tongue: 12 +1 ED / AP 0 / Range 2 / Agonising, Inflict (Poison 6)DETERMINATION: Daemonic Determination: Spend 1 Ruin to roll 6d6. Daemons can roll Determination against Mortal Wounds. Any Wounds negated by Determination are ignored instead of being converted to Shock.Conviction Resolve Speed Size3 2 12 AvgTHE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
102Sound waves at such volumes and frequencies are more than enough to crack armour, tear flesh and rupture the soft organs beneath, all the while wracking with the victim’s mind, already overwhelmed with euphoria, terror and pain. NOISE MARINEWith their roots originating amongst the Emperor’s Children Legion during the Horus Heresy, any Heretic Astartes dedicated to Slaanesh may become one of these abhorrent, monstrous hedonists known as NoiseMarines. Wholly given over to the pursuit of auditory sensations, Noise Marines have a supernaturally-honed sense of hearing, and all sounds cause them abnormally heightened emotional responses. Yet so addicted are they to this unique form of self-gratification that only the loudest, most discordant noises are enough to satisfy. The cacophony of a pitched battle is one of the few sources of true pleasure for these wretched thrill-seekers. The thundering roar of Boltguns and screams of the dying is bliss to some, yet others crave even more extreme auditory indulgence. To this end, they arm themselves with psychosonic weapons unleashing insane chords and discordant notes at the enemy, or they mutilate and modify their bodies, replacing throats with banks of amplified vox-casters, thereby turning their very voices - their exhilarated war cries - into a weapon. NOISE MARINEThreat A|A|E|E|TCHAOS, HERETIC, ASTARTES, MARK OF SLAANESHS T A I WIL INT FEL8 6 6 6 4 3 3DEFENCE WOUNDS SHOCK RESILIENCE5 10 6 12(5AR)SKILLS: Default 5, Awareness 12 (Passive 7), Ballistic Skill 8, Persuasion 10, Weapon Skill 8BONUSESArchitect of Ruin: The GM gains 1 point of Ruin at the starter of each of this Threat’s turns.Champion: This Threat may use Ruin Actions and has 2 personal Ruin.Mark of Chaos: This Threat has the Mark of Chaos (Slaanesh) (Wrath & Glory, p. 136)Space Marine Implants: Gain bonus dice and optional actions from Space Marine Implants (Wrath & Glory, p. 75)ABILITIESBATTLECRY: Pandemonic Ecstasies: Anyone who can hear a Noise Marine must fail an Awareness (Int) Test or gain Hindered (2) until the Noise Marine isdefeated.ACTION: Boltgun: 10 +1 ED / Range 12 - 24 - 36 / Salvo 2 / Brutal, Rapid Fire (2)DETERMINATION: Spend 1 Ruin to roll 6d6.Conviction Resolve Speed Size4 3 6 AvgMOB ACTIONSFor every 6 Noise Marines in a Mob, one may be armed with one of the following. Apart from the Doomsiren, these options replace the Boltgun.Sonic Blaster: 10 +1 ED / AP -1 / Range 12 - 24 - 36 / Salvo 3 / Sonic WeaponBlastmaster: Choose setting before firing:- Single frequency: 15 +2 ED / AP -3 / Range 15 - 30 - 45 / Salvo 3 / Brutal, Heavy (7), Sonic Weapon- Variable frequency: 11 +1 ED / AP -1 / Range 12 - 24 - 36 / Salvo 6 / Heavy (7), Sonic WeaponDoomsiren: 11 +1 ED / AP -2 / Range 4 - 8 -12 / Salvo 1d6 / Assault, Sonic Weapon
103THE FORBIDDEN GEMAeldari legend claims this gem was the largest, purest diamond in all their empire before the Fall. Its keeper, a noble named Ydrisyll, was obsessively proud of his beautiful possession, and guarded it with infinite jealousy. When the birth of Slaanesh tore the empire apart, one of the first acts of She-Who-Thirsts was to imprison Ydrisyll’s soul inside the gem he so coveted in life. Now the corrupted diamond inspires uncontrollable jealousy in all who see it, consuming their focus and will as they are consumed by greed.Once per turn, the holder of the Forbidden Gem may target any Agent; That Agent becomes Hindered and may not use their Archetype Ability on their next turn.Value: 8 | Rarity: UniqueKeywords: SLAANESHTHE MARK OF EXCESSPleasure and addiction go hand in hand in the court of Slaanesh, and his mark is equal parts blessing and curse. Whenever the recipient kills a worthy foe, they are rewarded with an explosion of sensory bliss so utterly beyond compare that they will do anything to feel such ecstasy again. They become peerless warriors, but it is a hollow perfection, driven by addiction to a high that never lasts.Daemons carrying the Mark of Excess get +1 bonus die to all Weapon Skill (I) Tests. Each combat, whenever an attack of theirs downs an enemy, disables a vehicle, or causes a Critical Hit, they gain another cumulative +1 bonus die to Attack rolls.Value: 9 | Rarity: UniqueKeywords: SLAANESHRELICS OF SLAANESH NEW WEAPON TRAIT: SONIC WEAPONThese weapons use focused soundwaves to shatter and pulverise. They lose power over distance but affect a wider area as the wave expands. A Sonic Weapon gains +2 ED at Short range, and Spread at Medium or Long range.THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
104SILVERSTRIKEThis daemonic blade strikes so swiftly it appears to simply bypass the space between its wielder and its target. Conversely, those struck by the weapon find their movements slowed to a crawl, their limbs refusing to obey as bliss floods the body from each wound.Silverstrike replaces a Keeper of Secrets’ Witstealer Sword. When Silverstrike wounds an enemy, that enemy suffers a -1 dice penalty to attack rolls, and -1 to melee weapon damage for the duration of the combat. This effect may be applied to an opponent a number of times equal to the wielder’s Conviction.Silverstrike: (S) +8 +6 ED / AP -3 / Range 2 / Agonising, ParryValue: 10 | Rarity: UniqueKeywords: SLAANESHWHIP OF AGONYThis living weapon coils like a serpent around its owner’s limbs, hiding in plain sight until willed to strike. The Whip of Agony secretes a psychic poison that links its sentience with the nervous system of whoever it touches. Over this connection, the whip can force the target’s body to feel anything it wishes, and it possesses a boundlessly cruel and spiteful imagination. Victims are typically overwhelmed with pain and perverse horrors only a daemon of Slaanesh could conceive.A Herald or Keeper of Secrets may upgrade their Lashes of Torment/Living Whip to a Whip of Agony. Any attacks with a Whip of Agony that score a Wrath Critical allow the wielder to make another attack as a Free Action. In addition, an attack that hits but does not Wound still inflicts 1 Shock.Value: 10 | Rarity: UniqueKeywords: SLAANESHSOULSTEALERA Keeper of Secrets lies bound within this mastercrafted blade. Infernal lore relates that this greater daemon once sought to consume enough Aeldari souls to rival Slaanesh Herself. As punishment for its hubris, Slaanesh bound it to Soulstealer. Now, the gluttonous blade invigorates its wielder with the souls it devours, condemning the daemon to an eternity of starvation as it helps others glut themselves on souls it can never possess.Soulstealer may only be wielded by a Keeper of Secrets or a Daemon Prince. Whenever Soulstealer kills an enemy, it heals the wielder 2d6 Wounds. Soulstealer gains the Brutal Trait when attacking anyone with the AELDARI Keyword.Soulstealer: (S) +6 +6 ED / AP -3 / Range 2 / Agonising, ParryValue: 8 | Rarity: UniqueKeywords: SLAANESHSLOTHFUL CLAWSThese weapons have worn many faces and adorned many daemons through the ages. Forged from the essence of a Keeper of Secrets, the slightest scratch infects victims with a blissful lethargy, smothering their thoughts and weighing heavy on their limbs.A Daemonette with Ravaging Claws or Snapping Claws may upgrade to Slothful Claws. Their attacks gain +2 ED, and anyone who takes Wounds from Slothful Claws may not use or benefit from any Archetype Abilities until the Daemonette’s next Turn.Value: 9 | Rarity: UniqueKeywords: SLAANESH
105ust as some Chaos Space Marines give themselves over to possession by ravening warp entities, so too are some machines created as metallic hosts – or mechanical prisons – for Daemons. Warped by the infernal being’s essence, these unholy unions of Daemon and battle engine areamongst the most feared and reviled weapons in the Heretic Astartes’ insane armoury.Daemon Engines are gigantic war machines that take many terrifying forms. While some prowl on mighty piston-driven limbs or roll forward on skull-crushing treads, others soar through the skies on jagged wings or float on sorcerous vapours. To compare a Daemon Engine to an ordinary vehicle is folly, for each ofthese beasts has its own malevolent sentience rather than a crew. Bound within the battle-scarred metal of each machine is the essence of a raging warp entity, imprisoned in a physically indomitable body in order to better serve the Chaos Space Marines in their Long War.ENGINES OF CHAOS
106+++Incoming Transmission+++Subject: Threat Assessment: Heretical Forces Originating Vessel: BlepharaohSecurity Ident: 27A13 - XI99 Begin Data Transmission:Greetings initiated. Hail, Lord Trader Jakel Varonius.Your request was received and processed. I have invoked my most able cogitators, and with the Omnissiah’s blessing, have compiled a threat assessment of the war machines employed by the enemy. An auto-cogitator unit will be transferred to your vessel, to ensure the knowledge does not taint the ship’s machine spirit.The unlearned mind may find some comparison between these heretical machines and the blessed engines of the Machine God. This is incorrect. Corrupted machines such as these are a disgrace to the Omnissiah. Some are host to empyric entities cited in Imperial records as “Daemons”. This terminology is incorrect, but sufficiently accurate for unaugmented minds.I have again applied auspex arrays towards the Voidmire in search of the [REDACTED]. There is no evidence of the vessel. This is the sixth iteration of my recommendation that you command the wider fleet to undertake this task. The use of every available auspex would increase efficiency.I request that the supplies we discussed be forwarded no later than 86,500 millicycles after your receipt of this message.Magos XI-99 of the Blepharaoh+++ End of Transmission+++ HIDE BEHIND YOUR RUSTING WALLS, MAGOS, AND BEG YOURPATHETIC MACHINE SPIRITS FOR HELP. THE IRON I HAVE WROUGHTWAS TEMPERED IN THE WARP ITSELF, AND THE SPIRIT WITHIN ITSMECHANISMS IS A DAEMON WHOSE WILL I BROKE WITH MY OWNHANDS. IT WILL FEAST ON YOUR BONES BY DAWN.Kar Drukas, Warpsmith, during the fourth Avachrian Excursion
107CHAOS VEHICLES VENOMCRAWLERThese arachnoid amalgams of daemon-flesh, cursed iron and malignant sentience pound across war zonesin search of bodies to tear and spirits to consume. After butchering the prey with their excruciator cannons, claws and lashing tendrils, they draw the souls of the slain into their abdomens.VENOMCRAWLERSPEED MANOEUVRABILITY10 3RESILIENCE WOUNDS14 17SIZE LargeKEYWORDSADEPTUS ASTARTES, CHAOS[LEGION], [MARK OF CHAOS]TRAITSAll Terrain, Sealed, WalkerWARGEARDaemonic Machine SpiritWEAPONS1 Excruciator cannon - 16 +3 ED / -2 AP / Range 24 - 48 - 72 /Blast, Inflict (Poison, 6), Mounted (Large)1 Soulflayer Tendrils - 12 +3 ED / -2 AP / Range 1 THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
108DEFILERTowering creations that stomp across the battlefield on piston driven legs, their clanking claws easily capable of cutting a Space Marine in half, Defilers are Daemon Engines possessed by abominable entities. Foes are not safe at a distance either, as Defilers’ monstrous cannons and other heavy weapons can inflict a toll of carnage.THE THING BRISTLED WITH GUNS, BUTI NEVER SAW IT USE THEM. IT RIPPEDTHE CHIMERA APART AS AN ANIMALWOULD ITS PREY, AND DEVOURED THESOULS WITHIN. WHAT USE IS A LASGUNAGAINST SUCH AN ABOMINATION?Private Aloxis Kern, Gilead Gravediggers.DEFILERSPEED MANOEUVRABILITY10 3RESILIENCE WOUNDS14 17SIZE LargeKEYWORDSADEPTUS ASTARTES, CHAOS[LEGION], [MARK OF CHAOS]TRAITSAll Terrain, Sealed, WalkerWARGEARDaemonic Machine SpiritWEAPONS 1 Defiler Cannon - 16 +3 ED / -2 AP / Range 24 - 48 - 72 /Blast(4), Mounted (Large)1 Reaper Autocannon - 12 +3 ED / -1 AP / Range 24 - 48 - 72 / Rapid Fire (2) / Mounted (Large)1 Defiler Claws - 10 +4 ED / -2 AP / Range 1
109FORGEFIEND Forgefiends are fused with enormous rotary cannons that fire fist-sized phosphor shells, or else with ancient artefact ordnance perverted to vomit ectoplasma from the beasts’ own innards. With such weaponry they scythe down masses of enemy troops and blast glowing craters into the toughest opposition. MAULERFIEND Maulerfiends stalk the battlefield like immense hunting beasts. Once the enemy are in sight, these huge Daemon Engines thunder forward, even scaling defensive walls in their eagerness to get at the prey. Once amongst the foe, they slaughter anything in reach with their huge talons, crushing jaws and stabbing tendrils.FORGEFIENDSPEED MANOEUVRABILITY8 2RESILIENCE WOUNDS14 18SIZE LargeKEYWORDSADEPTUS ASTARTES, CHAOS[LEGION], [MARK OF CHAOS]TRAITSAll Terrain, Sealed, WalkerWARGEARDaemonic Machine SpiritWEAPONS1 Ectoplasma Cannon -12 +4 ED / -2 AP / Range 24 - 48 - 72 / Blast(4), Mounted (Large)1 Hades Autocannon - 16 +3 ED / -1 AP / Range 24 - 48 - 72 /Rapid Fire (3) / Mounted (Large)MAULERFIENDSPEED MANOEUVRABILITY8 2RESILIENCE WOUNDS14 18SIZE LargeKEYWORDSADEPTUS ASTARTES, CHAOS[LEGION], [MARK OF CHAOS]TRAITSAll Terrain, Sealed, WalkerWARGEARDaemonic Machine SpiritWEAPONS1 Magma Cutter - 14 +4 ED / -3 AP / Range 4 / Assault, Mounted (Large)1 Lasher Tendrils - 12 + 3 ED / -2 AP / Range 1 THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
110HELBRUTEHelbrutes are walking engines of destruction and psychosis, their occupants kept alive in a state of agony and insanity. These infernal sarcophagi are fitted with a variety of powerful armaments to blast enemy armour open from afar, or cruel appendages with which to hack and crush with enormous strength at close rangeHELBRUTE Threat A|A|A|A|ECHAOS, HERETIC, ADEPTUS ASTARTES, <LEGION>, <MARK OF CHAOS> S T A I WIL INT FEL8 9 3 6 5 3 1 DEFENCE WOUNDS SHOCK RESILIENCE5 17 9 18 (8 AR) SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic Skill 12, Intimitation 10, Leadership 8, Weapon Skill 12BONUSESArchitect of Ruin: The GM gains 1 point of Ruin at the start of each of this Threat’s turns. Daemonic Machine Spirit: This Threat may use Ruin Actions and has 2 personal Ruin. Mark of Chaos: This Threat has a Mark of Chaos (W&G p.136) ABILITIESEach of a Hellbrute’s arms may be armed with one ofthe following; RIGHT ARMTwin Heavy Bolter - 10 +4 ED / -2 AP / Range 24 - 48 - 72 / Brutal, Rapid Fire (2) Reaper Autocannon - 12 +3 ED / -1 AP / Range 24 - 48 - 72 /Rapid Fire (2) Helbrute Plasma Cannon - 15 + 2 ED / -3 A P / Range 12 - 24 - 36 / Heavy(8), SuperchargeTwin Lascannon - 18 + 3 ED / -3 AP / Range 24 -48 - 72 / Heavy(8) Multi-Melta - 16 +3 ED / -4 AP / Range 12 - 24 - 36 / Heavy(8), MeltaHelbrute Fist - 14 +4 ED / -2 AP / Range 1 / BrutalLEFT ARMHelbrute Fist - 14 + 4 ED / -2 AP / Range 1 / BrutalHelbrute Hammer - 17 + 4ED / -3 AP / Range 2 / Brutal, Unwieldy (2) Power Scourge - 12 +2 ED / -2 AP / Range 4 / Brutal, Unwieldy(2)Havoc Launcher - 12 +4 ED / Range 24 - 48 - 72 /Blast(4)WRATH: Wanton Slaughter: When a Helbrute successfully hits with a Wrath Critical in melee they deal +2 Mortal Wounds. RUIN: Veteran of the Long War: Spend 1 Ruin to add the game’s Tier as ED to all attacks this Threat makes this RoundDeath to the False Emperor!: Spend 1 Ruin to Charge, gaining +2 bonus dice to the attack Test.DETERMINATION: Spend 1 Ruin to roll 9D6.Conviction Resolve Speed Size 5 4 6 Huge
111HELDRAKE Like vast, draconic predators of myth, Heldrakes spear suddenly out of the sky. These airborne Daemon Engines excel at intercepting the enemy’s aerial assets, tearing them from the air and incinerating their crew. Once their dominance of the sky is complete, they turn their claws and weapons against those on the ground.IT IS A THING OF BRASS AND FIRE, OFSTEEL AND HERESY. TO SEE IT ABOVEENOCH, TO SEE IT PROFANE HIS SKY! MAY THE EMPEROR’S RIGHTEOUS FURYCONSUME THEM, FOR IT IS A BURDEN TOLIVE AND KNOW SUCH THINGS EXIST.Unknown Ministorum PreacherHELDRAKESPEED MANOEUVRABILITY120 4RESILIENCE WOUNDS12 17SIZE LargeKEYWORDSADEPTUS ASTARTES, CHAOS[LEGION], [MARK OF CHAOS]TRAITSFlyer, Reliable, Turbo Boost (6)WARGEARDaemonic Machine SpiritWEAPONS1 Baleflamer -15 +3 ED / -1 AP / Range 24 - 48 - 72 / Mounted (Large), Flamer 1 Hades Autocannon - 16 +3 ED / -1 AP / Range 24 - 48 - 72 / Rapid Fire (3), Mounted (Large)THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
112his chapter details the psychic disciplines and other unholy powers employed by the forces of Chaos. Though many of these powers are used by Threats from this book, they can also be purchased by Agents for the XP cost specified. Only characters with the CHAOS Keyword can use the powers in this chapter.DARK HEART OF THE LEGIONThe Forsaken System Player’s Guide contains Archetypes for Astartes Chaplains and Astartes Librarians. If you wish, you can adapt these Archetypes into Dark Apostles and Sorcerers, per the guidelines in Wrath & Glory page 87.If adapting these loyalist Archetypes, or building your own Dark Apostle or Sorcerer with the rules for Advanced Character Creation, use the Archetype abilities below.Demagogue Astartes (Dark Apostle): You may activate a Prayer to the Dark Gods you know without increasing Ruin, up to Rank times per session. In addition, any allies within 5×Rank metres who share your [MARK OF CHAOS] Keyword gain +Rank bonus dice on Resolve Tests.Chosen of the Warp (Sorcerer): You have the PSYKER Keyword, and know the Universal Psyker Abilities (Wrath & Glory page 267), the Smite psychic power, and one additional power from any Discipline you are eligible to learn.PSYCHIC DIABOLUS
113PRAYERS TO THE DARK GODSThe Ruinous Powers demand worship, and the devoted chants of heretics accompany any massing of a Chaos warband. But unlike the False Emperor, the Dark Gods are generous when rewarding their followers. There are many who can utilise Chaos rituals to facilitate a rapid rise to power bolstered by the dreadful power of the warp, yet in the face of such triumph few dwell on the inescapable price that follows. Wherever Chaos cultists meet to plot in the shadows, they often form themselves around a charismatic leader, either a fellow mortal that has arisen above the squalor, or a great Champion of Chaos, intent on walking the Path to Glory. These demagogues may learn their first rituals from forbidden tomes and scriptures, a Legion sponsor, or the whispers of a daemonic patron. Most of these figureheads fire the zeal of their flock with dark sermons and speeches of hate, bolstering their corrupt faith and bringing it to bear against their enemies. Others seek to master more esoteric abilities.The greatest of the Dark Gods’ evangelists are the Dark Apostles. These spiritual leaders are Heretic Astartes driven by an unholy passion to spread the will of Chaos. The Dark Apostles combine the zeal of cult leaders with the might of a Heretic Astartes, and are amongst the most dreadful enemies an Agent can encounter. Many Dark Apostles originate from the Word Bearers Legion, but their creed has since spread to all the Traitor Legions, and is bolstered by the defection of Chaplains from renegade Space Marine Chapters.In the Gilead System, the Dark Apostle Maloquence has pronounced himself the voice of the Chaos Gods themselves, and demanded tribute from countless cults and warbands. In return, he has tutored many fledgeling heretics in prayers to the Dark Gods, cultivating dark cults and fresh converts faster than beleaguered Imperial authorities can possibly purge.+++Incoming Transmission+++Subject: Destruction of Vessel - Originating Vessel: Vow of AbsolutionSecurity Ident: TXIIX-CC-ABSOLVERS-ERINYES-XBegin Data Transmission:Lord Trader Varonius. I have received the most troubling battle report from the Kill Team, Attendants of Oaths, recently returned from engagements within the depths of the Voidmire. On answering a distress signal, sent some months previously, our force was met by an array of warp-spawned horror infesting every layer of the corrupted vessel. At its helm was a psyker of uncommon strength, and our cleansing of the ship was not without losses. Most worryingly, records recovered from the vessel indicate it was deployed in your service, yet you refrained from informing me of its loss.I am no stranger to your loose interpretation of Imperial law, and were it not for the looming jaws of an exponentially more dangerous threat, I would see you incarcerated regarding your sordid dealings with xenos filth alone. The circumstances and events of this report trouble me greatly, Varonius, and I expect you to attend to me in person to explain this incident before my patience expires.Chapter Master Aureus Erinyes of the Absolvers+++ End of Transmission+++ THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
114USING PRAYERS TO THE DARK GODS Prayers to the Dark Gods are the unholy reflection of Faith Talents (Wrath & Glory page 142). Unlike Faith Talents, they do not cost Faith to use, allowing their users to employ them with reckless abandon. However, they increase the amount of Ruin GMs can use against Chaos Agents, and plant seeds of Corruption which can spell doom for an unwary demagogue.Any Agent with the CHAOS Keyword can purchase a Prayer to the Dark Gods for the XP Cost listed.Prayers to the Dark Gods are activated using Ruin. When an Agent activates a Prayer, they increase Ruin by 1. For a Threat to activate a Prayer, they must spend 1 Ruin, from the main pool or their personal supply.In addition, each Prayer to the Dark Gods has a more powerful Favoured Effect. An Agent choosing to use a Prayer’s Favoured Effect gains 1 Corruption. A Threat using a Prayer’s Favoured Effect must spend a second point of Ruin.When an Agent gains Wrath from using the Betrayer Talent (Wrath & Glory page 130), or Glory from using the Let the Galaxy Burn Talent (Wrath & Glory page 135), they can choose to forsake the Wrath and Glory those Talents would provide, so that the next Prayer to the Dark Gods they use this scene can be activated without increasing Ruin. If using a Prayer’s Favoured Effect, they still gain Corruption as normal.B DXP Cost: 20Effect: Nightmares lurk beyond the rays of sunlight; becoming one with the dark is the true path to glory.You gain +1 Corruption.Activate this Prayer as a Simple Action to blanket you and all allies within 10m in darkness. Until the end of the Round, tests against those affected suffer vision penalties (Wrath & Glory page 191), increasing the level of darkness two steps (to a maximum of total darkness), or imposing the effects of very dim light in otherwise well-lit conditions.Favoured Effect: From the darkness you conjure shadowy doppelgangers of your allies. Any attack Tests against affected targets until the end of the Round automatically fail, unless the attacker scores at least one Icon on a Wrath Die.D SXP Cost: 30Effect: The legions of the warp will answer the call of those who facilitate their perversion of reality.You gain +1 Corruption.Activate this Prayer with a Full-Round Action to summon a Threat with the DAEMON and CHAOSKeywords within 25m of you. The summoned Threat must be an Elite-level Threat at your Tier, or a Mob of Double Rank +2 Troops. The Daemons’ actions once it enters reality are left entirely to the GM’s discretion. They disappear after 3 Rounds, if not destroyed before then.Favoured Effect: Instead of summoning a Daemon, you may force it to possess a willing or unconscious host. The character gains access to the Threat’s Bonuses and Abilities (including Daemonic Determination). They cannot use effects that require them to spend Ruin, or use equipment they do not have, and use their own stats for any Tests required to activate the Daemon’s powers. After 3 Rounds, the host makes a Conviction Test, with a DN equal to the possessing Daemon’s Willpower. If they fail, the Daemon makes a permanent home in the host’s body, per the Dark Passenger Perils of the Warp effect. See Wrath & Glory page 264 for details.
115D ZXP Cost: 30Requirements: Willpower Rating 3+Effect: There is purity in your hatred of unbelievers who blaspheme against the Ruinous Powers.You gain +1 Corruption.Activate this Prayer as a Simple Action to give you and all allies within 10m +Double Rank bonus dice on all Weapon Skill (I) Tests made until the end of Round.Favoured Effect: The effects of this Prayer last until the end of the current combat.E GXP Cost: 20Requirements: KHORNE, NURGLE, SLAANESH, or TZEENTCH Keyword, Willpower Rating 3+Effect: All burdened with attentions from the infernal pantheon shall be recognised by their Mark.You gain +1 Corruption.Activate this Prayer as a Simple Action to give you and all allies within 10m who share your [MARK OF CHAOS] Keyword the listed benefit until the end of the Round:u KHORNE: You gain +2 bonus dice when making an All-Out Attack.u NURGLE: You gain +1 Toughness (which therefore provides +1 Resilience, Wounds, and Determination as well).u SLAANESH: You gain +2 bonus dice on Awareness (Int) and Persuasion (Fel) Tests.u TZEENTCH: You gain the PSYKER Keyword and the Invoke Luck psychic power (Wrath & Glory page 269).Favoured Effect: The effects of this Prayer last until the end of the current scene or combat.F SXP Cost: 20Requirements: Tech Rating 1+Effect: Those schooled in malevolent artifice shall wield the tools of the Arkifane as their own.You gain +1 Corruption.Activate this Prayer with a 30 minute ritual to transform a weapon with the BLADE Keyword into a Daemon Weapon. The weapon gains the Warp Weapon Trait; depending on the allegiance of the Daemon it also gains the KHORNE - Inflict (Bleeding), NURGLE - Inflict (Poisoned 4), SLAANESH - Agonising, TZEENTCH- Force. In addition, any attacks with the daemon weapon convert an extra die into a Wrath Die. The attack triggers a Wrath Critical if any Wrath Dice score an Exalted Icon. However, any Complications rolled trigger a Perils of the Warp effect, per Wrath & Glory page 262.You may also activate this Prayer with a 30 minute ritual to bind a Daemon to a vehicle, transforming it into a Daemon Engine. Drivers of the vehicle convert an extra die into a Wrath Die when making Pilot (A) Tests to operate it (following the rules for extra Wrath Dice above), and all weapons aboard the vehicle gain the Warp Weapon Trait. If you are using the rules for vehicles in Church of Steel, all weapons aboard the vehicle also gain the Cognis Trait.After one day, or when the wielder/driver of the device is Dying, the Daemon breaks its bonds and escapes to the Warp, ending the effects of this Prayer.Favoured Effect: The Daemon’s bounds are permanent. If the wielder/driver uses the device whilst Dying, they only trigger Wrath Criticals if all Wrath Dice rolled score Exalted Icons, but suffer Traumatic Injuries and Perils of the Warp effects from Complications as normal.L DXP Cost: 20Requirements: Willpower Rating 3+Effect: Even unbelievers cannot deny the truth of Chaos once it takes root in their soul.You gain +1 Corruption.Activate this Prayer with a Combat Action to inflict the Hindered Condition on all enemies within 10m.Favoured Effect: All enemies within 10m must make a DN 5 Corruption Test.THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
116NEW PSYCHIC POWERSThis section includes new psychic powers for Chaos Agents, or any others who are tempted to dabble in the profane arts. It includes three new Disciplines, each tailored to the psychic gifts of Tzeentch, Slaanesh, and Nurgle. Only Agents with the CHAOS Keyword can use the powers in this section, though the GM may waivethis requirement — temporarily — for those foolish enough to dabble with the tools of Chaos.Agents may only learn powers from a single Discipline, unless they are Aeldari or have the Warped Mind Talent (Wrath & Glory page 141). However, if the Agent purchasing those powers has the corresponding Chaos God’s Keyword — TZEENTCH for Pandaemoniac, SLAANESH for Soulstain, NURGLE for Warprot — they may ignore this requirement.NEW MALEFICARUM POWERSThe line between psychic power and corrupt sorcery is perilously ambiguous. For as long as Humans have exploited their connection to the warp, there have been those willing to push further, break taboos, seal dark pacts. Untrained rogue psykers seldom have the foresight to proceed with caution. Even those wholly dedicated to Chaos fully cognisant of the risks rarely shackle their powers, accepting or welcoming the risk of corruption and mutation as a necessary price to trace the Path to Glory.The sorceries of Chaos are not as easily classified, but tend to be destructive, unrestrained, and spiritually degrading. The Psychic Awakening following the Great Rift has unleashed the warp into many unprepared minds, who may not even realise they have become agents of its malevolent will. These unsanctioned psykers are vessels of power, and a peril to citizens of the Imperium. They multiply in the absence of black ships to harvest them.A tide of sorcery is rising in the Gilead System, especially in the overcrowded Ironwatch prison on Charybdion. It is only a matter of time before the dam breaks entirely. Besides the constant threat of rogue psykers, Mindwitches (page 25), and cult magisters, the OrdoHereticus has uncovered Heretic Astartes Sorcerers (page 41) working their dark magic behind the scenes. In the Voidmire, Word Bearers Masters of Possession(page 44) empower the Daemonkin of the Faithful Writ, and it is even whispered at least one Absolvers Librarian has turned renegade, and wages war against his former brothers.The following powers belong to the Maleficarum Discipline (Wrath & Glory pages 280-282). A Psyker must have the CHAOS Keyword to use powers from the Maleficarum Discipline.D HXP Cost: 15 DN: Target’s DefenceActivation: Action Duration: 1 CombatRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: You beseech the Warp to send forth its vilest curses, causing the most foolproof of protections to fail.For the duration of this combat — or the next combat the target fights — the target cannot use any effects that allow them to roll Determination against Mortal Wounds, and loses the benefit of Invulnerable armour (their Resilience is reduced by AP as usual). In addition, any attacks against the target increase their AP by +1.Potency:u [1] Attacks against target gain +1 AP.u [1] +10m Range.
117D SXP Cost: 15 DN: 4Activation: Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: The dreadful power of the warp floods the target’s muscles, imbuing them with a horrifying strength not their own.The target gains +3 bonus dice on Strength Tests, and inflicts +3 ED Damage on all melee attacks. Creatures that roll a Complication whilst benefiting from Diabolic Strength are liable to cause terrible collateral damage, as the ruinous power of Chaos surges through them.Potency: u [1] +1 bonus die on Strength Tests, and +1 ED Damage on melee attacks.u [1] +10m Range.M IXP Cost: 20 DN: Willpower of possessing DaemonActivation: Full-Round Action Duration: SustainedRange: Self Multi-target: NoKeywords: CHAOS, PSYCHICPrerequisite: Cannot be used by psykers with the DAEMON KeywordEffect: The mind of a psyker is a siren call to the hostile denizens of the warp. The most foolhardy deliberately flirt with such attentions, temporarily playing host to the power of a daemonic patron. Not every Daemon iswilling to leave the Materium once their host is done with them…Choose a Troop-level Threat for your Tier that has the DAEMON and CHAOS Keywords. For the duration of the power, you gain access to the Threat’s Bonuses and Abilities (including Daemonic Determination). You cannot use effects that require you to spend Ruin, or use equipment you do not have, and use your own stats for any Tests required to activate the Daemon’s powers.When the power ends, make a Conviction Test, with a DN equal to the possessing Daemon’s Willpower. Ifyou fail, the Daemon makes a permanent home in yourbody, per the Dark Passenger Perils of the Warp effect. See Wrath & Glory page 264 for details.Potency:u *[1] Select an Elite-level Threat.u *[2] Select an Adversary-level Threat.u [3] +1 bonus die on Conviction Test to resist permanent possession.V CXP Cost: 20 DN: 8Activation: Action Duration: InstantRange: 10m Multi-target: NoKeywords: CHAOS, PSYCHICPrerequisite: At least one other Maleficarum powerEffect: You puncture a black hole into the Warp that tearsyour enemies apart, flings them around the battlefield, or drags them screaming into the Immaterium.The target suffers 20 +3 ED Damage, with AP –4, and the Blast (6) and Warp Weapon Traits. Any creaturesthat suffer Damage from the attack but survive are Scattered 1d6 metres in a random direction (see Wrath & Glory page 186), and suffer the Restrained Condition on their next Turn.Potency: u [1] +5m Range.u [1] +1 ED Damage.W SXP Cost: 20 DN: 6Activation: Full-Round Action Duration: SustainedRange: 10m Multi-target: NoKeywords: CHAOS, PSYCHICPrerequisite: At least one other Maleficarum powerEffect: The veil between realities thins in your presence, allowing tendrils of the Warp’s power to leak into the vicinity.Any creatures within range of you are caught within the Warp Storm’s boundaries, immediately gaining 2 Shock, 1 Corruption, and making a DN 3 Fear Test. Creatures who subsequently enter the Warp Storm whilst the power is active suffer the same effects.Whilst the power is ongoing, characters within the Warp Storm gain a mandatory +1 Wrath die on any Psychic Mastery (Wil) Tests, and creatures with the DAEMONKeyword gain +2 bonus dice when rolling Determination.In addition, Tests into, out of, or through the Warp Storm suffer vision penalties (Wrath & Glory page 191), increasing the level of darkness one step (to a maximum of total darkness), or imposing the effects of twilight in otherwise well-lit conditions.Potency: u [1] +5m Range.u [1] Increase vision penalties one additional step.u [2] Gain +1 mandatory Wrath die on Psychic Mastery (Wil) Tests.THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
118WXP Cost: 20 DN: 6Activation: Full-Round Action Duration: SustainedRange: 10m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: Time does not flow the same way in the warp as in reality. You weave this temporal distortion so that the target appears to move with super-human speed, as they perceive everything else to be happening in slow motion.Whilst this power is sustained, the target doubles their Speed, and can take an extra Action each Turn. This extra Action does not impose any Multi-Action penalties, and can be used to make a second attack in one Turn.A target affected by this power suffers 1 Corruption at the end of their Turn, as their mind and body is warped by existence out-of-step with reality.Potency: u [1] Activation reduced to an Action.u [1] +10m Range. PANDAEMONIAC DISCIPLINERogue psykers and sorcerers are especially lured to the service of Tzeentch, and his dark and unfathomable agenda. The Changer of the Ways whispers occult secrets in dreams and waking nightmares, promising to unveil the secrets of the cosmos to those who open their minds. Many of the powers wielded by Tzeentch’s faithful are simply more powerful versions of those taught by the Scholastica Psykana — a Pyromancer might conjure multi-coloured, soul-scorching flames, whilst a Diviner foresees future events in shockingly precise detail. Most realise too late that the price for such power is paid with the psyker’s soul. Corruption and mutation are ever present risks for mortals who wield spells from the Changer of the Ways, and many a sorcerer’s Path to Glory ends with degeneration into a Chaos Spawn.Whilst any Chaos Space Marine orcerer or renegade Librarian might be tempted by Tzeentch’s patronage, many Heretic Astartes psykers in his service belong to the Thousand Sons. The greater part of the XV Legion’s fighting strength was reduced to dust after the Rubric of Ahriman (see Rubric Marines, page 60), but those who endured the ritual found their psychic powers greatly increased. Such arcane might has only increased after millennia in the Great Conspirator’s service. A complex, ever-changing hierarchy determines the relative status of the surviving Thousand Sons, from mere thralls to the Exalted Sorcerers of the Silver Towers. True to Tzeentch’s nature, this pyramid of power is regularly inverted by external challengers, such as the Cabal of exiles that follow Ahriman, or defectors to and from the other Traitor Legions.Compared to the other Dark Gods, the influence of Tzeentch is more subtle in the Gilead System — the Architect of Fate is content to rule as the power behind the throne. His inexplicable agenda is tirelessly enacted by a network of psychic servants, who hide in plain sight, whilst telepathically coordinating their efforts. When forced to defend themselves, these sorcerers unleash a kaleidoscopic assault of mutating horror, a taste of atrocities still to come, if their dark conspiracy is not exposed and thwarted in time.A Psyker must have the CHAOS Keyword to use powers from the Pandaemoniac Discipline. A Psyker with the TZEENTCH Keyword can always purchase powers from the Pandaemoniac Discipline, without it counting as one of the limited number of Disciplines they can learn. Agents with the KHORNE, NURGLE, or SLAANESH Keyword cannot use powers from the Pandaemoniac Discipline.
119B CXP Cost: 20 DN: Target’s DefenceActivation: Action Duration: InstantRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: You unleash a strike of eldritch lightning, triggering a chain reaction of appalling mutations for those caught in the blast.The target takes 15 +9 ED Damage and 1d3 Corruption.When you activate this power, one Agent, Elite, or Adversary who would otherwise killed by the Damage inflicted is instead irreversibly transformed into a Chaos Spawn (Wrath & Glory page 352), which attacks everyone around them in a suicidal frenzy.Potency: u [1] +1 ED Damage.u [1] +10m Range.u [2] +1 Corruption.B MXP Cost: 20 DN: 6Activation: Full-Round Action Duration: SustainedRange: 10m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: You are generous with Tzeentch’s dark blessing, spreading a wave of transformative sorceries amongst friends and enemies alike.The target suffers 2 Shock, 1d3 Corruption, and gains a random mutation from the Severe Mutation table (Wrath & Glory page 288). The mutation is so horrific that the target might be hacked apart by their own allies, but if the target survives until the power ends, their flesh returns to normal.Serving as a vector of mutation is an offence upon reality. You suffer 1 Corruption for every minute you sustain this power.Potency:u [1] +10m Range.u [2] +1 Shock and +1 Corruption.u *[2] Choose any Severe Mutation (except The Warp Made Manifest) instead of rolling.D WXP Cost: 25 DN: Target’s DefenceActivation: Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICPrerequisite: At least one other Pandaemoniac powerEffect: The mutating sorcery of the Great Conspirator bleeds from the earth, marring those it obstructs with its profane taint.The target gains 1 Corruption, and immediately rolls on the Perils of the Warp table (Wrath & Glory page 262), as though they were the psyker that triggered the effect.For as long as the power is sustained, the target counts as being in Difficult Terrain, and suffers 1 Mortal Wound whenever they roll a Complication.You suffer 1 Corruption for every minute you sustain this power, as the Warp’s intrusion into real space begins to leave its stain on you too.Potency: u [1] +10m Range.u [1] +10 to target’s roll on Perils of the Warp table.u [2] +1 Corruption to target.G FXP Cost: 25 DN: 9Activation: 30 minutes Duration: 1 SceneRange: Self Multi-target: NoKeywords: CHAOS, PSYCHICEffect: Your unquenchable appetite for secret knowledge beckons you into the currents of the Immaterium, where the agents of Tzeentch gleefully indulge you with visions of forgotten pasts and possible futures.For the remainder of the Scene, you roll an extra Wrath Die on all Tests. You roll a second extra Wrath Die on Investigation (Int), Psychic Mastery (Wil), and Scholar (Int) Tests. Whilst using these extra Wrath Dice, you achieve a Wrath Critical if you score an Exalted Icon on any Wrath Dice in your pool, unless you are Dying or making a Test where Wrath Criticals are not possible. However, any Complications rolled trigger a Perils of the Warp effect, per Wrath & Glory page 262.THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
120In addition, the target gains 1 Corruption, and immediately makes a DN 3 Fear Test with their reduced Resolve, unless they are immune to the Condition.Whilst invoking the Twisting Path, the caster bears witness to the target’s waking nightmare. You suffer 1 Corruption every minute you sustain the power.Potency: u [1] Activation reduced to an Action.u [2] Target’s Willpower and derived stats reduced by 1, to a minimum of 1.SOULSTAIN DISCIPLINEOnce a psyker has beheld the impossible splendour of the Immaterium, the mundane pleasures of reality may lose their lustre. Such disaffected souls are the favoured prey of Slaanesh. The Dark Prince exploits the addictive personalities of his victims, portioning out psychic gifts a morsel at a time, tempting them to trade away parts of their soul for power. Only those who wholeheartedly commit to their repulsive appetites can endure, enamoured with Slaanesh’s favour. The rest are doomed to lose their minds within the warp’s fickle currents, where they are tortured by Daemons for eternity.In addition, you may beseech the Changer of the Ways to answer a single question about the future. Compared to uses of the Prescience power (Wrath & Glory page 274), the GM’s response is likely to be much more detailed and vivid than a short phrase or emotion. However, this flood of forbidden knowledge is often horrifying or destabilising, perhaps requiring a Resolve Test to resist Fear, or a Conviction Test to resist Corruption.Casting Gaze of Fate automatically triggers a Perils of the Warp effect. Add +10 to the roll on the Perils of the Warp table for each Complication rolled as part of the Psychic Mastery (Wil) Test. You may only cast Gaze of Fate once per scene.Potency: u [1] Activation reduced by 5 minutes (minimum 5).u *[2] You may ask the GM an additional question about the future.I FXP Cost: 20 DN: Target’s DefenceActivation: Action Duration: InstantRange: 10m Multi-target: YesKeywords: CHAOS, FIRE, PSYCHICEffect: Multi-coloured fires of Tzeentch wreath the target, scorching their bodies and assailing their soul.The target suffers 9 +9 ED Damage and 1 Corruption. If the target loses any Wounds from this attack, they gain the On Fire Condition.Potency: u [1] +10m Range.u [1] +1 DN to remove On Fire Condition.u [2] +1 ED Damage.T PXP Cost: 20 DN: 6Activation: Full-Round Action Duration: SustainedRange: 10m Multi-target: YesKeywords: CHAOS, PSYCHIC, TELEPATHYEffect: You ensnare the target in the machinations of Tzeentch’s Grand Design, revealing maddening alternate futures in which they betray their allies and become a Slave to Darkness. Whilst in this delirious state, they are easy prey for further manipulations.Whilst the power is sustained, the target’s Willpower is reduced by 2, to a minimum of 1. Other stats derived from Willpower, such as Shock, Resolve, and Conviction, are reduced by 2 as well, to a minimum of 1.
121Many mortal sorcerers of Slaanesh use their beguiling powers to infiltrate the upper echelons of Gilead society. They escape the black ships by making themselves useful to noble patrons, high lords and ladies who may not realise they are being duped by a rogue psyker. In some courts far from the Emperor’s gaze, daemonic heralds of the Dark Prince walk openly, Tranceweavers (page 94) and Tormentbringers (page 96) ensorcelling their victims with hexcraft. Perhaps the most formidable Slaaneshi psykers are Astartes sorcerers, such as those found in the Emperor’s Children Legion. These are seldom sighted in the Gilead System, but the fall of Craftworld Ul-Khari on Trollius has been a siren song to the Noise Marines, and more of Slaanesh’s faithful emerge from the Great Rift with increasing frequency.Whilst some hedonists consider themselves lucky to count a Slaaneshi sorcerer as an ally, such fortune rapidly disintegrates if they find themselves on the psyker’s bad side. The psychological impact of the Lord of Excess’ powers can bring great pleasure, but also agonising pain, sensory overload and nightmarish visions, all of which they can turn on those they despise, or use to escape Imperial investigation.A Psyker must have the CHAOS Keyword to use powers from the Soulstain Discipline. A Psyker with the SLAANESH Keyword can always purchase powers from the Soulstain Discipline, without it counting as one of the limited number of Disciplines they can learn. Agents with the KHORNE, NURGLE, or TZEENTCH Keyword cannot use powers from the Soulstain Discipline.C CXP Cost: 15 DN: 5Activation: Action Duration: InstantRange: 10m Multi-target: YesKeywords: AUDITORY, CHAOS, PSYCHICEffect: You issue forth an ear-splitting scream of harmonising horrors, torturing your enemies to the edge of lucidity.All creatures in Range, excluding yourself, suffer 1 Corruption and 1d6+3 Shock.Potency: u [1] +5m Range.u [1] +1 Shock.u [2] +1 Corruption.D AXP Cost: 20 DN: 4Activation: Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHIC, TELEPATHYEffect: You interfere with the mental processes of your target so that pain is perceived as stimulating pleasure, baiting them to seek out extra torments.Whilst the power is sustained, the target suffers no penalties for being Wounded, and suffers no restrictions on actions they can undertake whilst Dying. Furthermore, they gain +1 bonus die on all Tests made whilst Wounded, and +1 bonus die on all Tests for each Traumatic Injury they have.Potency:u [1] +10m Range.u [1] +1 bonus die whilst Wounded, +1 bonus die for each Traumatic Injury.PXP Cost: 20 DN: Target’s WillpowerActivation: Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHIC, TELEPATHYPrerequisite: At least one other Soulstain powerEffect: You invoke visions of such maddening sensation that the target is transfixed by the nightmare, fighting the urge to tear out their own eyes, or succumb to psychic overload.The target suffers the effects of Fear, imposing a +2 DN penalty on all Tests, unless the target is immune to Fear. This Condition cannot be removed until the power ends, at which point the Condition is removed automatically.In addition, whilst the power is sustained, the target suffers 1d6 Shock at the start of each of their Turns.You suffer 1 Corruption for every minute you sustain this power, as you lose perspective on which horrors are real and which are conjured from your imagination.Potency: u [2] +1 Shock each turn.u [2] +1 Fear Condition (+2 DN on all Tests).THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
122S W TXP Cost: 15 DN: Target’s DefenceActivation: Action Duration: InstantRange: 5m Multi-target: NoKeywords: CHAOS, PSYCHICEffect: You wrench out the soul of your target and consume it utterly, to the appalled dread of the target’s allies.The target suffers 1d6 Mortal Wounds. If this Damage is sufficient to kill an Elite Threat, Adversary, or Agent, then all allies of the target within 5m of them must make a DN 3 Terror Test.Potency:u [1] +1 DN on Terror Test.u [2] +1 Mortal Wound.u *[2] Regain Wounds equal to Mortal Wounds inflicted.SXP Cost: 15 DN: 6Activation: Full-Round Action Duration: SustainedRange: Self Multi-target: NoKeywords: CHAOS, PSYCHICEffect: You expel an aura of acquiescence that puts mortal enemies at ease, convincing them to comply with your whims.For as long as the power is sustained, anyone who looks upon you feels positively disposed to your presence. You may choose how this charisma manifests, allowing you to masquerade as a respected authority, vulnerable innocent, dependable comrade, or intriguing companion. You cannot change your appearance to impersonate a specific individual, nor implant false memories of time you have spent with a stranger. If beheld by someone who has never met you before, they feel a natural kinship, for reasons they cannot rationally explain.Whilst the power continues, enemies will not harm or impede you unless they have orders to do so, or in selfdefence. Enemies ordered to attack you are reluctant and remorseful, suffering the Hindered Condition — if a leader is personally present to issue the order, they can make a DN 3 Leadership (Wil) Test as an Action to remove the Condition. You cannot vouch for other creatures to protect them from reprisals, but gain +1 bonus die on Deception (Fel) Tests to convince your “friends” to cooperate with seemingly harmless actions. If you make an attack Test, use a different psychic power, or take any other hostile action, the power ends immediately.Excessive use of this power has caused many to lose sight of their true identity, ensnaring themselves in a web of lies. For every hour you sustain the power, you suffer 1 Corruption.Potency: u [1] +1 bonus die on Deception (Fel) Tests.u [2] +1 Hindered Condition (+1 DN on attack Tests).V EXP Cost: 15 DN: 5Activation: Full-Round Action Duration: SustainedRange: Touch Multi-target: NoKeywords: CHAOS, PSYCHICEffect: With a caress and a whisper, you share a vision of the world as perceived by the Dark Prince’s faithful, with all sensory perception elevated to its lurid extreme.The target gains 1 Corruption, and whilst this power is sustained, gains +6 bonus dice on Awareness (Int) and Insight (Fel) Tests. Exalted Icons on these Tests may be Shifted for insights beyond the scope of human senses, perhaps allowing the creature to smell lies, hear colours, or taste an upcoming ambush. Complications subject the target to sensory overload, inflicting 1d3 Shock in addition to the usual effect of the Complication.A creature that has beheld the world through the prism of this power is forever changed, perceiving the normal world as drab and depressing in comparison. Some may even become willing servants of the sorcerer, selling their souls for the exhilaration of seeing the world in its true, dreadful form.Potency: u [1] +1 bonus die on Awareness (Int) and Insight (Fel) Tests.u [1] Activation reduced to an Action.
123WARPROT DISCIPLINEThrough the link of psychic power, the limitless bounty of Nurgle’s gardens spreads into the mortal world, infecting reality with its cancer. Wherever these pandimensional outbreaks occur, patient zero is always the psyker that summoned them. These desperate, deluded, or sadistic souls have condemned the lives of so many others to secure their own survival. Yet in time, they will inevitably join the ranks of the fallen — either as another plague victim, or becoming trapped as a servant to Nurgle .Nurgle’s powers are generously bestowed, seldom hoarded by a single individual. He adopts rogue psykers at their lowest ebb, bestowing them with purpose to act as harbingers of doom. When his daemonic legions are abroad, Poxbringers (page 67) or more powerful sorcerers keep the cycle of decay turning. Most notorious of Nurgle’s psykers are the Malignant Plaguecastersof the Death Guard. Whilst the practice of warpcraft was once anathema to the Fourteenth Legion, under Nurgle’s patronage the Plague Marines have acceptedtheir Grandfather’s gifts with malevolent glee.By conquering the world of Vulkaris, the forces of Nurgle have secured a foothold in the Gilead Systemdenied to any servants of the other Ruinous Powers. Here a chosen few are tutored in psychic power within the Temples of Holy Decay, mastering their capacity for infection. Whatever the Death Guard are planning next for their conquest of the Reach and Heartworlds, their sorcerous living weapons will surely be a vital part of it.A Psyker must have the CHAOS Keyword to use powers from the Warprot Discipline. A Psyker with the NURGLEKeyword can always purchase powers from the WarprotDiscipline, without it counting as one of the limited number of Disciplines they can learn. Agents with the KHORNE, SLAANESH, or TZEENTCH Keyword cannot use powers from the Warprot Discipline.F AXP Cost: 15 DN: 4Activation: Full-Round Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: The target’s torso is swelled by the power of the warp, distorting their form into impossible shapes, but providing an ablative layer of overlapping flesh.Whilst the power is sustained, the target gains +3 Resilience. They also apply +1 DN to all social interaction Tests, except those targeting characters with the NURGLE Keyword.The target gains +1 Corruption for each minute the power is sustained, as daemonic mites make a new home in the target’s capacious guts.Potency: u [1] +1 Resilience.u [1] Activation reduced to an Action.THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
124G’ AXP Cost: 10 DN: 4Activation: Full-Round Action Duration: SustainedRange: 10m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: In his infinite benevolence, the Lord of Decay relieves the target of their burdens, be they gunshot wounds, binding restraints, or psychological dismay.Whilst the power is sustained, the target does not suffer DN penalties for being Wounded, is not limited in what actions they can take whilst Dying, and ignores the effects of any Conditions they suffer. However,the target cannot remove Conditions even once theirusual time limit has lapsed, still accumulates Traumatic Injuries as normal, and cannot roll Determination if they have exceeded their Maximum Shock.Because this power merely ignores Conditions instead of removing them, the effects and penalties of those Conditions immediately return once the power ends. Returned Conditions can lapse or be healed per the normal rules.The target gains +1 Corruption for each minute the power is sustained, as their untreated debilities start to incubate psychic infection.Potency: u [1] +10m Range.u [1] Activation reduced to an Action.M PXP Cost: 10 DN: 4Activation: Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: A cloud of flies and rancid filth settles around the target, obscuring them in a putrid miasma, and assaulting the nostrils of nearby unfortunates.Whilst the power is sustained, any attack Tests against the target, or Tests by enemies Engaged with the target, apply the Hindered (2) Condition (applying +2 DN). The target themselves also applies the same Condition when making Medicae (Int) Tests, Tech (Int) Tests, and social interaction Tests — unless the target of the Test has the NURGLE Keyword.The target gains +1 Corruption for each minute the power is sustained, as the stench of decay leaves a stain on their very soul.Potency: u [1] +1 Hindered Condition (+1 DN on appropriate Tests).u [1] Activation reduced to an Action.G CXP Cost: 10 DN: 4Activation: Action Duration: SustainedRange: 5m Multi-target: NoKeywords: CHAOS, PSYCHICEffect: You emit a screech of discordant static, infecting nearby machine spirits with a debilitating virus ascontagious as any of Nurgle’s biological plagues.Whilst this power is sustained, it affects any Tests by an enemy within range of you that utilises technology, such as an attack with a weapon, movement in power armour, or piloting a vehicle. All affected Tests replace 1 additional die in their pool with a Wrath Die.Whilst rolling extra Wrath Dice, affected targets can only score a Wrath Critical if all dice in their pool score an Exalted Icon. Complications, however, are triggered if any Wrath Dice roll a 1. Complications from infected technology cause glitches like jams, ammo loss, and unplanned activations, which must be corrected with a DN 2 Tech (Int) Test before they can be usedagain. If a Test affected by this power triggers multiple Complications, the effects are disastrous — the user suffers 1d3 Mortal Wounds, the machine misfires in a manner of your choosing, and the device is inoperable until repaired with a DN 4 Tech (Int) Test.Potency: u [1] +5m Range.u [1] +1 DN on Tech (Int) Tests to repair.u [2] +1 die converted into Wrath Die.
125N’ RXP Cost: 20 DN: 7Activation: Full-Round Action Duration: SustainedRange: 5m Multi-target: YesKeywords: CHAOS, PSYCHICPrerequisite: At least one other Warprot powerEffect: You unleash the vilest plague known to mortalkind, whilst praising the Fly Lord’s name.The target immediately suffers 1 Corruption and 1d3Mortal Wounds. Whilst the power is sustained, the target suffers 1d3 Mortal Wounds at the start of each Turn.In addition, any creature who starts their Turn Engaged with the target must make a DN 3 Toughness Test. If they fail, they too become infected — immediately suffering 1 Corruption and 1d3 Mortal Wounds, and suffering 1d3Mortal Wounds at the start of each subsequent turn. A creature cannot be infected by Nurgle’s Rot multiple times at once.When the power ends, every infected target must make a DN 3 Toughness Test. If they fail, the Rot has taken hold, and their fate is sealed. The creature can no longer regain Wounds by any means, and suffers 1 Mortal Wound in each Regroup and Respite. There is no cure for Nurgle’s Rot. The character can onlyhope to postpone the inevitable, whilst fulfilling any outstanding business.It is said that any souls claimed by Nurgle’s Rot are seized by the Lord of Decay, and reformed into Plaguebearers to serve in his daemonic legions. Whenever an Adversary or Agent is killed using thispower, the GM gains 1 Ruin.Opening oneself to the pestilent power of Nurgle isnever without repercussions. You gain 1 Corruption per Round you sustain this power.Potency: u [1] Immediately inflict +1 Mortal Wound.u [2] +1 DN on Toughness Tests.S PXP Cost: 15 DN: Target’s ToughnessActivation: Action Duration: SustainedRange: 20m Multi-target: YesKeywords: CHAOS, PSYCHICEffect: You assault the immune system of your target with unholy poxes, lowering their defences against other infections.Whilst the power is sustained, the target suffers the effects of the Poisoned Condition, and takes 1d3 Shock at the start of each Turn.You gain 1 Corruption per minute you sustain this power, as your soul withers along with the target’s body.Potency: u [2] +1 Shock inflicted each Turn.u [2] +1 DN on Tests whilst Poisoned.THE RUINOUS POWERSMORTAL PAWNSHERETIC ASTARTESCHANGE UNHERALDEDCORRUPTION MANIFESTRAGE INCARNATEDESIRE & DARKNESSENGINES OF CHAOSPSYCHIC DIABOLUS
AA’rgath, the King of Blades .........................89Armour of Scorn .............88A System Forsaken ..........9Avachrus ..........................9BBeast of Nurgle ...............71Benediction of Darkness .....................114Blessed Blade .................27Bloodcrusher ..................87Blood-Drinker Talisman..88Bloodletter ......................81Bloodmaster ...................80Bloodthirster ..................78Blue Scribes ....................55Bolt of Change ..............119Boon of Mutation .........119Building a Cult................14CCacophonic Choir ..........121Changecaster ..................54Changeling .....................52Chaos Spawn ..................30Chaos Vehicles ..............107Charybdion .....................10Chosen ...........................36Contorted Epitome .........94Corruption ......................75Credits ..............................2Cultist .............................23Cults of Gilead ................13DDaemonette ...................98Daemonic Summons .....114Dark Apostle ................42Dark Apostle .....................Maloquence ....................18Dark Gods ........................5Dark Zealotry ...............115Death Hex ....................116Defiler ..........................108Delightful Agonies ........121Demagogue ....................24Desecration of Worlds ...119Diabolic Strength ..........117EEffluvior .........................75Enoch .............................10Exalted Seeker Chariot:...97Example Cult: The Gilded Hand .............16Eye of the Gods ............115FFateskimmer ..................53Fiend ............................100Flamer ............................58Flesh Hound ..................84Fleshy Abundance ........123Fluxmaster .....................54Forgefiend ...................109Forge of Souls ..............115GGaze of Fate .................119Gilead Primus .................11Glitching Curse .............124Grandfather’s Alleviation .................124Great Unclean One ..........64HHelbrute .......................110Heldrake ......................111Hellflayer: .......................97Heretic Astartes in Gilead ......................18Horn Of Nurgle’s Rot ......74Horrors ...........................56IIconarch .........................26Infernal Enrapturess ......99Infernal Flames ............120KKeeper of Secrets ...........92Khorne .............................7Khorne Berzerkers ........86LLegionary .......................34Litany of Despair ..........115Lord of Change ...............51Lord of Skulls ...............85MMalefic Invitation .........117Malodorous Pall............124Master of Executions ......46Master of Possession ......44Maulerfiend ..................109Mindwitch ......................25Mutant ...........................28NNethreus...........................9New Maleficarum Powers ......................116Noise Marine ................102Nurgle ..............................6Nurgle’s Rot .................125Nurgling .........................70OObliterator ......................40Ostia ...............................10Pandaemoniac Discipline ..................118PPhantasmagoria ...........121Plaguebearer ..................66Plague Marine ................73Possessed .......................45Poxbringer......................67Poxwalker ......................72Prayers to the Dark Gods .................113RRaptor ............................38Relics of Khorne .............88Relics of Nurgle ..............74Relics of Slaanesh ........103Relics of Tzeentch ..........60Rendmaster ....................82Rot Fly ...........................72Rubric Marine.................59Rune of Brass .................88SSeeker .........................101Seeker Chariot: ...............96Seeker Chariots and Hellflayers ...................96She Who Thirsts ...........122Shrivelling Pox .............125Silverstrike ...................104Siren.............................122Skullmaster ...................87Skullreaver .....................89Skulltaker .......................82Slaanesh ...........................8Sloppity Bilepiper ...........69Slothful Claws ..............104Sorcerer ..........................41Soulbane ........................61Soul-Eater Stave .............61Soulstain Discipline ......120Soulstealer....................104Spoilpox Scrivener ..........68TThe Crimson Crown ........88The Endless Gift .............75The Endless Grimoire .....60The Entropic Knell ..........74The Everstave .................61The Forbidden Gem .......103The Heralds of Rot .........19The Impossible Robe ......60The Mark of Excess ......103The Masque of Slaanesh..................95The Sybarite’s Grasp .......19Tome Of A Thousand Poxes ..........74Torment ..........................29Tormentbringer ...............96Tranceweaver .................94Trollius ...........................11Twisting Path ...............120Tzeentch ...........................6UUsing Cultists in Combat ....................21Using Cultists in Your Game ...............21Using Heretic Astartes in Combat ....................33Using Heretic Astartes in Your Game ...............33Using Khorne in Your Game ...............76Using Nurgle In Your Game ..............................62Using the Forces of Khorne In Combat ...77Using the Forces of Nurgle In Combat ....63Using The Forces of Slaanesh in Combat .....91Using the Forces of Slaanesh in Your Game ................90Using the Forces of Tzeentch in Combat .....48Using Tzeentch in Your Game ...............47VVaried Patrons ................13Venomcrawler ...............107Vision of Excess ...........122Vortex of Chaos ............117Vulkaris ..........................11WWarpfire Blade ................61Warprot Discipline ........123Warpsmith ....................43Warp Storm ..................117Warp Talon ....................38Warptime ......................118Whip of Agony .............104INDEX126
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