SINISTRUM DISCIPLINE

PRIMARIS POWER

FURY OF THE GODS ................................... WARP CHARGE 1
The Sorcerer conjures a shimmering sphere of dark energy, pouring his hate and spite into the crackling orb before hurling it through his foes with sledgehammer force.

Fury of the Gods is a witchfire power with the following profile:
Range S AP Type
18" 5 3 Assault 1, Blast
1. WARP FATE .......................................... WARP CHARGE 2
Ripping aside the veil of time and space, the Sorcerer grasps the strands of fate and wrenches them into new configurations. Every pluck and twist changes fate in the Sorcerer's favour.

Warp Fate is a blessing that targets the Psyker's unit. Whilst the power is in effect, the Psyker and his unit can re-roll all failed saving throws.
2. EMPYRAGHEIST ...................................... WARP CHARGE 1
Using his own soul as a lure, the Sorcerer draws a formless Warp predator near before shackling its essence and hurling it forth to rip and tear its way through his foes.

Empyragheist is a beam with the following profile:
Range S AP Type
20" 6 4 Assault 1, Pinning
3. ARMOUR OF HATRED ......................... WARP CHARGE 1
The Sorcerer turns his mind inwards, to the boundless hatred and vitriol that festers in his soul. Drawing upon that dark wellspring, he fashions a jagged psychic shield against his foes' powers.

Armour of Hatred is a blessing that targets the Psyker. Whilst the power is in effect, all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules. In addition, whilst this power is in effect, all friendly units within 12" of the Psyker have a 4+ invulnerable save against any Wounds caused by witchfire powers.
4. DIABOLIC STRENGTH .......................... WARP CHARGE 1
The unholy energies of Chaos flow through the Sorcerer, swelling his frame with the strength to tear a tank in two.

Diabolic Strength is a blessing that targets the Psyker. Whilst the power is in effect, add 2 to the Psyker's Strength, Toughness, Initiative and Attacks.
5. WARP LURE .......................................... WARP CHARGE 1
The Sorcerer focuses his energies upon the soul of a psychic foe, ripping away his enemy's defences and illuminating their presence in the Warp to draw down a lethal daemonic feeding frenzy.

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

If the enemy Psyker's result is higher, there is no effect.

If the scores are drawn, or your result is higher than the enemy Psyker's, the target suffers a Wound with no saves of any kind allowed and, whilst this power is in effect, can only successfully harness Warp Charge points on the roll of a 6.

Finally, if your result is at least 3 points higher than that of the enemy Psyker's, then they also lose a randomly chosen psychic power - they cannot use it for the rest of the battle.
6. DEATH HEX .......................................... WARP CHARGE 2
Chanting unholy curses, the Sorcerer places a dire hex upon his enemies. Defensive wards and energised shields flicker and fail, leaving the foe exposed to the grasping touches of death.

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



HERETEK DISCIPLINE

PRIMARIS POWER

CORRUPT MACHINE .............................. WARP CHARGE 1
Like a virus entering the blood stream of a living creature, the Sorcerer invades the machine spirit of an enemy war engine, reversing energy flows and hijacking vital systems.

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

If your opponent rolls higher, nothing happens.

If the results are drawn then that weapon can only fire Snap Shots whilst this power is in effect.

If you roll higher, you can immediately shoot with that weapon at another enemy unit - the weapon fires using the vehicle's Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shots.
1. BOON OF THE IRON BEAST ................. WARP CHARGE 1
The Sorcerer sketches dark sigils in the air, drawing forth gibbering cacodaemons from the Warp. These screaming entities flow into the sorcerer's chosen vehicle, lending it frantic energy and unnatural vitality for a short time.

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

If the Psyker is embarked upon a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
2. SCRAPCODE CURSE ........................... WARP CHARGE 1
The Sorcerer opens his mouth wide and vomits a screaming, whining barrage of scrapcode. The barrage of corrupting code explodes systems and drives the machine spirit of the target vehicle to insanity.

Scrapcode Curse is a focussed witchfire power that targets a single enemy vehicle unit within 18". The target model immediately suffers D3 Strength 1 AP- hits with the Haywire special rule.
3. DARK INVIGORATION ......................... WARP CHARGE 1
Disgusted by the weakness of a nearby damaged machine, the Sorcerer pours a tide of fresh energy into the stricken machine, causing it to shudder and spark as it is forcibly repaired.

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

If the Psyker is embarked upon a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
4. FLESHMETAL HIDE ................................ WARP CHARGE 2
Flowing from the Sorcerer's hands comes a revolting tide of biomechanical ooze. The foul substance slithers across its target, hardening into a second skin that protects them from harm.

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

If the Psyker is embarked upon a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.
5. ELECTROMORTIS .................................... WARP CHARGE 1
The Sorcerer hurls out crackling tendrils of Warp energy, winding them around the beating furnace heart of the enemy war machine and crushing it slowly to death.

Electromortis is a beam power with the following profile:
Range S AP Type
18" 1 - Assault 1, Haywire
6. FLAYERSTORM ..................................... WARP CHARGE 2
A rust-laden tempest howls from the depths of the Warp at the Sorcerer's command. It screams across the hull of an enemy vehicle, shaking the machine like a dog shakes a bone as it rips away great splinters of its hull and hurls them as spears into the foe.

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