An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 378 44.5%

  • Total voters
    850
At minimum stick anti-Chaos Crystals inside their bodies.
It should be less deleterious than putting that shit into a sapient being.
Servitors are only sapient if they mess up the lobotomy.
Serfitors are sentient.
Serfitor - Like the Adsecularis, a Serfitor can be mistaken for a servitor at first glance, though they have not had their minds wiped and have their bodies controlled by the machine. The reason for this subtle difference to normal servitors is that sometimes the crimes are not grave enough to warrant a permanent sentence, therefore once the period of servitude is complete they may attempt to return to their original lives. But now with a set of crappy augmetics that have left them permanently disfigured.
 
Hm, nobody said anything, so it's a hundred regular Servitors per non-psychic Techmarine or 1000 Servo Skulls. Betas add an order of magnitude, and the Forgemaster will at least double the base of the psychic or non-psychic as a minimum skill requirement stand-in.
 
Last edited:
Serras Into Canon Part 7: Gods, Games, And Gambits(AU)(+10 to roll of you choice)
Serras into Canon 7: A plan most audacious

Khaine's Gate, Commorragh


Captain-General Trajann Valoris had not fought by the Emperor's side. The only living Custodes who could claim such a thing were the 300, the Companions, who had been sworn to guard the Emperor at the dawn of the Imperium. Though he would accept his duty without fail or resentment, he could not deny that the tales of the Custodes during the Great Crusade stirred his own yearning to go and spread the Emperor's words to the most exotic of places. Valoris wished to cut down Ork Warlords, Eldar Farseers, traitor Astartes, or whatever other aliens roamed the galaxy wherever they thought they were safe.

Now he was in Commorragh. Commorragh! The bastion of the Dark Eldar, those miserable fleas who drained the Imperium's strength as they took the Emperor's servants to be enslaved, consumed, tortured, and killed, all at the whims of their alien masters. The origin of a thousand different raiders who pillaged across the entirety of the Imperium. The last remnants of the Eldar Empire, continuing the old ways even after their ancestors had heralded the creation of the fourth Ruinous Power and birthed the Eye of Terror.

Here he stood, less than a kilometer from these alien whoresons, and he was forbidden from striking them. His blood boiled at such restraints, but he was no mortal or mere Astartes. Though his anger burned inside his mind, he stood perfectly still, body loose to avoid cramping, but ready to spring into action in less than a microsecond.

He doubted he would need to react. The Empress' golden barrier still surrounded them, against which none of the alien weapons could penetrate. The quiet irritated him; he preferred the irregular but constant noise when the Drukhari tried to assault their position. Not a single bolt had been fired nor a single blade's thirst quenched by the Emperor's chosen. No matter the vehicle, weapon, or being in question, anyone and anything that touched the barrier died, burned into oblivion with not even ash to mark their presence.

"It is strange, is it not, Captain-General?"

He did not need to turn to know the Saint stood next to him. "What is?"

"Here we stand in the fortress of the hated xenos, but we do not cut them down and burn it into oblivion as we should."

Far in the distance, Valoris' eyes could make out the frantic and angered movements of the mismatched Dark Eldar forces. Kabalite warriors milled about a bit as the aliens appeared to argue amongst themselves while Wyches eyed the barrier separating the Emperor's finest from the disgusting aliens. Occasionally, he spotted troops who wore more distinguished armor, marking them as elite soldiers or warriors, though even then, the women disdained to wear much in terms of practical armor. Their disgusting attempts at seduction only made Valoris look forward to leaving this place. No wonder the Eldar had birthed the God of Excess.

The sudden crackling above them made both saint and warrior glance upwards. Bright flashes appeared constantly where the barrier ended. In brief glimpses could Dark Eldar warships be seen, shooting lances and torpedoes at them to no avail. Even the noise was largely muted, like the buzz of weak electricity.

"The Empress protects," Celestine said. Valoris detected something not quite supportive in that statement. "What do we wait for, Captain-General?" Reinforcements through Khaine's Gate?"

"I do not know what our Empress waits for."

"But you have some suspicion," she pressed.

He looked out towards the vast armies still growing larger with every moment, but useless no matter their numbers. "If we were here to burn this place to the ground, we would not have the time to speak. Nor would we be the only ones here. Instead, we stand behind this shield and confuse our enemy. No doubt they wonder if we are pressing for time. I suspect the Empress is doing exactly that, but to what end, I cannot say."

They watched silently as a few of the enemy's grav-tanks, jetbikes, and even skimmers shot their Splinter weapons. Once more, the shots were negated by the barrier, forcing the slow withdrawal of the vehicles as they were completely ineffectual.

"The Empress did not let me speak when I appeared through the Gate," she said. "She simply ordered me to go to your side and defend this place." It was a blatant excuse and they both knew it.

"The Custodes were the first to be told that the Emperor was no god and that the Empress shared this view. Perhaps your presence is a slap to the Empress' views."

"A shame, if so, that the Emperor's own children would deny his divinity."

Valoris didn't respond to that. Arguing with a Sister of Battle on this topic was meaningless, much less so with a Saint.

----​

Far away from Khaine's Gate in the tallest spire of Upper Commorragh, heads rolled. Alien slaves hurried forward to clear the bodies and heads away, listening intently as their master told them what tortures would be inflicted on the offenders (whose final crime had been their inability to reclaim Khaine's Gate) as they were resurrected.

"Have them flayed and make a rug with their skin, the old one in my chamber is getting worn out," he commanded. As his slaves scurried away, hoping to remove themselves from his sight and hopefully his memory (though they would have no luck, he noted which ones weren't fast enough in bowing as he spoke), Supreme Overlord Asdrubael Vect sighed. He delighted in the almost-imperceptible shiver than went down the backs of the other Archons and Succubi. The Haemonculi weren't as bothered. He would need to fix that. "What is the status of Khaine's Gate?"

"The Mon-keigh still hold it, sire. A golden barrier protects them from our weapons. All they do is stand behind it, not even firing back," a warrior explained nervously. "We have even used our tanks and warships, but none of our conventional weapons are doing anything to the barrier. Shall we use some of the stronger ones?"

Vect simply looked at him before giving a silent order. The warrior was slain on the spot. He turned to the next-in-line, hoping this one wasn't as stupid. "Have the Mon-keigh expanded their holding?"

"No, my lord. They hold only the immediate surroundings to the Gate, and we have more than enough troops to kill them if they move even a bit," she explained. Suddenly, a message played in the warrior's helmet. "My lord, forgive me, but I have just been informed that the Mon-keigh brutes are sending a message to us. Shall…shall I play it for you?" At the curt nod, the warrior played the message on her vocalizer.

I am the leader of the Mon-keigh forces who possess Khaine's Gate. Bring me Vect or I will release the barrier on the gate, leaving it forever open to the neverborn. You have one-eighth of a cycle to comply.

The voice had to be a Mon-keigh, no Eldar would dare to attack Khaine's Gate. But the words were spoken in perfect Aeldari, using many sounds that were impossible for an inferior race to vocalize. There was no real choice, however. The mystery of the speaker's mastery of the Eldar language would be answered at the meeting, though Vect would bring a bit of an insurance policy.

"Have the farseer brought to the site as well, he will follow me into this meeting. And inform the Queen of Knives to meet me there as well."

Phalanx

As was the new routine, Andrea rose at 5:30 A.M, Terran time. With practiced efficiency, she made her bunk silently along with her three roommates. Their mother had promised that it was a temporary situation until the Sentinels had full housing, but Andrea didn't mind. It reminded her of her time as a child in one of the Schola Progenium's facilities, with 99 others in the same room.

There was a total of 20 Sentinels assigned to this section of their housing, sharing one large washroom. It was filled in less than a minute as the women used the facilities to clean and prepare for the day. Again, all silently.

At least, that is how it would appear to a normal person. A psyker would have felt the Sentinels reach out to each other telepathically, though it was more of an attempt for some. Almost everyone by this point could greet their sisters by speaking directly into their mind barring two of them, who were not yet adept enough to speak words, relying on sending feelings or emotions of warmth.

With their bodies cleaned, the group donned their clothing and made their way to the communal eating area. It was a massive chamber capable of holding the entirety of the Sentinels in it with ample space for even war machines. Unlike the chambers she was used to, Andrea's eye found few decorations depicting praise for the God-Emperor or any of his servants. A depiction of the Emperor as he descended on Mars was painted on the wall near the front of the room, something their mother had personally done. Otherwise, the room was spartan, possessing only round tables, chairs, and a raised platform for the leaders of the legion.

Andrea was one of the few assigned to sit at the leaders' table, taking her place quickly. Food was automatically served by the servants nearby. She began devouring her food, ravenous as the smell. All around her, her sisters were doing the same, tearing into the meat, bread, and vegetables they were provided. It was all specifically chosen to boost muscle growth, provide energy for training, and otherwise maintain their nutrient requirements.

"So, what's the Lady Empress' right-hand woman doing today?" The question was voiced in her mind. The speaker was Captain Althea, a slender androgynous figure whose glares were known for how cutting they could be.

"Probably writing in a diary about how she misses our mother!" commented Thamarta, the beefy captain's voice coming across as loud as she normally spoke. Andrea had spent quite some time learning not to flinch at the volume.

"Nothing of the sort. I have choir practice today," Andrea responded.

"Again? That's all you've been doing for the last month," Althea thought.

"They are practicing the Beast Lores; I enjoy such lessons."

"I might join you then, sister,"
Sergeant Nyala added. She was one of two of her rank allowed to sit at this table. Andrea had not been alone in gawking when they first saw the video of her killing a Heldrake in one blow by jumping on the beast and tearing its brain out through its eyes. There were rumors she was part animal. Certainly, she preferred her meat slightly bloody.

----​

Andrea took a deep breath before once more linking her power with the other Sentinels in her group. Once they sent affirmed telepathically that the group was connected, they began speaking the powerful words as one while channeling their psychic power through their armor.

As they chanted, the air grew heavy and reality seemed to possess some electric energy. The lights dimmed as a nearly invisible form appeared between them. The longer they chanted, the more solid and detailed it became. First were the legs, four of them, putting the animal at twice their own height. The body was next, followed by the head. Both were lumpy and primitive but became more defined as the words kept being spoken. Muscles began showing up everywhere, large and powerful to even the casual observer. They could only be slightly hidden by the thick fur that went over the skin. Black stripes stood out to the eye, covering the beast's back.

The head was the last thing to be detailed, but it was done quickly. The Sentinels all felt the flow of power stop as the spell was complete, though the more obvious sign was the loud roar the beast gave. It eyed them with intelligence it should not have had, one that spoke of far more understanding than the simple brain of any normal animal. It sat on its rear legs after a moment, its amber eyes staring directly into Andrea's. The ears flicked forward and back, hearing something beyond the Sentinels' ability to hear, perhaps. Most important was the desire to submit to it that it inspired in others. Even the Sentinels had to learn to fight the unconscious order to kneel in front of this majestic animal.

As they dissolved the beast, the choir leader flipped the book to the next beast they could attempt to summon.

----​

As always, Andrea was ravenous long before lunchtime. Using her power was taxing, mostly due to the control that always needed to be exercised. Their mother had told them that they were in no danger of being possessed by Warp spawn, but that did not extend to being immune from the effects of all psychic powers.

Speaking of said powers, Andrea still found it surprising just how many different applications of the Warp existed in their mother's books. These dense, large, but surprisingly coherent and simple to read contained anywhere from a few dozen to over a hundred different spells that one could learn. They were also far more in-depth compared to the training they had been given by the Astartes they were forbidden from speaking to others about. Some books were dedicated to helping a psyker learn to control themselves, while others discussed issues with interpretations of divination results.

The focus of these books, however, was a collection titled The Eight Winds. It contained the eight sub-collections, each connected to a metaphorical Wind. Some seemed intuitive, like Fire or Life, but others not so much, such as Metal or Beast.

All other thoughts were put aside, however, as the first plate of food was placed before her to be devoured for energy.

----​

As the last three bullets exited his rifle, Nathaniel sighed. His training at the range was done for the day. The holographic display in front of him showed his perfect accuracy. Not that such a thing was special, of course. All his brothers were expected to do as much against such a shallow simulation. The real test would be actual combat or the environment simulators.

He placed the modified bolter on the gun rack after ensuring the safety was engaged. Not with his fingers, but via the neural link between him and the gun. Archmagos Cawl had said it was the Empress' wish and it was too obvious why. Being able to control anything you were touching simply by thinking it was a small luxury in the pile the Empress threw their way.

Dax was waiting for him as he stepped out of the room. "Have you finished for the day as well?"

Nathaniel nodded. "I have. We have a few hours before dinner, then. What shall we do?"

Before Dax could answer, they turned to see a serf and a tall, buff woman walking towards them. Nathaniel recognized the woman instantly. "Sister Andrea?"

"Hello, Brother Nathaniel. I hope I am not disturbing you?"

"No, not at all. I had just finished with my training for today and was leaving the firing range. Ah, forgive me, this is Brother Dax," Nathaniel added with a gesture to his squad member.

"Oh! It is good to meet you, Brother Dax. Nathaniel has spoken of you before," Andrea replied.

Dax had been flicking his eyes between the two of them. He suddenly grinned somewhat maliciously. "I am pleased to meet you as well, Sister Andrea. Are you expected elsewhere soon?"

She shook her head. "No, that is why I had come to visit Brother Nathaniel."

"Excellent! Why don't you join us? We were just about to do something fun until dinner." Without waiting for an answer, Dax put his arm around Andrea's shoulder and guided her towards the elevators. Nathaniel followed, shaking his head at whatever Dax had planned.

----​

"I've returned, brothers!" Dax announced as the group stepped into a large room, equal in size to Andrea's squad's room.

"Unless you went off on a mission, Dax, I doubt anyone cares," said one dark-skinned Astartes wearing a plain black toga even darker than his flesh. He was lying in his bunk reading something on a tablet designed for his large hands.

"But I have a guest!"

At this, the marine glanced backward, doing a double-take once he saw Andrea. Turning off the tablet, he rose and approached with some curiosity on his face. "I am Brother Bjoan. You are one of the Empress' daughters and our sister, are you not?" he asked with a deep, almost gravelly voice.

"I am," Andrea replied with a slight nod of respect. "My name is Andrea."

"It is good to meet you. I have heard rumors but dismissed them. I hope Dax has not done anything dishonorable?"

"No, no, nothing like that. I was actually coming to visit Brother Nathaniel, and Brother Dax happened to be there."

"You see? These most offensive implications you make are entirely unfounded!" Dax said with a booming voice. His grin showed the lack of anger in his rebuke.

Bjoan rolled his eyes. "It's a question of time with you, brother. In any case, have you brought her here for our game?"

"I think it's time we learned about our sisters, don't you think?" Dax replied.

Holy Terra

Deep inside a place known to less than 100 people, including the High Lords of Terra, a man sat in a comfortable reclining chair. The air was thick with incense and the smoke was almost dense enough to obscure all vision.

The man, known to a few as the Grand Master of the Assassins, was quite fond of creature comforts. The incense was made with real Terran wood, not the Mechanicus synthesized version more readily available. His chair was hand-crafted by the finest guild-masters in the solar system.

The man also had a problem. It was the same problem his predecessors faced: too many targets, not enough time or assassins. In his hands was a dataslate that showed current numbers and deployments from all the Assassin Temples along with countless details down to the level of individual assassins. The power he commanded in the form of silent weapons was incredible, he reflected. What force could hope to stand against tens of thousands of incredibly deadly assassins and spies? His eyes were everywhere, from mundane worlds that had seen no conflict since the Imperium's inception to the cutthroat factions that wrestled for power on Terra.

His enemies were infinite, however. For every corrupted psyker, alien, and traitor he had killed, another dozen appeared from somewhere, intent on harming humanity. Choosing targets had always been a decision between which souls to damn and which to keep from utter annihilation. Which was more deadly: the corrupted Astartes warband ravaging a defenseless system or the gathering Waagh on the Northern Fringes? Whichever was left alone would not be easy to destroy before causing great loss to the Imperium.

Those were merely the obvious targets. Sadly, the Imperium faced many internal opponents as well. Greedy planetary officials, decadent nobles, corrupt bureaucrats, politicians weakened the Imperium everywhere, intent on securing their own luxuries over the survival of the plebeians. They broke few laws and were usually safe due to pressing concerns elsewhere; it was difficult to justify ending the lives of a slaver ring if they provided industrial support when the Despoiler inevitably would try to attack once more.

That was changing, thankfully. The Empress had not only provided a huge list of targets for Officio Assassinorum, but also times and locations when the target would be most vulnerable. He did think it was excessive to go as far as indicating how the target had to die, but he didn't question it. If the Empress desired a life to end, it was his duty to obey.

Still, the list was massive, truly massive. Over 10 billion names were given to him. Locations were spread throughout the galaxy, and the time to kill them ranged from a few months to more than a century. It was not much larger than his own lists, but the Empress' requirements made far more sense if he had previously known of them, though the ones he did not know of would have damned entire sectors if allowed to act unhindered.

The Empress provided in other ways as well. Even now, all but the most crucial assassinations had been called off as his agents were brought back to Terra. Every day, the men and women he controlled were subject to incredibly powerful flesh and gene-surgeries, boosting their abilities to absurd heights for even the most skilled assassins. Synthetic muscles to let the owner approach the strength, speed, reflexes, and endurance of Astartes neophytes were fabricated in secret laboratories, while many organs were removed and replaced with superior ones. With these, an assassin would be able to see in places with no light, observe things more than 10 kilometers away as if they were right next to them through even dense smoke, and even survive in vacuum for more than two days.

Some enhancements were more indirect. Better devices and psycho-indoctrination techniques would prevent the subject from any possible mental breakdown while also providing increased resistance to the powers of Chaos. It would even be possible to control the Eversors without needing powerful chemicals and stimms, furthering the lifespan of the brutal assassins.

By far, the most important boon had been the technology given to the Assassin Temples. Methods for everything from subcutaneous healing gels for rapid recovery in the field to the secrets of constructing Phase Blades without needing alien technology.

As he heard a knock on his door, he sighed. Whenever that door opened, he got more paperwork to fill out. Despite his best efforts, no assassination would reduce that.

Khaine's Gate, Commorragh

Celestine was forced to admit that Eldar architecture was beautiful in a grotesque way. Or, at the least, restrained in its own way. Her mind was shielded by the God-Emperor's blessing, letting her see the pointed spires that surrounded them. Every spire contributed to the overall environment perfectly, creating what was no doubt a sublime expression in the minds of the alien. An expression of madness, sadism, and cruelty unsurpassed in the galaxy.

Boredom would not keep her from doing her duty, but it was also the first time she had felt such a thing. Though her rebirths were tedious, they did not require her non-action as her current task did.

Guarding the edge of the barrier along with the Custodes was a waste of everyone's skill; the mysterious technology of the Dark Eldar had been unable to even weaken the protective barrier thus far and there was no reason to think it would come down soon. Though, of course, the alien sorceries were not fully known to the Imperium, and there was always a chance.

She turned her mind to the Empress. For one chosen by the God-Emperor to officially rule the Imperium, her presence was a far cry from the vast glory that was the Emperor. The Astronomican was a blinding beacon to those who could see it, a powerful statement of their god's beneficence. The bright golden light guided ships through the Warp just as the god behind it guided his flock through the darkness that crept around their souls. Celestine had even seen the mighty soul of Guilliman, unyielding as the demi-god slept in stasis. To even be near it evoked a desire to stand in awe at the glory that was a Primarch.

The Empress' presence was the exact opposite. Instead of exerting pressure on all those around her, the Empress could not be felt even if you stood nearby. Certainly, one would see her, but it was no different than seeing any other mortal human. In the Warp, where the saint hoped to see in greater detail the true nature of the Imperium's ruler, practically nothing could be detected. It took great concentration to make out the orb of dull silver no larger than a child's hands, its color allowing it to blend in perfectly with the surrounding Warp energies. Only the slight disruption it created in the currents indicated its existence as even staring directly at it did not compel rightful obedience. The crown's power was hidden, despite bearing some of God's soul.

Then there were her words. Celestine could not help but think that the Empress did not wish her to be here. The reason was beyond her, but it was not Celestine's place to care. The God-Emperor commanded her, and she obeyed.

At the sight of some Custodes moving to where Valdor had been, Celestine turned back and flew to the Captain-General. The reason for the reinforcement here was revealed as a group of the xenos approached the barrier, the front being Kabalite warriors with distinct armor and a far more dangerous aura than the rabble in the armies behind them. Between them and the larger armies was another of the Drukhari's floating vehicles, though this one was slightly wider and had two extra platforms on either side and a throne. Said throne had a back that let the owner sit with two large curved points behind them, enveloping their head if looked at from the front, while the sides under the armrests were filled with skulls.

The group of 20 aliens stopped a few meters from the golden screen. Her eyes could make out the minute shifts in the Custodes' postures as they prepared for sudden combat. It would not come to pass as the warriors shifted to let three distinct figures come to the front.

The first was dressed in armor with more malign than all the Dark Eldar Celestine had seen thus far, black with bronze-gold lines. The crown was pointed with the same curved points from the throne placed on the side, though they were serrated here. Two skulls covered the kneecaps.

The second wore black armor similar to the first's, but it was smoother and less painful to look at. White lines and alien symbols were drawn on it, while the right hand clutched a powerful staff a few centimeters taller than the wielder's helmet and was decorated with Aeldari scripts. The power inside it was too obvious. Dark green gems were inlaid into the armor and robes over it.

The last figure was not as distinct in appearance, practically indistinguishable from the hideously lewd Succubi that had fried themselves into oblivion attacking earlier. Long, wild, black hair was messily held back by a spiked hairclip the size of a grenade, and serrated daggers glinted in the unnatural twilight that shone in Commorragh.

The first figure spoke in High Gothic, the condescension rolling off its tongue. "I am Supreme Archon Vect, slaves. Bring me to your leader."

Valdor and the other Custodes stepped out of the path in perfect synchronization. The alien pirate and his bodyguards walked forward, even their strides possessing a sneer at their so-called inferiors.

----​

Eldrad Ulthran was worried. This was not an unusual state for him. What was different this time was that he felt a keen lack of agency to change his surroundings.

Khaine's Gate was secure, he could tell that much. The golden film between Commorragh and the Sea of Souls was unaffected by the gnawing legions of neverborn on the other side. How long that would last, he did not know.

Surrounding the group was hundreds of the human emperor's bodyguards, each watching with a stillness that lent itself to trick a viewer into believing they were merely suits of armor. He made note of their weapons. Primitive, like all Mon-keigh weapons, but more than enough to slay himself, Vect, and all the others. These warriors were not complacent in their melee skills either.

The main figure, the one they had come to meet, sat in front of a table with the gate to their back. It was clearly a woman, the softer facial features attested to that. Her white skin was unblemished save for whatever marks he could see that the silver hair didn't cover around the right eye. She was tall, easily taller than the tallest eldar in full armor. On her head sat a dull golden crown made of metal flower petals. Her bone-white armor was untarnished and possessed no visible joints, covering everything but her head, neck, and hands.

Wraithbone. Her armor was wraithbone, he realized.

The woman's bored expression did not change as Vect, Hesperax, and he stopped opposite the table. Her eyes looked over them with laziness Eldrad had not seen in any but the most gluttonous and slothful from the Aeldari Empire. "Asdrubael Vect. Eldrad Ulthran. Lelith Hesperax. Greetings to all you." There was no more doubt as to who had spoken the words in the message that had brought them here, Vect realized. The mon-keigh woman spoke in flawless Aeldari, not a single syllable betraying her species.

"Let us dispense with the pleasantries, mon-keigh. Are you here to negotiate your surrender?"

"In time, perhaps. But that would be rather boring, wouldn't it? I propose we make this interesting."

"I think it would be rather interesting to simply watch you fall as my armies kill your soldiers and capture you for my torture pits," Vect retorted. It was an empty threat and they all knew it. As long as the woman controlled Khaine's Gate, she held the dominant position. A checkered 40 by 40 board suddenly appeared between them. Colored pieces were placed in equal numbers on either side.

"Let us play a game of regicide to decide who should be the victor here," the woman suggested.

Hive World Uinteih

Governor Alfric was usually a smart man in Magos Arachnos' opinion. When he had first been appointed as ruler of Uinteih more than a century ago, the elderly ex-lieutenant had reached out to gather a group of advisers who knew far more about the world than he did. Compared to his predecessor who seemed to enjoy lording his minuscule power over the Mechanicus, Alfric was an excellent governor. He knew when to delegate and when to not. That said, the man was being very foolish currently, just like Cardinal Jumo next to him.

"This is madness, governor! The words themselves speak of heresy so great I am at a loss of words to describe it!" the hulking orange-skinned woman yelled, slamming her had on the governor's desk. Arachnos didn't point out that it was a blatantly false statement since the woman had not ceased speaking since the meeting began. By the looks of it, he was not the only one tired of the woman's ranting. The PDF general, a man with more cybernetics than any other Arachnos had seen on non-Mechanicus personnel, was filing his nails so intensely his gaze could have set fire to his fingers.

When the governor grew tired of hearing the same variations of the same message, he signaled Jumo to sit down and stop. With a sigh, he turned to the others in the room. "Do any of you have thoughts on this…message?"

"Not particularly. But I did torture a cultist who seemed to believe it. She was going around with none of her type's usual secrecy, trying to recruit the mutants to rebel and overthrow the 'Anathema's Successor'," Marshal Maractus of the Adeptus Arbites commented. "I suppose that is proof of it being correct. Or at least, of the heretics thinking it is."

"The word of a heretic is meaningless, marshal. You should know better than to trust it," Jumo replied with a barely-restrained accusation of heresy.

Maractus shrugged. "Fine. It's probably true, still. If it was a lie, then it is a poor one at that."

Alfric nodded in understand. "Indeed. The Emperor made 9 Sons to fight the 9 Devils of Chaos. To claim to be of the Emperor's blood, and a woman at that…"

"Precisely! We must ensure the other worlds in the system do not listen to this blasphemy! I have already spoken to several other high-ranking cardinals; they agree that this heresy will be confronted head-on." Jumo interjected.

As the conversation turned into arguing, Arachnos tuned them out. He knew the message was real; the secret communication from Mars had provided decisive proof that the Empress was an avatar of the Omnissiah much like her father had been according to the records he had studied on the Treaty of Olympus.

He could intervene in the argument, show them the video of the Empress in all her glory as she resurrected the god-machines and blessed countless tech-priests. But he was sick of this world and scheduled to be transferred back home soon. Let the Empress deal with her naysayers.

Phalanx

"And then he says, 'I asked for a million Thrones!'" Loud laughter filled the room as Dax finished his joke. Andrea laughed the longest, having never heard such humor before.

"Goodness, our sister must truly enjoy Dax's jests," Catillan remarked.

"Someone has to!" retorted Igneas, causing everyone to laugh once more.

Dax looked offended but couldn't keep the grin off his face. "Of course she enjoys them. My jokes are like fine wine. They have aged 10 millennia since I last told them!"

"Stop, stop!" Andrea breathed out when she could, unable to stop laughing. "I can't breathe!"

"You heard her, brother. Deal already," Bjoan said. Dax picked up the stack of cards and dealt out two cards to everyone. This was a game that Catillan had apparently learned from a tech-priest in between his training on Mars. It was normally played with money, but since they had none, the group played for the greatest treasure in the galaxy: bragging rights.

As he examined his cards, Alfons, another of Nathaniel's squad, asked, "Will you tell us about the Empress, Sister Andrea? I have only seen her in person once myself."

"I do not have too much I can tell you. I barely know anything myself," she replied with a slight blush.

"Really? Nathaniel tells us you are the Empress' right hand. Surely she confides her thoughts to you?"

Andrea gave a half-hearted glare at Nathaniel, who was suddenly very interested in the back of his cards. Looking back to Alfons, she said, "The Empress doesn't tell me or even my sisters too much. She is an excellent teacher and understands how each of us learns best, but her own life and stories are a mystery to me."

"Similar to us, then," Dax commented. When the others looked his way, he elaborated. "I mean that we know who our gene-fathers are. Mine is Dorn, Bjoan's is Russ, Nathaniel's is Corax. All we have are stories and ancient records to know of them and their other sons."

The Primaris Marines all nodded at this. "I am sure our brothers will have more stories to tell us. They knew our sires long before we had even heard of them," Alfons commented. As the round ended with Bjoan's win, Dax redealt the cards. "On another note, sister, I am curious to know how your legion trains. A legion of psykers surely must spend large periods of time learning to control their powers."

Andrea gave a look of confusion. "Who told you that?"

"It is what I have heard from the few Librarians I have spoken to amongst our brothers here. You all remember Brother-Librarian Sowilo?" The others nodded at this. "He told me he and the other psykers in our numbers must spend great amounts of time controlling their connection to the Warp if they do not wish to be possessed," Alfons explained.

"That seems quite odd. My sisters and I did not suffer such a problem. We began learning to use our psychic abilities almost immediately after we became the Sentinels."

"Are you capable of throwing great balls of fire, sister?" Bjoan asked. The deep voice could not mask the excitement.

"I know how to use fire, but we do not focus too much on the traditional psyker disciplines. Our Empress wishes for us to learn the Warpcraft she wrote for us."

"How interesting. Can you show us any?" Dax asked.

She shook her head. "The Empress had forbidden us from using our powers for frivolous needs. Though I think you will see what I and my sisters can do soon enough."

Khaine's Gate, Commorragh

The opening to a game of regicide said much about the people playing it. Did the player prefer offense? Defense? Something in-between?

Pawn to 40-04.

Knight to 26-38.

Vect preferred to let his opponent reveal their mind without too much prodding. Early aggressive plays soured any insights to be gained from seeing the application of a naïve mind to the board. That said, he wasn't simply going to leave the woman completely free.

A few more pieces moved, and the game was on.

Mars

Though the Emperor was said to have conquered Terra during the Unification Wars, the victory was not fully complete. The technology of humanity's ancestors was miraculous in what it could do. Combined with the insanity that infected so many scientists and engineers during the Age of Strife and the psychopaths who became warlords on Terra, that technology went from creating miracles to nightmares as abominations and depraved inventions were fused, forged, or grown to prey upon the enemies of whatever warlord desired them to. Nearly all these monstrosities were so dangerous that their use against even the foulest of mankind's foes was unacceptable.

With each passing century, as mankind's knowledge was lost, so too was the knowledge to defeat these creatures permanently. The Emperor, knowing such beasts could not be allowed to roam freely, empowered a select group of His Custodes. Armed with mighty black power armor and relics to contain the secrets of the Dark Cells. For 10,000 years, the Shadowkeepers Shield Host had done their duty without fail.

Until the Empress had appeared and outdone all of them. Within a year and few months, their Lady had cleared Dark Cells. What had once been an indefinite position was now meaningless as the Empress purged the dangerous creations cell by cell. Flesh monsters were annihilated, machines infected by the lingering taint of Abominable Intelligence were atomized.

Not every occupant or object was destroyed. Some were now useful weapons of last resort or fountains of wealth in the form of technical information found in cogitators here and there, the missing fragments filled in by the Empress if she deemed it necessary.

Such a weapon was what the Shadowkeepers were now transporting to Mars. There were minimal delays; their clearance and authority overrode any bureaucratic obstacle in their path. Their vessel, the Shard of Salaman, was one of the hundreds defending the Solar System, making it perfectly inconspicuous as it docked in Mars' Ring of Iron for regular maintenance.

As the Shadowkeepers gathered inside the teleportarium, the cage they transported rattled minutely, not enough to be noticed by mortal eyes. Immediately, all but one of the Custodes pointed their weapons at the cage, ready to destroy the contents if necessary. The last Custodian checked his HUD for the container's status. Once he was satisfied, the others moved back into standing formation.

The teleportation went off smoothly, the squad appearing deep underground without any lighting. This was no hindrance as their helmets and natural senses allowed them to easily see with perfect clarity.

They marched on the unlit walkway in perfect lockstep for nearly a quarter of an hour. At the end was a door with no markings on it, large enough for even a Baneblade to pass through. Here and there, a Shadowkeeper's eyes would flick to the side, watching for the first signs of the defense turrets spinning up to shower the walkway with heavy bolter and plasma fire. The door silently opened as they approached, their authorization read as they walked through without slowing down.

"For what reason do you come here, my lords?" The question was asked by a cyborg woman wearing the red robes of a tech-priest. She lacked much visible augmentation, however, the only sign being a plate on the right half of her face that was fused to it. The flesh eye watched them with wariness.

The lead Shadowkeeper informed her of their purpose.

"I cannot allow you entry."

She was ordered to step aside.

"The God-Emperor has commanded this place remain sealed to all. I cannot let you enter."

Two of the Custodes grabbed and restrained the woman, knocking her out with a powerful neural net. The lead, meanwhile, connected to the door beyond through his armor's machine spirit. For a moment, he worried that his authority would not be enough, that the ancient mind that inhabited the next room's controls would find him unworthy to carry out his mission. What seemed like an eternity passed before he was granted permission to enter. With his brothers behind him, the Custodes started moving the weapon into the main chamber…only to stop when an equal-sized group of Tharantoi stood facing them.

Phalanx

Captain Garadon was thankful as the vessel dropped into orbit perfectly around Cadia. He, like all Astartes, was sensitive to the psychic energies that were thrust aside as the ship moved faster than light. The unpleasant prickling in his mind was irritating when he was in the Warp, but his headache had not disappeared.

Cadian space was practically empty at this time. Only two dozen ships orbited the world, a far cry from the normal hundred or so that were permanently stationed here. After he proved his identity to the Lord Admiral in charge, he learned that many ships had been ordered elsewhere near Cadia. Though the 13th​ Black Crusade had miraculously ended in very favorably for the Imperium, nearly a thousand worlds had burned or experienced internal strife and civil war as long-dormant heretic cults had tried to overthrow the Emperor's loyal servants. Given that Cadia was in no real danger, bringing the Emperor's judgment down on those foolish enough to betray him was only logical. He also learned that the Blackstone Fortress had been left alone after the machine spirits aboard all vessels absolutely refused to take anyone close to it, and that such refusal extended to all shuttles as well.

Such refusal did not occur for the Phalanx as it approached and docked with the Fortress perfectly. He let his second-in-command take over now as he went to rest off his headache in his private quarters. The tech-priests would need close to 40 hours to complete their task, they estimated. After that, they were to wait for the Empress' orders.

----​

"Hurry up. I do not want to explain to the Empress that we failed to execute her orders because you couldn't be arsed to move faster."

"I'm coming, calm yourself."

The two senior tech-priests walked the halls of the ancients Blackstone Fortress in awe. With them were hundreds of servitors, menials, and junior tech-priests charged with recording everything they saw. The Empress had provided ample record of how the Blackstone Fortress functioned, but even that was not enough to explain the ancient star fort's capabilities. The documentation had proven to be massive, requiring hours to simply read once with cursory understanding, while a deeper look was difficult as much of the science behind its operation was described as too tedious for an operation manual.

Opening the hundreds of doors and barriers was nothing like what one would normally do in a forge on a forgeworld. There, a servitor or digital cogitator would ask for identification in the lingua-technis, watching those who wished to enter like a hawk for any aggressive gesture. Once verified, the door would slowly rise or move to the side, allowing entry until it noisily closed again. In contrast, doors opened as they approached, never once slowing down the precession as they followed the map to central command chamber. No one, not even the mind-cleansed servitors, could shake the feeling of being watched.

Still, with their path clear and no need for rest, the tech-priests and their servants made it to their destination in roughly four hours. As the final gate slid effortlessly and silently out of the way, the small army immediately spread out, ordering the servitors to place the cogitators where needed. In this way, the alien intelligence that ruled the fortress could be spoken to via standard tech-priest prayer.

One magos glanced at his chronometer and cursed. They had less than two hours and 34 minutes before the station needed to be primed.

Khaine's Gate, Commorragh

The game unfolded in silence. The early stage of regicide was the only time one could assemble their forces in relative peace.

Assassin to 12-13.

Magister to 32-20.

Her moves were disappointingly straight forward. Like all inferior creatures, she sought to rally her forces as if that was mutually exclusive with putting pressure on him.

Well, he would simply show her why that was a mistake.

Palace of Pleasure

Waiting was truly exquisite, Slaanesh thought. The feeling of denial, of choosing to abstain from pleasure to enhance it later, had great value to one whose existence was to bath in the excesses of the galaxy. A shame so few of its followers understood this.

A circular cage of 66 bars contained the offering in the air with a chain to suspend it, hundreds of daemonettes and the few Keepers of Secrets allowed to be here. A cacophony of moans, hisses, and other noises of ecstasy filled the air, all servants celebrating this great victory of their god. Suddenly, a hush fell over the chamber. All daemons bent low and bowed as the avatar of their deity appeared before them in a flash.

The time was auspicious. Six hundred and sixty-six hours had passed since the Eldar Goddess had been offered to the youngest Chaos God. As the avatar approached, Slaanesh realized that it had not just been the time since the offering that it had been denied, but ever since Nurgle himself had taken the Prince of Pleasure's prize at its birth. The unnaturally wide grin with far too many teeth grew wider, and Slaanesh would be denied no longer.

----​

Countless legions of less worthy daemons guarded the surroundings to ensure no other Ruinous Power dared to interfere with this ascension. It was a prudent measure. Devouring the Eldar goddess would be a major aid in completing Slaanesh's corruption of the entirety of the children of those who birthed it. With the guarantee of no more soul stones, every battle would have dire consequences. Such an upset in the balance of power would not be tolerated. Unfortunately, Nurgle's forces were committed to fighting Tzeentch, the Death Guard at the forefront of the advance as whatever remaining Astartes psykers and sorcerers who followed the God of Change rallied to simply blunt this advance.

Khorne, however, was untouched by this fighting, and perfectly willing maintain the hierarchy. "GO! TAKE THE ELDAR GODDESS FROM THE FOOLS OF EXCESS!" he roared. The eternal fighting surrounding his throne ceased as daemons, Astartes, and mortals lowered their blades from one another and sang praise unto the Blood God. Legions of Bloodletters and Bloodthirsters gathered to travel aboard whatever ships had been bound to serve their new master. Slaves were sacrificed and skulls offered to gain even the slightest more favor with their lord before the battle began. From countless worlds where blood was spilled without care, all servants, including whole cults in some cases, were ordered to march into Warp portals leading to wherever their god desired them to go.

After a short while or a long time, it mattered not, the siege began. Guns fired bullets dripping with blood that sought out the nearest blood while shells that spread pleasure and pain simultaneously exploded and fried the nervous systems of those affected. Ships fired missiles, boarding torpedoes, and lances at each other, without a single care given as to where the destroyed hulks crashed. The sky above the Palace was darkened by the sheer number of hulls in question, massive explosions frequently appearing as a ship was destroyed, only to be replaced by another.

On the ground, the tide slowly shifted towards Khorne. For all their hideous beauty and abominable dexterity, the servants of Slaanesh were not the brutal fighters that the servants of Khorne were. The ability to twist and dance in horrific parodies of dances to some forgotten tune from the Eldar Empire meant nothing when every bit of space was filled with bodies, bullets, and blades, sometimes all three together. There was nothing in the way of fortification to shield the defenders. But this was the realm of Slaanesh. A place protected not by physical walls but by strong mental attacks.

Most of Khorne's followers did not care for riches or exquisite sustenance or fulfillment of carnal desires. But even if only an infinitesimal number expressed a desire, their psyches came under attack. The weak-willed turned on their former master's armies, their skin turning pale and purple while their nails grew into claws and their orifices sprouted tentacles as their bloodlust faded. It was meaningless to resist the brethren they had betrayed, and those who converted were cut down without a hint of concern. Those with greater strength of mind found their souls destroyed as loyalty to two gods was a contradiction not even the Warp would tolerate.

This was not the only effect it had. With every step forward, the probes attacking the invaders grew stronger. Whispers turned to suggestions and then into shouts. These had no effect on daemons; they were manifestations of their god. Trying to corrupt them was akin to attempting the same on Khorne. But mortal followers were not so lucky. Some understood as they were cut down by both sides in their final moments that their god had not cared where the blood flowed from, though whether this was a joyous or hate-filled realization differed. As for the Bloodletters, they found their adversaries growing faster and stronger with every meter they advanced towards the Palace. Daemonettes now blurred through the lines, their claws tearing into both mortal and daemonic flesh with ease. Keepers of Secrets dueled with Bloodthirsters, the many-limbed fighting the muscled. There was one group, however, which had been left alone by both sides. The Astartes.

Even if it could have aided him, Khorne commanded all Astartes loyal him to seek out and slay not mortals or daemons, but their counterparts. For some inexplicable reason, Slaanesh said the same to its own Astartes children. The Emperor's Children and whatever other Space Marines had been foolish enough to serve the Prince of Pleasure held their ground in contempt of the fighting around them. They knew their role, and it was not to fight the chattel.

Commorragh

Games of regicide could last a long time. Vect had once delighted in elongating one game with an archon who had lost favor to last over three hundred cycles with the promise to restore said archon to power if he won. All the while, Vect had destroyed every asset this archon possessed and delighted in the fear and despair that echoed in each move until the game's end, until he finally had the archon beg for mercy at his feet. That archon was trapped in a time-loop device Vect had created for just such a purpose.

This game, though not reaching that stage, was taking far longer than he had expected. A full eight of the Mon-keigh hours had passed without it being clear who would win.

Queen to Z14, check.

Artillery takes Queen.

The Mon-keigh's strategy was fairly simple. He could already see how no less than three moves would let her bring a powerful sweep down the left-center. Her plays were mostly reactionary by necessity, however, as Vect most certainly wasn't going to let her arrange her forces without ample time to make the threat meaningless. She had some mildly clever ideas, such as a desperate gamble that left all three of her queens misplaced and useless.

One would not think his opponent felt pressured by the same boredom that had been carved into her face since the beginning of the match. No doubt, she assumed she could still win.

Blackstone Fortress, Cadia

"All systems are operational, the main cannon is fully charged, and targeting is set. We must only fire now."

"We still have four minutes to go. Have all ships cleared the danger zone?"

"Affirmative."

"Stand by for authorization."

Noctis Labyrinth

Though none could hear it, Arin was breathing heavily. He suspected his foe was as well.

His enhanced mind let him immediately know the location, size, and severity of injuries as soon as they happened. A bolt shell in the left calf. His left arm cut off at the elbow. Blood pouring down the right side of his face from where his skull was crush inwards, with a side effect of giving him a pounding headache.

His opponent had it worse. One of Arin's Shadowkeeper brothers had nearly gutted this one, leaving a large chunk of armor and torso gone. Even his stance was wavering, his body and armor unable to cope without critical support on one side. That didn't make him any less dangerous, Custodes didn't let pain or fear stop them from completing their duties.

It was only the two of them left. All others were dead. To be honest, Arin was surprised they hadn't been killed right away given the disparity in firepower. Allarus-pattern power armor, far more advanced than anything the Astartes got, carried little weight against the custom Terminator armor worn by the Tharantoi. It was only by a millisecond that they had brought their weapons up in unison and fired. Their brothers opposing them did the same, but the bolts that reached first drew first blood, downing more than he expected.

Arin glanced past the spear-wielding Terminator at the cargo they had been carrying. Thankfully, the container had been undamaged-

A thought emerged into Arin's conscious mind, and he dashed forward to strike at the other Custodes. With a dexterity any mortal would be awed at, the Tharantoi dodged his spear by pivoting on one foot, his spear coming down and severing the Shadowkeeper's leg.

This caused Arin to stagger and fall forward, a high-pitched screeching emanated from the points of contact as his momentum carried him towards the container, but not far enough. Damn. He crawled forward as quickly as his one-and-a-half arms could. His attacker tried stopping him but couldn't move too much faster due to his own injuries. Even the slightest speed was advantage was enough.

Just one meter, Arin thought, reaching out in vain as he felt the pain of his right arm being pinned to the ground at the elbow. In a second, the spear was withdrawn and stabbed through his head.

The Tharantoi Terminator paused and breathed deeply to collect himself, only just noticing the dim flashing on the last Shadowkeeper's wrist. The answer to its mysterious purpose was revealed when the container's top opened.

Then, there was nothing.

Palace of Pleasure

Titanic battles raged across Slaanesh's realm no matter how little progress could be made. There were always more mortals to throw into the meatgrinder on both sides as daemons fought their counterparts on each side. Blood mixed with the overwhelming scents of the Excesses to render all smells into a coppery one. The forces of the Blood God had finally been stalled by the last Excess, where every Slaaneshi's power was boosted a hundred-fold and the gifts of their own patron could not so easily reach.

The count of greater daemons swelled as they died and were reborn by their masters. Bloodthirsters roared impotently as Keepers of Secrets dealt death by a hundred thousand cuts, mauling whoever was unable to dodge the brutal swings of their axes. Strongest of them all was Skarbrand, who answered summons not directed to him as he reveled in the carnage dedicated to a god who would not hear him. It was one of his axes now buried in the shield of Shalaxi Helbane as the two dueled once more.

Even their legendary fight was not one of importance. Daemons killing and dying in legions was the norm of the Warp. No, the truest focus on both sides was the dance between Astartes on both sides. The Anathema's fallen servants held immense value as psychically-enhanced-but-vulnerable to the Chaos Gods. Warbands were recalled in high numbers, leaving only a scant number free to do as they wished. Bribes and betrayal bought the service of non-aligned warbands as well. Notably, a full eighty-eight Black Legion warbands joined the fight on behalf of Khorne.

For all their love of depravity and desire without restraint, the Emperor's Children were not fools. They knew the advantage would be theirs if they delayed engagement until the fighting was close to the Palace. It was near the walls that the great strength and vitality of a Khornate Berserker would be robbed, making him an easy target to be run down or run over. They waited on or behind the weak fortifications that separated the last Excess from the Palace proper.

Their foes came to them as expected. The World Eaters and miscellaneous Khornate Astartes charged full speed at a pace to match the fastest Space Marine bikes, running down any daemonette foolish enough to stand in their way. Where they stepped, the ground turned crimson-red and the desires to rest and relax turned away with defiant roars. None of that was as concerning as who led them.

Golden-bronze armor that dripped with blood. An Octed that looked to encircle the head inside it. A blood-colored head that looked like it had withered away into just the skull. Arms and legs with massive wounds that revealed muscles flowing with blasphemous ichor. Dozens of wires that began at the head and flowed behind the warrior to end in skulls. Two large leathery wings. A massive two-handed ax whose teeth seemed to move like a mouth that desired to feed.

The Red Angel had descended on the battle, his bloodthirst reaching new heights as it knew it would soon be sated. A few of the Emperor's Children were killed as their minds snapped from drinking from Angron's aura of slaughter. The others were not worried, however. The reason became clear when a massive jump saw Angron land on the walls themselves, a provocation that had to be answered. Around him, the Berserkers jumped down with abandon, looking to kill as many as they could. Hundred met their end as flashing blades and perfectly aimed bolts destroyed their heads. The ones who did land immediately began clearing the way for others as the Slaaneshi Astartes were forced to deal with the ones in front of them.

The Primarch did not join this glorious slaughter. His enemy was near, and he knew it. A brief glimpse on the left caused Angron to turn just in time to avoid getting pierced. He and his assailant dropped down to the ground below.

"Hello, brother. Have you given in to your desire to die by my blades?" The speaker was half-man, half-serpent, his powerful and large lower half like the body of a snake. Little armor protected him, save for the four pauldrons covering his four shoulders for his four arms. Purple gauntlets, edged with gold and with brilliant red gems inset in them, covered the top two arms, while plain bracelets covered the lower two wrists. His eyes burned red, and his white hair was combed downward, showing the black horns on top of his head. Purple veiny wings, equally as large as Angron's, were folded slightly down. In each of the four hands was a blade, each unique and deadly both literally and symbolically. The first was a long scimitar with no name, given as a gift by the Dark Mechanicum in exchange for aiding the Black Crusades. The second was a knife with a wavy blade from which dripped the strongest toxins imaginable, concocted by those Aeldari who had fallen to Slaanesh's service over the years. The third was Agony, a twin-bladed sword created when an alien empire had been slaughtered by the Masque of Slaanesh millions of years in the past. The last made the already-cemented identity of the attacker clear. It was a sword made by hands not human, by a race long since dead. The Blade of Laer.

With a mighty yell, Angron swung his ax at Fulgrim, who dodged with deceptive ease. For the first time since the Heresy, Brother fought Brother. But 666 hours had passed since Isha had been chained in the darkest room of the Palace. The auspicious time had come.

----​

The Avatar of Slaanesh grinned like a child dreaming of eating sweets after the evening meal. The sounds and tremors coming from outside were muted in this chamber, filled with a cacophony of sounds, sights, smells, pleasures, pains, and all things that Slaanesh lay claim to. The music swelled, the air grew hazy with smoke, and servants both mortal and daemonic cheered as their deity undid the cage holding the Eldar goddess. Without hesitation. Slaanesh's mouth opened impossibly wide. In went the screaming goddess in her whole essence.

Slaanesh's power and presence swelled as it claimed another part of its birthright. A dozen Imperial worlds were assaulted by the Prince of Pleasure's servants and two xeno empires yet undiscovered went mad and butchered each other to gain favor with the god they had been enlightened of. Cadia was buffeted as even sanctioned psykers went mad and had to be put down, the planet quivering as if it knew what fate it had narrowly avoided.

But the worst effects applied to the Eldar. The Drukhari were mostly unscathed since Commorragh had long since banned the use of psychic powers, but the Aeldari were completely unprepared for the sheer power of excess. Soulstones failed and sent the souls of billions screaming into the Warp to be devoured, leaving grieving loved ones behind. Those with sufficient will to not be immediately hurled into the Empyrean but without sufficient humility, had the Mark of Slaanesh burned onto their foreheads, turning their bodies into portals for Warpspawn if they were lucky, or forcing them to kill their friends and family in Slaanesh's name. No less than four craftworlds had their infinity circuits harmed or destroyed as the souls of the dead were pulled by this new gravity to their demise.

All this anguish, all this new sensation, empowered the Prince of Pleasure to heights it had never known. It held up a hand to its screaming servants, silencing their adulation. Slowly, it pointed to the door.

"GO."

The order was simple and understood by all who heard it. It was time to crush the invaders and demonstrate the new status quo. As the sacrificial chamber was cleared out, Slaanesh had an idea, one that was typical of those who sought to break the constraints on interaction.

Picking up a massive ax formed by its thoughts, the Avatar walked out to join the battle.

----​

Every servant of Khorne felt it when the Eldar goddess was devoured. The surge in power emanating from the Palace of Slaanesh was irrefutable proof of their failure. Regardless, they fought on just as fearlessly. They refused to retreat as the strength of their opponents sextupled. They laughed as entire groups of Bloodthirsters were wiped out.

When the Avatar of Slaanesh emerged on the battlefield, just a bit of fear was struck in the Khornates' minds. Those who remembered averted their eyes, but the pull of the Avatar's perfect and enticing form was too much for mere daemons and mortals. Countless daemons were destroyed as they fought the compulsion that bathed their beings just as hard as the Legions of Excess hit. Ships were destroyed by the dozen as Khornate morale flagged or broke in some cases, the cowards being burned to ash for retreating without permission. The Astartes were largely unaffected by this, the weak having succumbed to battle already, but their numbers were limited to begin with. They fought as if nothing had changed, but it was clear those Space Marines serving Slaanesh had gained a decisive advantage. The World Eaters roared in frustration before they were hacked apart. Of Angron and Fulgrim, nothing was seen, though Slaanesh knew where they wrestled. The siege was over, the assault had failed.

At least, it seemed to.

The Gods had an Agreement that they would not directly take to the field. All war between them was to be conducted by mortal servants and daemons. Slaanesh had violated this pact when it stood on the battlefield. Khorne would not let this upstart do so unscathed.

A crack, followed by a sizzling feeling on the skin, were all the indication the fighters had before a massive daemon easily twice as large as Slaanesh's Avatar, stood in their midst near the walls. Its skin was deep red but glowed brightly as if it were covered in flames. Massive calloused claws clutched a two-headed ax the size of a Baneblade that shrieked and thirsted for blood and gore. A massive horned headrest cast the face in darkness, save for the burning eyes. Those depraved individuals who served Slaanesh were blasted by an aura that demanded mindless slaughter for the sake of it, for blood to flow endlessly.

The Avatar of Khorne roared as it charged, and the one-sided battle became a stalemate once more.

Blackstone Fortress, Cadia

"Fire!"

When the command was given, the crude electric signal the tech-priests had generated flowed from the bulky interface device into the minimalist one built into the Fortress. The logic that governed this terminal passed on the input to its controller, which verified the message as comprehensible. From here, it was passed on to an old machine spirit that lain dormant for millions of years, unaffected by the ravages of time. Once it determined the signal did not contain malicious instructions, the contents were given to the mind that governed the alien space station.

The Mind paused as it read the signal, then relaxed as it noted the identity of the sender. The Slave wished to use the Psy-cannon's power, so would it be. Ancient and arcane circuits were flooded with power as the Mind flexed its control over its home. Silently, the Fortress turned until its cannon directly faced the Eye of Terror. Lenses made of material no being in galaxy knew how to create any more were focused and ancient converters siphoned the power of the Warp into the stasis containers, filtered of any taint. Millions of checks were run on every square nanometer of the barrel, for a single crack or weakness in the material would catastrophically destroy the station in its entirety.

The silver-white energy being collected and fed to the main cannon's load was detectable by even the crudest and blind sensors available to the Imperium. Order among the ships stationed over Cadia was maintained only by foreknowledge that the cannon would be firing, and all were to stay as far away as possible. Psykers had been incapacitated beforehand.

Two seconds had passed. But the cannon didn't fire. The instructions forbade it. Instead, a separate reservoir of energy, split off from the pool that had fed the cannon, was diverted to just 55 meters in front of the barrel. A circular silver portal of equal radius to the cannon was placed parallel to the opening.

The act of creating a portal between the Materium and Immaterium was crude under the Imperium's hands. Brute force tore a breach to be used before rough hands haphazardly closed it. In comparison, the portal created now was seamlessly written into existence, the Warp coaxed into marrying the Materium here.

The Mind hesitated for a precise number of femtoseconds before firing. Yottajoules of energy were directed forward, not a single bit escaping the portal they were shot into. Two seconds later, the emission stopped, and the portal closed. The beam raced off to the energy signature it had a lock on.

Palace of Pleasures

A fight between the Chaos Gods had always been via mortals and daemons, never direct conflict. It was Agreed Upon. To break the rules in so bold a manner meant dire consequences for all parties involved.

Tzeentch could not help but watch with great happiness as titanic forces clashed in the Warp, though a mere rebuke of Laws was not the only reason for the Chaos God to celebrate. Even Nurgle and his grandchildren were forced to observe with contempt as Change swept the Warp itself. This pause in their campaign against him meant he had more time to rally his own armies, Astartes-less as they functionally were. Without a true counter to the necromantic powers of Mortarion, Tzeentch had ordered his followers to delay and delay, a tactic they were perfectly suited to. But the servants of Nurgle had long experience with fighting their Change-loving enemies.

The Power could feel the eyes of a million different beings gaze on the battle alongside him. Some daemonic, some mortal, and even a few of the creatures from the deeper part of the Empyrean, drawn to the metaphorically splashing. The harsh but distant glow of the Anathema was obvious in its attention, and alien laughter from somewhere revealed the presence of the Harlequin God.

And what splashing it was! The Warp quivered with every movement either avatar made, and shook violently each time their weapons clashed at speeds faster than even light could traverse the void. 6 massive blades were held in Slaanesh's hands, grown to be perfectly crafted weapons. In Khorne's, the two-headed ax was held with both arms, a powerful weapon that could shatter stars with one swing.

6 swords to one ax might sounded like a winning gambit, but some things could not be overcome with psychic power. Try as one might, a one-handed weapon could not be swung with the same force as a two-handed one, and six blades would simply impede one another if used in concert.

The difference in symbolic might showed. Khorne's avatar swung with incalculable force that knocked over Titans with the air that was moved with each blow. The God of War, Blood, and Murder was unstoppable by anyone in physical combat.

Slaanesh was not a fool. Contesting this duel of attrition would simply let its eternal rival win. All the strength and pride in its own skill at swordsmanship was meaningless in such a battle. Instead, its six blades merely created impediments for Khorne, preventing the most brutal of blows or cutting its overwhelming initiative in twain for but a moment.

Khorne, for his part, reveled in the bloodshed as he stepped and struck those around him in accident. It was his nature to do so, and he would not be denied. His savage grin grew with each passing second as his ax struck the flesh-metal of the Frivolous Whore's swords. Each time metal clashed, he could see worlds burn as they were torn apart by the colliding energies. He was forced to take precautions, however. The Whore's power had grown drastically since her challenge had been issued, a poisoned reward for being daring. A glancing blow would be enough to bring even him to his knees, and possibly cost him the title of God of War.

How long the duel had lasted was unknown and meaningless. Time had given way to higher Laws here. But suddenly, the seductive grin of the God of Excess slipped into confusion. Its eyes were cast downward at its own body.

That was all that was needed to change the tempo of the duel. A self-assured backstep turned to a stumble. A blade was microscopically out of position. Five blades had not the symbolic power of six, and Khorne's ax screamed through the air as it impacted Slaanesh's left shoulder. God-flesh was sundered in a heartbeat, spraying thousands of gallons of ichor across the battlefield. Where the drops landed, they transformed into blood-red servants of Slaanesh that fought with the unthinking rage of a Khornate. Anger and shock at the blatant wound their patron had suffered weakened the daemons of Pleasure and Excess as the stalemate turned to narrowly advantage the Khorne. Cruelly, the Blood God dragged his ax further diagonally, now drinking deep of the rich ichor it was offered. The cuts and scratches that stung him now were powerless, trophies of triumph instead of death knells.

It was when he reached the middle of the Whore's torso that something went wrong. His weapon hesitated as it opened the stomach. With a snarl, he pushed it further, only to stop when a glowing white light penetrated through. That was all the warning he had before Slaanesh's stomach burst apart and a beam of corrosive Order hit him. To his credit, Khorne managed to begin dodging, but that all he could do.

The beam's alignment with the Anathema's power burned his flesh the minute they made contact. Khorne was strong, no pitiful beam would kill him like this. But the right side of his body and the entirety of his right arm was cooked and burned away, his ax melted by the sheer energy slamming into it. The weapon was entirely psychic in nature, more a symbol of being the War God than an actual item, but its destruction hurt just as much.

With the sudden and anti-climactic end to the duel, the Warp shuddered in reverse. The rules had been suspended temporarily, but the Sea of Souls was not called a sea for nothing. One could part its briefly, but its waves would come back eventually. When they did, every consequence was applied to the rule-breakers.

For his part, Khorne was lucky enough to escape with his pride hurt. The kill had not been completed, nor had he truly succeeded in showing the Whore its place, making this whole war entirely meaningless. Angron bellowed in impotent fury at the order to leave, but he knew his master. The usual fighting across his realm had resumed, but even that was relatively subdued. Khorne's greatest anger was directed at the Anathema. His arm and weapon had come back when he ordered them to without difficulty. It was needing to do so in the first place that made the god's blood boil even more.

Slaanesh's punishment was worse. Though both were punished, being the loser meant receiving the lion's share of sanction. The Prince of Pleasure's ability to directly caress the dreams and hopes of deluded mortals was crippled. Morale amongst its daemons had fallen to an unbearable low. The wounds it suffered had not healed either, a permanent disfiguration and mark of failure that was plainly visible to any who looked upon it. Sycophantic screeching and prayers meant nothing, and the loudest were killed for reminding the God of its weakness.

And then, in the ruined remnants of its inner Palace, the Prince of Pleasure discovered something that made it scream across space and time.

Khaine's Gate, Commorragh

"Checkmate," Vect declared with his smugness having found its way back onto his face.

The woman appeared to study the board. It was an action that every single one of his opponents had done when he spoke that word, and he would particularly enjoy seeing the growing realization along with despair when his declaration was accepted as reality.

On the board, a single pawn was attacking her king. But despite the fact that she a strong core of pieces left, none of them were in the right position to make a sacrifice for her. Some were neutralized by being too crucial in their current positions, others by sacrificing a piece of high value to move them from their position. His own were placed at various distances from the offending pawn, but all cut off some possible escape in their own way.

Three long minutes passed. The woman smiled. "Checkmate indeed. You win."

"Of course I do. Now then, I think it is time you faced the consequences of trying to take my things. The Gate. Return it to me now, and I will make your death quick."

She hadn't moved from her position, still smiling at the board.

"The Gate. Now!" He growled.

"You truly don't realize it?"

"Realize what, Mon-keigh?"

"The point of the game. Yes, you won and demanded the gate. Why should I give you that?"

He bared his teeth. "My armies will storm your little hideout and crush you. You'll be flayed and hung on display for tens of thousands of cycles! Return Khaine's Gate, worm!"

She looked at him and laughed. "Your kind are so pathetic. You grow so used to thinking of yourself as some kind of master, moving pawns and pieces around at a whim. Never once have you asked what the game is supposed to be. How is it, Asdrubael Vect, that you have never once considered the possibility that someone will refuse to treat the game as reality like you do? You won a game of regicide, Supreme Archon. Your victory is only that."

Before Vect could scream a thousand curses, the Gate flashed brighter.

"Ah, it appears our final guests have arrived," the woman said, standing and walking towards the gate. In groups of two or three, eight bodies were unceremoniously dumped onto the ground. They were not human, and Vect didn't need to examine them know that. On some instinctual level, he understood what he saw here.

The Eldar Pantheon. Or most of it, anyway.

He could even make out which body was which: Asuryan was the tall figure on the extreme left and lying face-down, Gea lay on her side next to him, Kurnous was passed out like a drunk in the middle, Hoec sprawled beside him, Lileath and her mother Isha dumped on one another, Morai-Heg on the far right, and Vaul spread out next to her.

Why couldn't he talk? Why were his limbs refusing to move?!

A telekinetic force gently lifted Isha up and rotated her until she was slumped over in the invisible grip and floating a meter in the air, her skin rapidly changing from horrifically pale to a darker and more natural tone.

"I have to thank you, Vect, for so thoroughly cementing your status as ruler of Commorragh. Without that, my plan would never have worked," she said. Vect found himself being floated in a similar manner towards Isha, his body completely unable to counter the telekinetic force keeping him still. Even his tongue refused to move. None of his mentally activated weapons were working either, damnit.

"A ruler is bound to his people when he takes on the mantle of leadership. You may not have taken their oaths in a conventional manner, but you took them nonetheless." He stopped in mid-air in front of the woman. Simultaneously, he and Isha floated towards her until she was able to grab them by their throats. "Goodbye, parasite."

The last thing Vect saw were her glowing eyes. Then, suddenly, he was looking down at a hideous blob of purple, pink, and black. Its skin constantly moved and pulsated. 'Commorragh,' he realized. It was Commorragh. That blob was the True Appearance of the city in the Webway. The skin wasn't moving, those were the souls of his kind below.

He saw the slow-moving fire only once it had reached halfway between him and the souls below. The flames burned pure gold, but they seemed to come from an odd place. He looked at his own body. Sure enough, the fire was emerging from his own chest. At least, half of it was. The other half was coming from the unconscious Isha. He slowly turned his head to look at his jailer. Her soul's appearance made him want to laugh at the absurdity of it all.

The only human part of the Mon-keigh was the left side of her face and upper torso, along with her left arm. The right side of her head was destroyed, fragments of skull trapped nearby, preventing them from blowing away. He could see inside her skull, from which dripped out silver-white blood profusely in thick drops. A crude mechanical mask was bolted over that side, but its transparent nature meant he could see through it. The right side of her face had been slashed, and the deep cuts looked infected. Not in the Plague Lord sense, but something that seemed more a mark of…possession. Yes, possession. Her right arm, the one that clutched him by the throat, didn't even exist, hence the replacement with a psy-construct that glowed like her eyes. Lastly, her body ended at the torso, like something had torn her legs away. No, there was a swirl of something below her.

He looked back to Commorragh and found it in flames. Without any sound, the spread of the fire looked inevitable and perhaps pleasing to the eye. He saw a few flames turn around and go elsewhere. Their destination was made somewhat clear to him when he saw the string that just barely glinted in the ethereal light. It was a string attached to him leading off into the unknown. No, more than one string. Many strings, an uncountable number. Her words about him being bound to his people came to mind.

Time passed at some unknown rate, but eventually, the flames covered all of Commorragh. He could feel the last of his kind die out, their soul sublimated into the Warp, but it didn't hurt as each string snapped.

Nor did it hurt when he turned to ash.

A.N: Whew, that's the longest one yet. As always, ConCrit helps.

@ilbgar123
 
Last edited:
Serras into Canon 7: A plan most audacious

If I had to give my Impressions...

"Thanks! I hate it!"

Well, perhaps 'hate' is a strong word, but I can say that I very much disagree with you on the direction of this story. Don't get me wrong, your prose is technically competent and extremely evocative; as a piece of writing, I have no true criticism to give.

As a story, I think that it is the antithesis of everything the quest has worked for. This is not the story of Serras Salnus in 40k. This is more or less 'The Emperor is back, now with 100% more girl and boobies'. Serras has ALWAYS been defined in-quest by optimism (to the point of naivete), perfectionism (to the point of indecision) and a need for affection that borders on unhealthy alongside her power and skill. These flaws are not a suggestion. They define who Serras Salnus is.

And this 'God-Empress' is not Serras. I refuse to believe it. She acts with no empathy, no humanity, no hope. You may as well have the Emperor get up off his throne (they even look similar/skeletal now!) and he would do more or less the same thing. And we get no explanation of this. No grand story of Serras' fall. No tragic backstory. Hell, it even has the gall to portray her Grimderpening as an IMPROVEMENT. "Look at my edgy Serras, she don't need no allies and steamrolls through obstacles with no problem. She's just as powerful as Emps and just as cruel". In fact, Serras in this fic is WORSE. Even at his height the Emperor was never able to pull off half the absolute bullshit that Fake!Serras does. Closing the Eye of Terror as an opening move? The same Eye of Terror that took a complete Necron Pylon Network to even BEGIN to affect? Then she just sweeps in and wins?

She's winner?

And the worst bit is, is that it's all perfectly logical. The whole story and world bends over in order to justify her victories. All the (important and relevant) Iperial authorities recognise her as Empress even though Guilliman himself couldn't do that? "The Emperor Sainted her and gave her His crown". She acts 100% opposite to the Serras of the quest "Oh, you know her idealism was shattered by grimdark and she accepted the bleak truths of reality".

NO. THIS IS NOT OKAY.

The characters, even whole factions are little better. You write their voices fine, but their competence is always downplayed to make Serras look 'cool' and 'powerful'. For instance:

1. Magnus the Red (who is at base more powerful than quest Magnus since he has no twin) the Daemon Primarch (empowered from the normal version) chosen of Tzeentch (the GOD OF FORESIGHT) who has spent 10,000 years mastering the use of Psyker powers for battle (unlike Serras' preference for indirect methods) gets creamed by her with more or less no effort because he stops to gloat and GETS OUT DIVINED. THE SERVANT OF TZEENTCH GETS OUT GAMBITTED. And it's not because he necassarily made a mistake, or that Serras drew upon her teaching and innovation to attack along an unexpected angle. She just led him around by the nose until she was in a position to win. NO struggle at all. Shouldn't a boss fight be harder than this? Even Guilliman had his ass handed to him and needed to be saved by the Sisters of Silence.

2. The Adeptus Mechanicus, those tech-priests who maintained semi-independence when asked by the EMPEROR HIMSELF fold like cardboard the second she presents them with a few shiny trinkets. I get that she offered lost tech and displayed technopathic powers, but again the EMperor had both and he didn't get them all unified either. Even in 40k, the Mechanicum would have fractured into pro- and anti- Serras factions as the 30k version of THIS VERY QUEST DID. But again, they drop all their characterisation and schemes to fall in behind 'the Empress'.

3. From the latest update: Vect, Eldrad and the Dark Eldar as a whole. I don't think you understand the strength of the Dark Eldar. Theirs is the product of the most degenerate, evil society in the universe looking at themselves after birthing a literal God from their excess and collectively thinking;



They alone of the Aeldari retain full access to some of its highest superweapon technology (black hole bombs in a box, time accelerating torpedoes etc), and have further innovated on it to produce the most exquisitely painful and destructive versions possible. More than that, they likely have several anti-psyker toys lying around from before the Fall, when the Eldar were the most psychically evolved race in the universe. It's highly likely that they would find a way around or through Serras' barrier given the time they had, especially if they have starship support as you pointed out. I'll note that even when Khaine's Gate was breached by Daemons they were able to contain the incursion with effort.

This is equivalent to the invasion of Terra's Webway that required all 10,000 Custodes, The Sisters of Silence and several Titan Legions to contain, and even then they were eventually overrun.

And Vect has not only survived, but THRIVED in this society to such an extent he has more or less declared himself "Eternal Pimp-Master of the Drukhari" and gotten away with it. He is well over 20,000 years old in a society where average life expectancy is somewhere in the mid-300's or so. He is OLDER THAN SLAANESH. Possibly older than Emps, given that he was high nobility even before the fall. But... he falls for Serras' trap like an idiot who has never played politics before, let alone a genius that has successfully masterminded the continued existence of literally the most parasitic species ever, including the tyranids.

I could go on in this vein for a while, but I'm sure you get the idea. Up until now Serras has never faced any notable level of adversity, nor has she revealed any flaws other than 'edgy pragmatism' and 'moral superiority' of a kind that as very much the cause of the Emperor's downfall. And that ruins this story for me, no matter how well-told it is.

I hope that you have an excellent ending planned for this fic. Because as is, my favoured outcome would be an eternal hell of suffering for 'Serras', just like the father she is so bent on emulating.

P.S. Asuryan can't actually be alive in 40k. He sacrificed himself to True Death in order to boost the Psychic Power of the soon-to-be Craftworld Eldar.
 
If I had to give my Impressions...

"Thanks! I hate it!"

Well, perhaps 'hate' is a strong word, but I can say that I very much disagree with you on the direction of this story. Don't get me wrong, your prose is technically competent and extremely evocative; as a piece of writing, I have no true criticism to give.

As a story, I think that it is the antithesis of everything the quest has worked for. This is not the story of Serras Salnus in 40k. This is more or less 'The Emperor is back, now with 100% more girl and boobies'. Serras has ALWAYS been defined in-quest by optimism (to the point of naivete), perfectionism (to the point of indecision) and a need for affection that borders on unhealthy alongside her power and skill. These flaws are not a suggestion. They define who Serras Salnus is.

And this 'God-Empress' is not Serras. I refuse to believe it. She acts with no empathy, no humanity, no hope. You may as well have the Emperor get up off his throne (they even look similar/skeletal now!) and he would do more or less the same thing. And we get no explanation of this. No grand story of Serras' fall. No tragic backstory. Hell, it even has the gall to portray her Grimderpening as an IMPROVEMENT. "Look at my edgy Serras, she don't need no allies and steamrolls through obstacles with no problem. She's just as powerful as Emps and just as cruel". In fact, Serras in this fic is WORSE. Even at his height the Emperor was never able to pull off half the absolute bullshit that Fake!Serras does. Closing the Eye of Terror as an opening move? The same Eye of Terror that took a complete Necron Pylon Network to even BEGIN to affect? Then she just sweeps in and wins?

She's winner?

And the worst bit is, is that it's all perfectly logical. The whole story and world bends over in order to justify her victories. All the (important and relevant) Iperial authorities recognise her as Empress even though Guilliman himself couldn't do that? "The Emperor Sainted her and gave her His crown". She acts 100% opposite to the Serras of the quest "Oh, you know her idealism was shattered by grimdark and she accepted the bleak truths of reality".

NO. THIS IS NOT OKAY.

The characters, even whole factions are little better. You write their voices fine, but their competence is always downplayed to make Serras look 'cool' and 'powerful'. For instance:

1. Magnus the Red (who is at base more powerful than quest Magnus since he has no twin) the Daemon Primarch (empowered from the normal version) chosen of Tzeentch (the GOD OF FORESIGHT) who has spent 10,000 years mastering the use of Psyker powers for battle (unlike Serras' preference for indirect methods) gets creamed by her with more or less no effort because he stops to gloat and GETS OUT DIVINED. THE SERVANT OF TZEENTCH GETS OUT GAMBITTED. And it's not because he necassarily made a mistake, or that Serras drew upon her teaching and innovation to attack along an unexpected angle. She just led him around by the nose until she was in a position to win. NO struggle at all. Shouldn't a boss fight be harder than this? Even Guilliman had his ass handed to him and needed to be saved by the Sisters of Silence.

2. The Adeptus Mechanicus, those tech-priests who maintained semi-independence when asked by the EMPEROR HIMSELF fold like cardboard the second she presents them with a few shiny trinkets. I get that she offered lost tech and displayed technopathic powers, but again the EMperor had both and he didn't get them all unified either. Even in 40k, the Mechanicum would have fractured into pro- and anti- Serras factions as the 30k version of THIS VERY QUEST DID. But again, they drop all their characterisation and schemes to fall in behind 'the Empress'.

3. From the latest update: Vect, Eldrad and the Dark Eldar as a whole. I don't think you understand the strength of the Dark Eldar. Theirs is the product of the most degenerate, evil society in the universe looking at themselves after birthing a literal God from their excess and collectively thinking;



They alone of the Aeldari retain full access to some of its highest superweapon technology (black hole bombs in a box, time accelerating torpedoes etc), and have further innovated on it to produce the most exquisitely painful and destructive versions possible. More than that, they likely have several anti-psyker toys lying around from before the Fall, when the Eldar were the most psychically evolved race in the universe. It's highly likely that they would find a way around or through Serras' barrier given the time they had, especially if they have starship support as you pointed out. I'll note that even when Khaine's Gate was breached by Daemons they were able to contain the incursion with effort.

This is equivalent to the invasion of Terra's Webway that required all 10,000 Custodes, The Sisters of Silence and several Titan Legions to contain, and even then they were eventually overrun.

And Vect has not only survived, but THRIVED in this society to such an extent he has more or less declared himself "Eternal Pimp-Master of the Drukhari" and gotten away with it. He is well over 20,000 years old in a society where average life expectancy is somewhere in the mid-300's or so. He is OLDER THAN SLAANESH. Possibly older than Emps, given that he was high nobility even before the fall. But... he falls for Serras' trap like an idiot who has never played politics before, let alone a genius that has successfully masterminded the continued existence of literally the most parasitic species ever, including the tyranids.

I could go on in this vein for a while, but I'm sure you get the idea. Up until now Serras has never faced any notable level of adversity, nor has she revealed any flaws other than 'edgy pragmatism' and 'moral superiority' of a kind that as very much the cause of the Emperor's downfall. And that ruins this story for me, no matter how well-told it is.

I hope that you have an excellent ending planned for this fic. Because as is, my favoured outcome would be an eternal hell of suffering for 'Serras', just like the father she is so bent on emulating.

P.S. Asuryan can't actually be alive in 40k. He sacrificed himself to True Death in order to boost the Psychic Power of the soon-to-be Craftworld Eldar.
Well, the author succeeded in amking you invested in his fic, the hook has been laid by making the reader loath the character. Which is pretty normal for 40k, all things considered.

Personally, I think it was a very nice written piece of 40k.
 
Well, perhaps 'hate' is a strong word, but I can say that I very much disagree with you on the direction of this story. Don't get me wrong, your prose is technically competent and extremely evocative; as a piece of writing, I have no true criticism to give.
Of any compliment possible, that one I like the most.
As a story, I think that it is the antithesis of everything the quest has worked for. This is not the story of Serras Salnus in 40k. This is more or less 'The Emperor is back, now with 100% more girl and boobies'
More specifically, it isn't "Quest Serras as of Turn X in 30K coming to 40K". But even if this were a story of the Emperor coming back to life as a girl (which has depraved Slaaneshi fanfiction somewhere on the Internet), it wouldn't be written like this. The Emperor has his own plans, but his weakness is that he's a player in the Game, not someone outside it.
And we get no explanation of this. No grand story of Serras' fall. No tragic backstory.
It's coming. Believe me, it's coming. But I need time to get there.
In fact, Serras in this fic is WORSE. Even at his height the Emperor was never able to pull off half the absolute bullshit that Fake!Serras does. Closing the Eye of Terror as an opening move? The same Eye of Terror that took a complete Necron Pylon Network to even BEGIN to affect? Then she just sweeps in and wins?
The Eye of Terror wasn't closed by Serras, it was closed by Serras using the power of the Old Ones via Blackstone Fortress.
The whole story and world bends over in order to justify her victories. All the (important and relevant) Iperial authorities recognise her as Empress even though Guilliman himself couldn't do that? "The Emperor Sainted her and gave her His crown".
I explained this the last time you mentioned it. Guilliman was opposed to taking the Emperor's role over the Imperium, Serras isn't. Now, I'll admit that her acceptance was rushed in that chapter. When it's all over, I'll go back and rewrite several scenes.
1. Magnus the Red (who is at base more powerful than quest Magnus since he has no twin) the Daemon Primarch (empowered from the normal version) chosen of Tzeentch (the GOD OF FORESIGHT) who has spent 10,000 years mastering the use of Psyker powers for battle (unlike Serras' preference for indirect methods) gets creamed by her with more or less no effort because he stops to gloat and GETS OUT DIVINED. THE SERVANT OF TZEENTCH GETS OUT GAMBITTED. And it's not because he necassarily made a mistake, or that Serras drew upon her teaching and innovation to attack along an unexpected angle. She just led him around by the nose until she was in a position to win. NO struggle at all. Shouldn't a boss fight be harder than this? Even Guilliman had his ass handed to him and needed to be saved by the Sisters of Silence.
Firstly, Magnus was coming off the recent victory over the Space Wolves. Secondly, he was being misled from the getgo, Alpharius was working to really sell the idea of Russ coming back at this time of desperation for the Wolves. Thirdly, Tzeentch is cruel and treats his servants like pawns for his amusement, like all Chaos Gods. Did he foresee something like this? Perhaps, perhaps not. But his greatest desire is to see change, and Serras provides it in spades.

That said, I'll keep this scene in mind as needing a rewrite.
2. The Adeptus Mechanicus, those tech-priests who maintained semi-independence when asked by the EMPEROR HIMSELF fold like cardboard the second she presents them with a few shiny trinkets. I get that she offered lost tech and displayed technopathic powers, but again the EMperor had both and he didn't get them all unified either. Even in 40k, the Mechanicum would have fractured into pro- and anti- Serras factions as the 30k version of THIS VERY QUEST DID. But again, they drop all their characterisation and schemes to fall in behind 'the Empress'.
The Emperor's position is not Serras'. Back in 30K, he needed their industrial capabilities at all costs to ensure Ullanor was crushed. He also didn't do nearly as much as Serras did to really convince them. I suspect he might have, but he planned on having more time. Case in point, Kelbor Hal led half the Mechanicum to damnation for a mere three STCs. This led the more conservative groups to reform the Mechanicum into the Mechanicus, who definitely value the STC more than independent innovation. So when a being who was declared Empress by the God-Emperor descends on Mars and offers more than three times as many STCs for political support...
3. From the latest update: Vect, Eldrad and the Dark Eldar as a whole. I don't think you understand the strength of the Dark Eldar. Theirs is the product of the most degenerate, evil society in the universe looking at themselves after birthing a literal God from their excess and collectively thinking;



They alone of the Aeldari retain full access to some of its highest superweapon technology (black hole bombs in a box, time accelerating torpedoes etc), and have further innovated on it to produce the most exquisitely painful and destructive versions possible. More than that, they likely have several anti-psyker toys lying around from before the Fall, when the Eldar were the most psychically evolved race in the universe. It's highly likely that they would find a way around or through Serras' barrier given the time they had, especially if they have starship support as you pointed out. I'll note that even when Khaine's Gate was breached by Daemons they were able to contain the incursion with effort.
I would love to answer this, but it will be done when the backstory gets released. Also, the DE response to Khaine's Gate being breached was to plunge huge chunks of Commorragh into other dimensions, which is highly unappealing. Unless Khaine's Gate is completely lost, that's not going to happen.
Also, I need to make an edit to the post to reflect this, but the use of the more powerful weapons was discouraged between the loss of the Gate and Vect's arrival. There was, to the DE, no telling what could happen, and having to negotiate was marginally better than losing the Gate entirely.
This is equivalent to the invasion of Terra's Webway that required all 10,000 Custodes, The Sisters of Silence and several Titan Legions to contain, and even then they were eventually overrun.
Are you referring to the War Within the Webway on Terra? They were stalling to buy the Emperor time at all costs, because losing here meant losing Terra to Chaos. They were just Custodes, Nulls, and Titans, not Serras. Serras made weapons meaningless at settling this issue, forcing Vect to negotiate. He's not the endless legions of Chaos.
And Vect has not only survived, but THRIVED in this society to such an extent he has more or less declared himself "Eternal Pimp-Master of the Drukhari" and gotten away with it. He is well over 20,000 years old in a society where average life expectancy is somewhere in the mid-300's or so. He is OLDER THAN SLAANESH. Possibly older than Emps, given that he was high nobility even before the fall. But... he falls for Serras' trap like an idiot who has never played politics before, let alone a genius that has successfully masterminded the continued existence of literally the most parasitic species ever, including the tyranids.
He didn't fall for the trap, he was forced to play her game. As far as Vect is concerned, throwing that sub-realm into another dimension was out of the question. He also wasn't playing with someone who he could mind-game.
I could go on in this vein for a while, but I'm sure you get the idea. Up until now Serras has never faced any notable level of adversity, nor has she revealed any flaws other than 'edgy pragmatism' and 'moral superiority' of a kind that as very much the cause of the Emperor's downfall. And that ruins this story for me, no matter how well-told it is.
I thought I made this clear last time as well, but this is not a fic in which Serras will encounter too many issues. There is one that has been started in this chapter, and it's going to be devastating to the Imperium.
I hope that you have an excellent ending planned for this fic. Because as is, my favoured outcome would be an eternal hell of suffering for 'Serras', just like the father she is so bent on emulating.
I hope you enjoy it as well.
P.S. Asuryan can't actually be alive in 40k. He sacrificed himself to True Death in order to boost the Psychic Power of the soon-to-be Craftworld Eldar.
Where is this? I just see that he boosted their power.

Your words are valuable, I take them to heart, but like last time we discussed this, I just need to get to the backstory. If you drop it at that point, I understand, but I can't justify some of the things I write because I want to reveal her backstory at the right moment.
 
Well, the author succeeded in amking you invested in his fic, the hook has been laid by making the reader loath the character. Which is pretty normal for 40k, all things considered.

Personally, I think it was a very nice written piece of 40k.

Give me some credit, I don't write a character to make you hate them if they're the protagonist. The person you responded to hasn't been on board with what I'm doing since the second chapter.
 
Give me some credit, I don't write a character to make you hate them if they're the protagonist. The person you responded to hasn't been on board with what I'm doing since the second chapter.
Oh, I know. I meant the character of Serras that she portrays as Empress. Most readers by the second chapter should have realized that Serras basically gave the Emperor a light version of "you dun goofed" and didn't agree with his plans at all. But she has to do the necessary evil to keep the Imperium and Mankind existing (kind of the point of humanity in 40k).
 
so in a nutshell

incredible well written ,but butchers the character and setting to fit the narrative?
More like she has to adapt to a situation and can't force the situation to adapt to her. So standard 40k, good intentions that lead to potential fuckups/bad things. You can hardly force the entire Imperium to go through rapid change and expect it to still be standing afterwards. And even this is relatively rapid, as was already indicated and partially shown. The cracks are starting to show.
 
More like she has to adapt to a situation and can't force the situation to adapt to her. So standard 40k, good intentions that lead to potential fuckups/bad things. You can hardly force the entire Imperium to go through rapid change and expect it to still be standing afterwards. And even this is relatively rapid, as was already indicated and partially shown. The cracks are starting to show.

were are the cracks showing?

not trying to be an ass or anything i just dont notice the cracks
 
Last edited:
were are the cracks showing?

not trying to be an ass or anything i just dont notice the cracks
Hive World Uinteih

Governor Alfric was usually a smart man in Magos Arachnos' opinion. When he had first been appointed as ruler of Uinteih more than a century ago, the elderly ex-lieutenant had reached out to gather a group of advisers who knew far more about the world than he did. Compared to his predecessor who seemed to enjoy lording his minuscule power over the Mechanicus, Alfric was an excellent governor. He knew when to delegate and when to not. That said, the man was being very foolish currently, just like Cardinal Jumo next to him.

"This is madness, governor! The words themselves speak of heresy so great I am at a loss of words to describe it!" the hulking orange-skinned woman yelled, slamming her had on the governor's desk. Arachnos didn't point out that it was a blatantly false statement since the woman had not ceased speaking since the meeting began. By the looks of it, he was not the only one tired of the woman's ranting. The PDF general, a man with more cybernetics than any other Arachnos had seen on non-Mechanicus personnel, was filing his nails so intensely his gaze could have set fire to his fingers.

When the governor grew tired of hearing the same variations of the same message, he signaled Jumo to sit down and stop. With a sigh, he turned to the others in the room. "Do any of you have thoughts on this…message?"

"Not particularly. But I did torture a cultist who seemed to believe it. She was going around with none of her type's usual secrecy, trying to recruit the mutants to rebel and overthrow the 'Anathema's Successor'," Marshal Maractus of the Adeptus Arbites commented. "I suppose that is proof of it being correct. Or at least, of the heretics thinking it is."

"The word of a heretic is meaningless, marshal. You should know better than to trust it," Jumo replied with a barely-restrained accusation of heresy.

Maractus shrugged. "Fine. It's probably true, still. If it was a lie, then it is a poor one at that."

Alfric nodded in understand. "Indeed. The Emperor made 9 Sons to fight the 9 Devils of Chaos. To claim to be of the Emperor's blood, and a woman at that…"

"Precisely! We must ensure the other worlds in the system do not listen to this blasphemy! I have already spoken to several other high-ranking cardinals; they agree that this heresy will be confronted head-on." Jumo interjected.

As the conversation turned into arguing, Arachnos tuned them out. He knew the message was real; the secret communication from Mars had provided decisive proof that the Empress was an avatar of the Omnissiah much like her father had been according to the records he had studied on the Treaty of Olympus.

He could intervene in the argument, show them the video of the Empress in all her glory as she resurrected the god-machines and blessed countless tech-priests. But he was sick of this world and scheduled to be transferred back home soon. Let the Empress deal with her naysayers.
Pieces like this are often exemplary for the wider situation. As you can see, most think of this as heresy and don't believe it. Which is normal for the Imperium, they work very slowly and any change sometimes never reaches to their further out edges. But something like flipping their Religion on its top, is a no-go. It's what binds the Imperium together. Things like "9 Devils and 9 Sons" (Tzeentch!?) are exemplary for how deeply rooted and unmovable their faith is. They can't accept that the God Emperor might have made a woman, because there is nothing in the scriptures about her. Also sentences like this: "To claim to be of the Emperor's blood, and a woman at that…", are indications of such things.
 
So, considering that Defense Lasers can shoot into space(though they rapidly lose effectiveness against anything bigger than an Escort and mostly serve to deter the ships from sitting directly above the city and blasting it into ruin), a Kill-Sat, be it laser, Ion Cannon/plasma, or railgun, is mostly infeasible because City/Theater Void Shields are pretty common(you won't find nearly as strenuous a difficulty in bombing a civilization that hasn't even reached the Information Age), extensive orbital bombardment can lead to the destruction of the biosphere, which can take years to fix even with Old One biotech on your side(and while that's something that could be found, you currently don't have it), and then the atmosphere and Warp-related debuffs come into play. The former is of little consequence if you're using a physical shell, so let's talk about the latter.

I suspect that, post-War in Heaven, the sheer horror of the war debuffed impersonal means of slaughter, increasing exponentially as the scale goes up, so swords are a little better than they ought to be at close range fighting, when compared to a pistol, while ortillery is majorly debuffed, and snuffing out a system from outside it is almost impossible, to the point a straightforward invasion is probably more efficient. Chaos can somewhat get around this because their nature means that anywhere their Daemons are, so are they, and, you know, being made of Warp, but they need living beings to parasitize, so they usually only do it as a sacrifice for summoning high-end Daemons. The Dark Eldar and Necrons are high-tech enough to get around this, in part because the latter are less affected due to their Nobody-like 'Had most of their souls ripped out.' status even though as some of the original perpetrators(the Eldar don't have anyone besides their gods who was around for the war unless I'm mistaken, though that's as much Slaanesh' fault as anything else, so this is partially nullified) they ought to be even more nerfed by this than usual(C'Tan tech is just that nuts and their tech is as much derived from the Necrons as the other way around at this point), but you otherwise need enough control over the Warp to forge a sub-realm(Emps, Chaos, Cegorach, basically anyone we'd consider a major god) if you want to go around killing planets at will. That's not to say that you can't, but the parts for Cyclonic Torpedoes are more expensive than they should be, the science is harder to learn than it ought to be, the skills easier to forget, and technicians that do learn frequently suffer accidents. Even the Inquisition isn't nearly as planet-kill-happy as they are usually portrayed. Didn't you ever consider that a bit odd considering the lengths they are otherwise willing to go? I did.
 
So, considering that Defense Lasers can shoot into space(though they rapidly lose effectiveness against anything bigger than an Escort and mostly serve to deter the ships from sitting directly above the city and blasting it into ruin), a Kill-Sat, be it laser, Ion Cannon/plasma, or railgun, is mostly infeasible because City/Theater Void Shields are pretty common(you won't find nearly as strenuous a difficulty in bombing a civilization that hasn't even reached the Information Age), extensive orbital bombardment can lead to the destruction of the biosphere, which can take years to fix even with Old One biotech on your side(and while that's something that could be found, you currently don't have it), and then the atmosphere and Warp-related debuffs come into play. The former is of little consequence if you're using a physical shell, so let's talk about the latter.

I suspect that, post-War in Heaven, the sheer horror of the war debuffed impersonal means of slaughter, increasing exponentially as the scale goes up, so swords are a little better than they ought to be at close range fighting, when compared to a pistol, while ortillery is majorly debuffed, and snuffing out a system from outside it is almost impossible, to the point a straightforward invasion is probably more efficient. Chaos can somewhat get around this because their nature means that anywhere their Daemons are, so are they, and, you know, being made of Warp, but they need living beings to parasitize, so they usually only do it as a sacrifice for summoning high-end Daemons. The Dark Eldar and Necrons are high-tech enough to get around this, in part because the latter are less affected due to their Nobody-like 'Had most of their souls ripped out.' status even though as some of the original perpetrators(the Eldar don't have anyone besides their gods who was around for the war unless I'm mistaken, though that's as much Slaanesh' fault as anything else, so this is partially nullified) they ought to be even more nerfed by this than usual(C'Tan tech is just that nuts and their tech is as much derived from the Necrons as the other way around at this point), but you otherwise need enough control over the Warp to forge a sub-realm(Emps, Chaos, Cegorach, basically anyone we'd consider a major god) if you want to go around killing planets at will. That's not to say that you can't, but the parts for Cyclonic Torpedoes are more expensive than they should be, the science is harder to learn than it ought to be, the skills easier to forget, and technicians that do learn frequently suffer accidents. Even the Inquisition isn't nearly as planet-kill-happy as they are usually portrayed. Didn't you ever consider that a bit odd considering the lengths they are otherwise willing to go? I did.
Adding to that last point, the method the Navy prefers is the simple "Shoot until it is no longer a problem.". That way, mining can still occur without having to deal with post-exterminatus landscape.
The Imperium has a large amount of toys that can do this however, so do the other factions:
The Imperium has several means for dealing with hopeless infestations:

Just Shoot the Shit Out of It (Orbital Bombardment)
Saturating planets with over-sized cannons larger than apartment buildings is the stereotypical way of nuking the fuck out of something you don't like. Nuclear warheads, Space Marine Battle Barge bombardment batteries, Nova cannons, and/or banks of Lances are often used. Examples of this include the Dark Angels destroying their homeworld, Caliban, after it was lost to heretics within their chapter AFTER SOMEONE THOUGHT IT WAS A GOOD IDEA TO HUNT FOR DINNER FOR OUR TOTALLY NON-HERETICAL AND OBVIOUSLY LOYAL BROTHERS USING THE ORBITAL BOMBARDMENT CANNONS and the Night Lords' purge of Nostramo. If we take the purging of Typhon from Dawn of War II as canon, this method can also be used during the opening stages of the Exterminatus before you unleash one of the Inquisition's more thorough toys upon it.

Virus Bombs
Virus Bombs are warheads loaded with the Life Eater virus, a biological payload that causes living tissue (plant or animal) to rot and decompose (which probably gives Nurgle a massive boner). The gist is that they release a virus that spreads by contact and causes necrosis of tissues and rapid decay of plant and animal tissues. This immediate rot causes a buildup of flammable gases, which in turn can be ignited by one of the lazors above (or any still smoldering Lho sticks, or any other source of flame), sweeping the area in firestorms. A relentless bombing of these fucking things is what reduced Tallarn from a verdant forest world to the desert hellhole it is now. They were also used by Warmaster Horus to kill off loyalists in the Traitor Legions during the Istvaan Campaign of the Horus Heresy (Life Eater virus eats through any filters and corrodes power armour till it gets to the gooey marine inside, though a Dreadnought can endure it easily). Though popular during the Great Crusade and the Horus Heresy, according to Amberley Vail, virus bombings are rarely used in the 41st millennium, because the Inquisition has figured out that they feed the fucking Plaguefather every time they're used. Whoops. (They were falling out of favor even before that, since as demonstrated on Armageddon one virus bomb usually isn't enough to kill the whole planet and you might need to hit the planet several times all around)

Atmospheric Incinerator Torpedo
Atmospheric Incinerator Torpedoes are plasma torpedoes that burst in low planetary orbit and super-heat the atmosphere of a planet until all combustible material ignites. This method of Exterminatus was used on Medusa IV. Pretty much like the Virus Bomb, except it skips right to the firestorm part and directly turns the planet's surface into an endless expanse of raging hellfire. It is said that the aftermath of the planet's surface (Medusa IV's case) was melted to glass and that the entire world burned like a piece of amber in space even a month after the attack had been launched. They are only effective on planets with relatively stable atmospheres made of flammable gas, however, and plasma torpedos are both somewhat rare and expensive.

Modalis Atmospheric Missile
Another weapon that has similar results from the Atmospheric Incinerator Torpedo but its function is completely different. Regarded as the most powerful incendiary device accessible in the Imperium. The Modalis Atmospheric Missile is one ECKS BAWKS HUEG Phosphex weapons used to burn a planet into a crisp. Think White Phosphorous on steroids. A salvo of several Modalis Atmospheric Missiles from orbiting warships will blanket an entire world in deadly Phosphex. The resultant firestorm of green mist will eat away at every carbon-based element on the planet, rendering it uninhabitable. All that would be left would be dust and echoes.

Cyclonic Torpedoes
The primary method of Exterminatus used in the 41st millennium, these are basically the analog equivalent of the Death Star's main gun. These capital ship-fired warheads each generate a series of massive, self-sustaining nuclear reactions, which, when fired in bulk, fuels a much larger reaction that causes the devastation to spread and multiply, eventually glassing the entire world with a thermonuclear holocaust given a sufficient barrage. If you fire enough in the same spot it will break through the crust of a planet, causing part of the mantle to erupt out and royally buttfucking the entire planet in the process (see the Fire Warrior end cinematic). Krieg is an example of a radioactive perpetual-winter world that survived multiple cyclonic torpedo strikes, though in this case it was on a much smaller scale and in some sources are described as standard nukes. This was the method that probably killed Typhon, in combination with the above shoot-the-shit-out-of-it method. (Another theory holds that the bombardment is used to remove anything that might prevent the torpedo from reaching the surface or to weaken planets crust.) Only the Inquisition and the Space Marines are authorized to carry cyclonic torpedoes in their warships, the former because the Inquisition has the authority to do anything, and the latter because the Imperium figures that if the Space Marines can't beat it, nothing else will.

Cyclonic Torpedoes are pretty variable in their strength, either due to there being different classes of torpedoes or the fact that the strength of a single cyclonic torpedo has never been nailed down in official materials. In one case, ol' Abby dropped a dozen to fry a single hive, in another a single torpedo is a qualified planet cracker. Similarly, this method is the easiest to thwart with shields, as they disrupt the stacked efficiency needed for ongoing detonation. Presumably this variability in strength is due to "Cyclonic Torpedo" being as broad a description as "atomic bomb", which can refer to both a Davy Crockett and a Tsar Bomba.

Two-Stage Cyclonic Torpedoes
In the two-stage torpedo, a melta charge activates first to allow the weapon to burrow into the planet's crust and down to the core. The second stage thermonuclear charge then goes off, causing the planet to break apart Death Star style. This is really the only way to deal with Necron Tomb Worlds since, due to their tendency to make everything subterranean, they aren't overly bothered by the other methods which devastate the surface but leave the planet as a whole mostly intact. Talos of the Night Lords used a smaller version of these when a Genesis Chapter strike cruiser tried to hide behind a moon. So he blew a continent-sized hole through the moon, and watched the loyalist ship get torn apart as a new asteroid field got shotgunned into space.

Smashing It with a Fucking Moon
This method involves radically altering the orbit of a nearby moon or large asteroid and placing it on a collision course with the planet, and therefore requires the use of several Mechanicus voidships. This method was used to destroy Phaenon Prime when the Virus Bomb failed to wipe out the planet's corruptive influence. It was also used during the Horus Heresy by renegade Iron Hands commander Autek Mor to destroy the World Eaters recruitment world of Bodt and during the Badab War to finally smash through Huron Blackheart's defensive Ring of Steel around Badab. Needless to say, this pretty much fucking annihilates the planet in question (or whatever else it's thrown at like Huron's defensive systems). Despite its flair and effectiveness, the Administratum vehemently requests that Imperial commanders avoid this method whenever possible because it's stupidly expensive -- it can take weeks or even months for the moon or asteroid in question to actually strike the planet, which costs rations and sublight fuel while the ships sit around doing fuck-all, while orbital bombardments only cost one day's worth of rations and fuel, plus ammunition.

Release the Krourk
Krourk Ogryn are known as the most brutal, powerful, and primitive tribe of Ogryn in the Imperium (and that's saying something). They are so well-known for their frightening savagery in close combat that they're considered a solid match for Orks, and are also known for being so primitively stupid that the Imperial Guard can't even teach them to use traditional Ogryn weapons like ripper guns. Their reputation is so fearsome that it has gotten to the point where deploying thousands of these things is considered a crude method of Exterminatus amongst Imperial commanders since they can't be taught to discriminate between friend and foe.

Send it to Hell The Warp
Sending your problems somewhere else is a rather simple solution to most problems. Doing so with an entire planet is possible, though difficult. As a result, various factions of simply thought if we send a planet into the warp, it's no longer in the materium, therefore it's not our problem. There are many problems with this, but that has not stopped some particularly idiotic individuals from doing it anyway. The reason it is listed here (and not in the non-imperium section) is because the Imperium believes that this is actually a valid method to dispose of a Tyranids...and only Tyranids. (anything else would be ether redundant, or basically what they wanted in the first place, so stupid). The warp is mostly foreign to the Tyranids as a result it is one of the few things that they cannot truly combat, not to mention the fact that Khorne hates them. Kill two birds with one stone. The shadow in the warp however makes it difficult so it has not been tested yet.

Craftworld Eldar
The Craftworld Eldar have some respect for life (and not nearly as many weapons of mass destruction as they had before the Fall) so they don't do it often. Didn't stop them from purging all life in the Octarius system to clean up Kryptman's mess, though (in that case the Dark Eldar provided the WMD). The most well-known Eldar engines of planetary destruction are called Blackstone Fortresses, which are ancient weapons they designed to fight the C'tan. To put it simply, think of a floating citadel with a distort weapon (like the ones the Wraithguard have) the size of an Emperor-class battleship. During the Gothic Wars, three Blackstone Fortresses combined their power to cause a star to go supernova, destroying an entire solar system.

In Apocalypse War Zone: Valedor, the Craftworld Eldar from Iyanden procured another type of ancient WMD, the Fireheart: a complex nodal resonator capable of causing a planet's molten core to enter violent death throes and send lakes of lava to the surface (or just explode two-stage torpedo style, the tie-in novel plays the fireworks up to a big degree). The Dark Eldar originally had this, but they gave it away because they didn't have the psychic power to activate the weapon. The Fireheart was used successfully on Valedor and prevented Hive Fleets Kraken and Behemoth from joining forces. If they had, the Tyranids would have had all of the genetic data of the Orks and the Eldar, enabling them to fashion unthinkable monstrosities.

Before the fall (and possibly still kicking around somewhere) they had devices that fired entire suns or black holes at their enemies.

Dark Eldar
The Dark Eldar as a whole lack a good stockpile of planet-killing weaponry and prefer to keep planets intact for slaves, although they are still capable of exterminating the populace of entire planets if they wanted to. One method is pillaging the shit out of it. It has been proven time and time again that an entire major kabal or dozens of separate, smaller kabals, is more than capable of kidnapping an entire planet of its populace, faster than that local PDF trooper can finish his scream of agony. Granted, being taken captive isn't part of an exterminatus' MO, but if you know the fate of a hapless mortal in Commoragh; they are already dead (at best).

There has also been one instance of an entire Hive World being poisoned by the Dark Eldar, smashing a Space Hulk at a realm and havings its warp drives detonate to release hordes of daemons, and there's also counting the DE's ability to steal entire suns; allowing them to turn entire habitable planets into ice worlds if need be. Like the Craftworld Eldar, they also possess a psychic doomsday device called The Fireheart to implode a planet's core. However, the Kabal of the Dying Sun actually does have a stockpile of WMDs - some of which are powerful enough to destroy stars - and Vect keeps black holes in his back pocket to control people. The former is kept in check by several things; they don't know how all of them work, many are psychically activated - psychic powers being forbidden in Commorragh on direct orders from Vect, if other Kabals found out about this stockpile they'd gang up on them and it's usually more lucrative for them to conduct raids. For the latter, portable black holes are a special occasion weapon.

The Dark Eldar can also just have other races kill planets for them. Through manipulation from the sides; they could convince (and managed to do so at one point) the Imperium to declare Exterminatus on a planet.

Necrons
The Necrons have lost many WMDs, but may have several more just waiting to be awakened. (Maybe the Necrons are more trigger-happy with Exterminatus than the Imperium, but they're better at ensuring there're no witnesses). One of their most notorious Exterminatus-tier machines was the World Engine, which was a planet-sized vessel equipped with the largest gauss weapon known to man. It looked like the combination of a Death Star, Unicron and a Forerunner Shield-World all rolled into one. A flying rape-machine of ungodly proportions, it took a coalition of several Space Marine chapters and the entire Imperial fleet of the Vidar Subsector to destroy it. For some reason, it had shields that could withstand the bombardment of an entire navy, yet it was vulnerable to a ship impacting at sufficient velocity. (Although it is likely that the shields weren't designed to deflect speeding projectiles the size of a city, moving at them at top-speed.)

The Maynarkh dynasty deploys a peculiar device that causes supercharged solar flares that incinerate the daylight-facing sides of ALL planets in a system. Unfortunately for the population on the side of the planet facing away from the sun, incinerating half a planet's surface would also incinerate its atmosphere, stripping the whole planet bare of its life giving biosphere, or whatever gases it had trapped. Even more unfortunately, Maynarkh Necrons are even more interested in making a planetfall and skinning them alive.

Maybe under certain circumstances, if the Necrons wanted to destroy a world, they could just unleash a particularly powerful Transcendent C'tan shard on it without a Tesseract Vault. Though it would most likely escape and be nearly impossible to return to Necron control, it would achieve the same effects. Also, the Tomb World of Thanatos has a giant hologram map of the galaxy known as the Celestial Orrery, and if you were to destroy a star on it, the real life counterpart would go supernova. While this makes the Necrons seem like the most powerful faction in the entire galaxy by far who could instantly kill everyone else in the galaxy without any risk, the lore also states that a star detonated this way could set off a catastrophic and unpredictable chain-reaction of dying stars which in turn could destroy the whole galaxy. It could also destroy the Necrons of Thanatos, which would destroy the Celestial Orrery and guarantee the death of the entire galaxy, something even the Necrons are not willing to risk.

The Necrons can also employ an Abattoir when directly terraforming a planet. They are large, monolith-like devices except that they physically carry what they're transporting, are the size of a small city, and are covered in tentacles that disintegrate organic material while harvesting its anguish. Also, given that their standard guns can disintegrate adamantium, and they don't mind waiting a few million years to achieve their goals, an enterprising (or bored) Lord could just order his legions to start shooting rocks, making for a thorough but hilariously slow exterminatus.

Tyranids
No, Tyranids, you are the exterminatus.

A Tyranid fleet's primary objective is to devour entire planets and systems for biomass. After they're done, the world they invaded is left a lifeless rock, utterly devoid of life.

The Tyranids also travel through sublight via gravity manipulations, and these can rip apart asteroids, voidships, space stations and small moons entirely and cause a massive series of earthquakes on anything bigger before the 'nids make planetfall.

In one special case however. It is proven that even Tyranids can accidentally cause an Exterminatus that doesn't involved being devoured. In the Doom of Hesp where an escalating Chemical/Biological war between the Death Guard and the Tyranids using Venomthropes and Toxicrenes led to the planet being so toxic that the biomass on the planet was inedible and the bioship got destroyed out of fear by fellow hiveships when it tried to devour the biomass to replenish itself.

Orks
In theory, the Orks could develop an Exterminatus-size weapon (as much by accident and luck as by design); they grab an asteroid, put engines and weapons and armor on it, fill it with Orks, and then ram it full speed into a planet. It wouldn't matter if it turned out to function as a giant transport or just a suicide missile; it generates tremendous amounts of lulz and serves its purpose of making a big boom, which is all the Orks are concerned with. This haphazard design and construction process would limit the amount of these contraptions the Orks could build (if any). In general, however, Orks want to avoid wiping out everything on the planet from orbit, as it would leave them with nothing to fight on the ground. Although a Big Mek in need of roks once smashed a moon into a planet and took his pick from the best bits.

The War of the Beast proves that this wasn't the furthest extent either. The Orks under the Beast's control were weaponizing entire moons and used their gravitational fields to rip apart planets.

Tau Empire
While the Tau almost certainly have the technological capability to destroy entire planets (if the fucking Orks can figure it out without having to build back up to Krork, then the Tau probably at least gave it some thought), there are a number of philosophical, political, and strategic reasons that they would avoid doing this in all but the most extreme circumstances. For one, the Tau Empire is in the process of expanding, and it isn't exactly conducive to your expansion efforts to blow up perfectly colonizable worlds; thus the Tau would likely see Imperial Exterminatus orders as an egregious waste of resources. Also, the Tau are arguably the only race in the 40k universe who operate by something parodying a moral compass that is beyond survive at any cost, so the idea of obliterating a planet and its inhabitants is likely appalling to their naive wittle sensibilities.

On the other hand, the Tau have officially declared some races (Orks, Tyranids, Dark Eldar, and Necrons) "lost causes" to be destroyed wherever encountered, so one could plausibly imagine a situation hopeless enough that they would sacrifice a planet to be rid of them. Still, they would probably try to at least leave the world itself salvageable and only exterminate the infesting species. This might not be a concern on a lifeless rock that happened to be a Necron tomb world, however. There are stories of populations being sterilized or generally dispatched, which is about as mean as the Tau get; one such case was the Poctroon, who were the first sapient species they ever encountered. Their planet was ripe for colonization, and when the Tau arrived, the Poctroon all died of a 'mysterious' contagion, though the Tau obviously have admitted no diabolical fuckery.

As their expansion accelerated deeper into Imperial space, the Tau started to deploy more and more experimental technologies to both battlefields and production lines, some of which weren't properly tested. As a result, quite a few moons, planets and even stars have been accidentally destroyed by various mishaps. While such destruction sometimes happened to be advantageous to Tau forces (for example, by shattering Imperial defenses with massive tidal waves and earthquakes after the destruction of a planet's moon), they have shown no attempts to weaponize it.

The Tau also have orbital high-yield nuclear warhead options, but they generally use them to generate EMP pulses to blackout a wide area. They can also use these warheads to scatter toxic radiation over an area instead, though, burning through flesh and killing those below.

The Tau are also one of the few factions in 40k who still possess functioning terraforming technology (the Eldar lost theirs during the Fall, Tyranid "terraforming" is more just them going about eating everything, and Necron terraforming is an Exterminatus on its own), so they can restore exterminated planets to habitability again, provided they haven't been utterly destroyed Deathstar-style. So yes, in the Tau Empire, Exterminatus get purged by YOU!

One of the notable examples would be Commander Or'es'Ka from Dawn of War Soulstorm, where he had this huge ass gun called "Ar'Ka Cannon" installed on the moon of Kaurava II. The cannon can fire anywhere in the Kaurava system (including the moon where the cannon is), obliterating any enemies before the main force moves in. The said BIGGIZT GUNZ is also the most Eco-friendly WMD ever built in the grimdark future, as it is capable of damaging only advanced life forms while incapable of harming plants and buildings.

Forces of Chaos
Being former servants of the Imperium, fleets of Chaos Space Marines often still possess the good old Imperial Exterminatus weapons, like virus bombs for the old legions, cyclonic torpedoes for more recently turned traitors, or Just Shoot The Shit Out Of It for any warband with ships in their fleet big enough to carry the guns. Occasionally they will pillage Imperial Exteminatus weapons, or else invent some of their own with technology, sorcery, daemonic shit or some combination of the three. Some Chaos guys tend to be quite inventive in finding ways to kill planets.

During one of his Black Crusades, Abaddon managed to steal or destroy all of the Blackstone Fortresses that the Imperium had in their possession. Naturally, they work just as well for Chaos as they did for the Eldar (and far better than they ever did for the Imperium). He also commissioned an incredibly huge destroyer of a spaceship, the front half of which is basically a battery of miles-long energy cannons. This "Armageddon Gun" can split a planet in half with one shot.

Then there is World Eaters, who live up to their name when they are united. 50,000 of these motherfuckers slaughtered 70 Sectors in Angron's Dominion of Fire campaign. Then all the planets they conquered were retaken. It seems like they forgot to salt the earth. To be fair though, Imperium needed four Chapters, two Titan Legions and more than thirty Guard Regiments (However, WAAAGH Skargor took on fifty Guard regiments and SIX space murheen chapters. Perhaps World Eaters lack the power of dakka.). Back in Great Crusade, these butchers manually killed everything on the planets they went to conquer. Most of the time, it took them one day. This gave birth to another problem: There were no subjects on these planets to rule over. So the Emprah had to sent fleets to colonize planets left over by World Eaters, which was a pain in the arse for him.

Uniquely amongst 40k factions, the armies of Chaos can make planets Exterminatus-proof by turning them into Daemon Worlds, where the laws of physics are fucked up so hard by the power of the Warp that all weapons just cease to function on and around it, or even achieve the opposite effect by nourishing the daemon patron of the world and making him even stronger (don't even think about virus bombing a Nurgle Daemon World). Though admittedly, from literally any point of view besides that of Chaos, Exterminatus is a preferable option to Daemon World transformation, as it would just kill you, rather than damning you to the eternity of torment.

Of course, there's also the act of summoning Aetaos'Rau'Keres. Keres will turn any planet he's summoned on into a lifeless husk. He doesn't care what side you are on or even if you're the cult that summoned him; he will murder everyone unlucky enough to be on the planet he's currently on. Such is his methods that he's the closest thing the Chaos Daemons have to a true planetary exterminatus.
Of note, the Blackstone Fortresses can make even mid size stars go supernova if fired together.
 
The blackstone fortress's are Old One Superweapons (6 of them firing at once was powerful enough to knock out the VOID DRAGON. If we want a superweapon later I suggest grabbing the eye of night and the hand of darkness and getting those on our side.
 
Tyranid "terraforming" is more just them going about eating everything,
Actually "Tyranoforming" is a thing, it's meant to cause most life on a planet to experience unsustainable explosive growth to maximize the amount of active biomatter on the planet.
It's theorized that this is why Catachan and certain other planets are the way they are.
Upon arrival to the planet, the Hive Fleet will disperse within the planet's upper atmosphere and begin launching millions upon millions of Mycetic Spores. Many will contain Tyranid warriors of various strains, from Rippers to Bio-Titans, and so come in a multitude of sizes. Others will deliver zoomorphic symbiotes and parasites, which target and mutate the planet's flora at a rapid rate. Within hours verdant forests are replaced with highly-aggressive alien vegetation, including Capillary Towers, which begins the process of transforming the planet's atmosphere into a hothouse, turning the sky a sickly red and raising temperatures at an accelerating rate.
Once the Hive Ship has come into range of a target planet, it immediately begins to launch a rain of Mycetic Spores into the atmosphere and towards the planet's surface.

Some of these pods are filled with microbial life. These hostile micro organisms immediately begin to change the planet's atmosphere, oceans, soil, flora, and fauna. Complex organic molecules are broken down and recreated in formats that are best suited for absorption by the swarm.
 
Last edited:
So, if Serras had crit-failed her Sin roll, she would have had a personality more like this(ratchets up her desire to have people she cares about all to herself up to 100), but with more Yangire(family-oriented) instead of Yandere(romantic love-oriented). (Blood, general insanity warning on that link). Whether she fell to Chaos or not wouldn't really have affected it much, though she'd have more Chaos nonsense to reanimate their corpses. Probably get Bile to make clones in hopes of the 'recalls their past even when they logically shouldn't' thing happening. I figure the debuff of 'Had True Death inflicted.' and the buff of 'Literally a Primarch.' that had it happen with Horus' clone would about cancel out.
 
Last edited:
Given the realities of her Divination being messed with and the minor inaccuracies free will will introduce over significant time periods, especially in major battles, the Silver Sentinels are likely to adopt a Tzeentchian policy on plan-making relying on their Divination. That is, they have a main plan they 'd like to work, but like Xehanort, beating out the one leaves 8 others in the works. Maybe not as well, but unless you do a boardflip like mass-Exterminatus of the Sector, you're going to have trouble dealing with all of them. In main combat, they'll fight more along the lines of the Lizardmen/Skaven, organized chaos if you will. A lot of really nasty tech and Warp-based tomfoolery, which is bizarrely unique and standardized at the same time. Every now and then, you'll get a miniature Ordinatus. Something akin to a tank main cannon designed to wreak havoc on this specific race or even on a specific piece of technology or enemy contingent. Much like the Skaven, stealing tech from the enemy to reverse-engineer is totally acceptable as long as it doesn't have Chaos taint. Speaking of which, the Astartes Libraries of the Silver Sentinels will need some time to build up their lore beyond general Warp-ness. Because anything on Chaos specifically tended to get burned once Serras had perused it, if she didn't just burn it immediately, and they haven't had much in the way of battles with enemy factions to have collected lore on. Speaking of Warp lore, guess what Magnus just crit succeeded on?
 
Last edited:
So, if Serras had crit-failed her Sin roll, she would have had a personality more like this(ratchets up her desire to have people she cares about all to herself up to 100), but with more Yangire(family-oriented) instead of Yandere(romantic love-oriented). (Blood, general insanity warning on that link). Whether she fell to Chaos or not wouldn't really have affected it much, though she'd have more Chaos nonsense to reanimate their corpses. Probably get Bile to make clones in hopes of the 'recalls their past even when they logically shouldn't' thing happening. I figure the debuff of 'Had True Death inflicted.' and the buff of 'Literally a Primarch.' that had it happen with Horus' clone would about cancel out.
I admit, jealous, family-obsessed yandere-Serras is something I would gladly read about.

-"Father, look at these wOnDErFul new planet-killing warheads I invented for your fleet. Please pay more attention to me and not this boring doofus Horus. We don't want these warheads to accidentally blow up yet another important planet while you were not paying attention, n̸͇̭͑̿o̷̧̬͛w̵̝͂ ̷̖̋d̸̡͊͝ṏ̵͚́ ̷̤̗̅w̶͙̅e̵̗͋͝?
-"Female Primarch is supposed to be the more mentally stable one, Malcador?"
- "What does she mean by "Again"?"
 
Last edited:
Given the realities of her Divination being messed with and the minor inaccuracies free will will introduce over significant time periods, especially in major battles, the Silver Sentinels are likely to adopt a Tzeentchian policy on plan-making relying on their Divination. That is, they have a main plan they 'd like to work, but like Xehanort, beating out the one leaves 8 others in the works. Maybe not as well, but unless you do a boardflip like mass-Exterminatus of the Sector, you're going to have trouble dealing with all of them. In main combat, they'll fight more along the lines of the Lizardmen/Skaven, organized chaos if you will. A lot of really nasty tech and Warp-based tomfoolery, which is bizarrely unique and standardized at the same time. Every now and then, you'll get a miniature Ordinatus. Something akin to a tank main cannon designed to wreak havoc on this specific race or even on a specific piece of technology or enemy contingent. Much like the Skaven, stealing tech from the enemy to reverse-engineer is totally acceptable as long as it doesn't have Chaos taint. Speaking of which, the Astartes Libraries of the Silver Sentinels will need some time to build up their lore beyond general Warp-ness. Because anything on Chaos specifically tended to get burned once Serras had perused it, if she didn't just burn it immediately, and they haven't had much in the way of battles with enemy factions to have collected lore on. Speaking of Warp lore, guess what Magnus just crit succeeded on?
Killing the Psycheneuin without losing an eye, placing him in even better position than the Roboutian Heresy timeline?
Also list of psychic powers:
Space Marines
The Librarians are charged with a multitude of duties in service to their Chapter, but on the battlefield their primary duty is that of combat support for their fellow battle-brothers.[1] Most of their abilities are focused on improving their already-formidable combat abilities, creating force shields or directing bolts of destructive psychic energy at the enemy.[1] As Librarians increase in skill, they are able to wield more subtle abilities, such as seeing into the future or redirecting bullets with telekinesis.[1]

Below are a few of the more well-known Librarian psychic powers:

Space Marines
Name
Notes/Effects
Sources
The AvengerA destructive avatar of roiling flame is summoned that leaves immense destruction in its wake.[1]
Fear of the DarknessSheer terror overcomes the Librarian's foes as their souls are pierced with the horror of death and the truth of their insignificance in an uncaring universe.[13]
Force DomeA force field is created around the Librarian and nearby companions, protecting them from harm.[1]
Fury of the AncientsA psychic creature of fire charges forward, burning anything or anyone caught in its path.[13]
The Gate of InfinityThe Librarian is able to create a safe passageway through the Warp, allowing him and his battle-brothers to teleport to any location on the battlefield.[1]
Machine CurseThe Librarian curses a target vehicle's machine spirit to malfunction and potentially cause itself harm.[1]
Might of HeroesThe Librarian calls upon the power of the Warp to heighten the speed and strength of himself or another to unimaginable levels.[13]
Might of the AncientsThe Librarian uses the power of the Warp to increase his strength to unimaginable levels.[1]
Null ZoneThis power removes the mystical defenses of any enemy within range of the Librarian.[1]
QuickeningThe Librarian gains precognitive powers, allowing him to outfight his enemies by seeing their movements before they even act.[1]
SmiteThe Librarian shoots bolts of lightning from his finger-tips, rending his foes with psychic energy[1][13]
Storm of the Emperor's WrathBolts of psychic lighting shoot out from the Librarian's hands, incinerating even the most heavily-armoured foes.[13]
Veil of TimeThe Librarian steps out of phase with time, witnessing myriad potential futures and using that knowledge to alter the course of events to prevent or bring them about.[13]
Vortex of DoomA hole is torn between real and warp space, consuming any unlucky foe (or friend) caught in its path.[1][13]
Chapter-Specific Powers
Some Chapters are able to call upon their own brand of specialized psychic powers. Below are a listing of some of these Chapters and their respective abilities.

Blood Angels
Though the psyker gene is more common among the Blood Angels and their successor chapters than in others, Librarians still remain a much-prized rarity.[6a] They also stand somewhat apart from their fellow battle-brothers, not only because of their psychic abilities, but also their responsibility of swift and merciful execution should one fall to Chaos or the Black Rage.[6a] Nevertheless, their abilities in battle are near-limitless, able to shatter adamantine plates with bolts of psychic energy or cause their enemy's blood to boil.[6a] The Blood Angels also preserve their mortally-wounded Librarians within the armoured hold of a Furioso Dreadnought, combining their deadly psychic abilities with the strength of a Dreadnought body.[4a]

Below are some of the specific powers used by Librarians of the Blood Angels and their successors.[6b]

Blood Angels
Name
Notes/Effects
Sources
Blood BoilThe Librarian causes his foe's blood to explosively burst from every pore.
The Blood LanceThe Librarian summons a gore-splattered lance and launches it at his enemies, skewering man and machine caught in its path.
Fear of the DarknessProjecting a wave of sheer terror, the Librarian causes all enemies before him to fall back in fear.
Might of HeroesThe Librarian enhances his already considerable strength and speed to unimaginable heights.[14]
QuickeningIncreases attacks of an ally.[15]
The Sanguine SwordInfused with a sliver of his inner rage, the Librarian's Force Weapon becomes more deadly as it takes on a crimson hue.
Shackle SoulReaching into his enemies' minds, the Librarian crushers their will to fight.
Shield of SanguiniusA shimmering golden barrier is erected around the Librarian and his nearby companions, protecting them from harm.
SmiteThe Librarian shoots bolts of lethal ruby-red lightning from his fingertips that tear apart his enemies.[15]
Transfixing GazeHis eyes transformed into blazing pits of despair, the Librarian weakens his enemy's resolve during a fight.[7][14]
Unleash RageThe Librarian unleashes the savagery locked within his battle-brothers' minds to turn them into unstoppable killers.
Wings of SanguiniusThe Librarian achieves flight thanks to two blood-red wings of psychic energy emerging from his back.[14]
Space Wolves
As much as the Space Wolves are a departure from the Codex Astartes, so too are their Librarians. Known as Rune Priests, their powers are based upon the shamanistic traditions of their homeworld, Fenris. They believe that the power they use comes not from the Warp, but from the energy living within themselves and from Fenris, and predict the future through the casting of runes carved from the bones or teeth of one of their totem animals.[8] Whatever their beliefs, their results cannot be argued against. These Rune Priests are able to see into the future, summon a mighty storm to conceal an army's advance, or shatter their enemies with a mighty word of power.[9]

Below are some of the specific powers used by Rune Priests of the Space Wolves:[9]

Space Wolves
Name
Notes/Effects
Sources
Fury of the Wolf SpiritsThe Rune Priest summons the charcoal-black spirits of Freki the Fierce and Geri the Cunning, two of the most exulted Thunderwolves from the netherworld, and sets them upon the enemy, their fangs causing horrific wounds as their howls drive the foe into madness.
Jaws of the World WolfThe spirit of the world opens its maw, creating chasms that swallow and destroy all in the Rune Priest's path.
Living LightningSentient electricity arcs from the sky into the ranks of the enemy, leaving blackened corpses in its wake.
Murderous HurricaneBellowing forth an ancient curse and summoning icy winds, the Rune Priest's foes are consumed by a blizzard, its psychic ice tearing flesh and slowing advance.
Storm CallerThe Rune Priest calls forth a vortex of ice and winds that crackle with psychic energy, obscuring the Rune Priest and his allies from their enemies.[17]
Tempest's WrathCalling to the wind spirits of a raging storm, the Rune Priest punishes all enemy units and vehicles that fly in the air around him, smashing them into the stony ground below.
The GateLinks certain points with small, temporary warp gates through which user's allies can pass to emerge elsewhere.[18]
ThunderclapUsing a word of power, and slamming his gauntlets together, the Rune Priest can shatter stone and liquefy the brains of those nearby.
Dark Angels
Like those of other Chapters, Dark Angels Librarians are charged with recording the Chapter's history and defending their brethren from the psychic abominations of the enemy, whether by incinerating them with unnatural warp energy or conjuring horrors to render them frozen with fright. However, they also have another, secret duty to perform outside the battlefield. Whenever one of The Fallen is interrogated, a Dark Angels Librarian is always present to weaken the prisoner's psychic defenses and help the Interrogator-Chaplains to extract the truth.[12]

Below are some of the specific powers used by Librarians of the Dark Angels and their successors.[12]

Dark Angels
Name
Notes/Effects
Sources
Force BarrierCreates a shimmering psychic shield that protects the Librarian from enemy attack.[12b]
HellfireCreates a torrent of psychic flames that engulfs the enemy.[12b]
Mind WormThe Librarian hurls a bolt of psychic energy at the enemy's mind, causing a deadly mental seizure.[12b]
Weaken ResolveScares enemies and forces them back.[16]
Iron Hands
Iron Hands
Name
Notes/Effects
Sources
Betrayal of FleshHarnessing his hatred for weakness, the Librarian sunders the flesh of his enemies with a blast of psychic power, reducing his enemies to dust. It's ineffective against daemonic and mechanical entities[10a]
Deus Ex FerrumThe Librarian focuses his mind and links his iron will to the strength of his augmetics, boosting himself and his allies strength and toughness.[10a]
Punish the WeakThe Librarian summons forth a roiling tornado of force around himself, harshly tearing at the flesh of anyone not strong enough to stand against its assault.[10a]
Raven Guard
Raven Guard
Name
Notes/Effects
Sources
Corax's IngenuityThe Librarian plunges his mind into the Warp, harnessing its power. He is infused with power, embodying the pure ideals of Corax, and emanating his power to those around him.[10b]
Curse of the RavenThe Librarian curses an opponent, condemning him to death at the hands of the Emperor's champions. Warp energies eat at the target's mind, and reveal weaknesses in his defences that the Battle-Brothers can exploit.[10b]
The Unkindness of DeliveranceThe Librarian manifests his psychic power as an unkindness of ravens. Black as night, these ferocious birds swarm over his opponents.[10b]
Salamanders
Salamanders
Name
Notes/Effects
Sources
Fury of the SalamanderThe Librarian conjures the flame and fury of his home world and the terrible lizards that dwell upon it, and drives it towards his enemies. The roiling flames twist and writhe into the form of an ancient and powerful drake, its malevolent visage inspiring dread.[10c]
Heat of the FurnaceThe searing heat of the forge runs through the veins of the Salamanders, and the Librarian can turn that heat outwards, wreathing himself in flame that enemies cannot bear to be near, and which causes flesh to burn and blister at his touch.[10d]
Nocturne's FireThe volcanic fury of Nocturne is a deep and powerful force, and terrifying when fully unleashed. Salamanders are reluctant to use this power unless absolutely necessary, for it can be difficult to control once unleashed. The area around the Librarian is suddenly engulfed in a raging inferno which few things can withstand.[10d]
Vulkan's AnvilThe Librarian draws upon the unyielding endurance that the Salamanders are legendary for, becoming an anvil against the attacks of his enemies. There is little that can strike a Librarian down when he manifests this power.[10d]
White Scars
White Scars
Name
Notes/Effects
Sources
Heart of the KhanThe Stormseer reaches deep into the legacy of Jaghatai Khan, and brings forth the legendary swiftness and ferocity of the White Scars' Primarch.[10e]
The Howling WindThe Stormseer gathers the powerful winds of the Chogorian steppes, driving them forwards to cast aside the enemy.[10f]
Spirits of the SteppesThe Stormseer calls upon the spirits of the land, air, and the souls of long-dead warriors to bring some fragment of the harsh steppes of Chogoris to the battlefield he walks upon. It is said that so long as these forces of nature fight alongside them, the White Scars will always be victorious.[10e]
StormlanceThe Stormseer calls upon the lightning that embodies his Chapter's way of war, and brings it to bear against his enemies.[10f]
Imperial Fists
Imperial Fists
Name
Notes/Effects
Sources
The Golden SonThe Librarian is transformed into a radiant figure suffused with the power and nobility of Rogal Dorn. Friends witness a glorious sight not seen since Rogal Dorn himself walked amongst Men, while enemies see the fiery harbinger of their doom.[11a]
Into the CrucibleThe Librarian calls upon the spirits of all those Imperial Fists who gave their lives at their Primarch's side during the battle of the Iron Cage. The blows of his enemies are turned aside or healed by the incarnate force of his ancestors.[11a]
Noble PraetorianReaching into his soul and his genetic inheritance, the Librarian channels a portion of Dorn's noble spirit, making himself a champion of the weak and a defender of the just.[11a]
StonebaneThe Librarian channels the will of Dorn into an attack so terrible that no wall or fortification will be left standing. The ground quakes, the skies darken and the air itself screams as a mighty etheric hammer manifests itself in the Librarian's grip.[11a]
Ultimate SacrificeThe Librarian channels the selfless spirit of the Imperial Fists into himself, causing fate to deliver blows meant for his fellows to strike him instead.[11a]
Wave of PenanceThe Librarian reaches into the ether and draws forth all of the pain suffered by his ancestors in the self-imposed atonement of the pain-glove and a hundred other such rituals. In an instant, ten thousand years of penance is unleashed upon his foes, every iota of pain ever felt by the Chapter turned back upon its foes in an unstoppable blast wave.[11a]
Deathwatch
Deathwatch
Name
Notes/Effects
Sources
Alien MindsBy reading the moods and surface thoughts of nearby aliens the Epistolary can anticipate their actions and gain insight into their intentions.[11b]
Bond of BrotherhoodThe Epistolary focuses his mind upon the links between himself and his fellow Battle-Brothers in the Kill-team, inspiring them with scenes of victory and shared peril. Alternatively, the Librarian may also use this power to subtly support the weight of his arguments in council or when influencing other Chapters.[11b]
Blood Ravens
Blood Ravens
Name
Notes/Effects
Sources
Battle SightBlood Ravens Librarians can cast their mind across a battlefield, world, or even system for hints and clues to the movements and deployments of their enemies that may have gone undetected by more conventional means. A Librarian may use this psychic power in two different ways, choosing its application before he manifests it. The first application of this power is to gain an immediate tactical edge in combat and is most useful when facing immediate battlefield threats, revealing the position of all enemies within range that have hostile intentions toward the Librarian. This does not track the movements of these enemies or their actions, but simply informs the Librarian of their presence, direction, and distance from his current location. The second use of this power is to gain a broad strategic overview of an area and information on how better to complete a mission, or overcome a foe.[19a]
Truth SeekerTruth Seeker allows a Librarian to find details and clues that he might have otherwise missed, drawing his attention to areas or objects of interest. While this power is active, the Librarian is more aware of minor, often inconsequential details. In addition, if he is unsure of which direction to proceed in an investigation or where to find and object or person he can gain a clue.[19a]
Warp WhispersThe Librarian can listen to the babblings of the Warp and perceive the secrets of its denizens, sifting through the noise and maddening chatter to find grains of truth. It is a practise not without peril, however, and many Librarians dare not even attempt such follies, though those of the Blood Ravens know that true knowledge can never be gained without a degree of danger. When the Librarian activates this power, he learns a number of "secrets" equal to his Psy Rating. These are minor things, fragments of knowledge and nonsense that he must then carefully consider for their worth. He can then uses these "secrets" to gain insight into his immediate future. Warp Whispers is not without its dangers and may cause Perils of the Warp.[19a]
Red Scorpions
Red Scorpions
Name
Notes/Effects
Sources
Bone BreakerDescription: The Red Scorpions Librarian focuses his might and will into the blows he rains down on his enemies, filling his arm with righteous vigour. Even blows which would otherwise cause no damage send shockwaves through his enemy's body, pulping flesh and breaking bones.[19b]
Tormented FleshThe Librarian focuses on his foe's flawed physiology and corrupted spirit turning it against them. The enemy's flesh will literally rebel against its owner as it twists, oozes, and bursts, fleeing the taint which saturates it. This power is only effective on foes which either are corrupted, have a mutation or a daemonic gift. If the Librarian's target fails using this power they get struck with damage equal to most pervasive effect on the target.[19b]
Word of the Codex AstartesThe Librarian calls to the common bond between Battle-Brothers as laid down by the Codex Astartes and reminds Space Marines of their sacred duty and powerful heritage. This power infuses nearby Space Marines with new purpose and devotion, boosting their moral and banishing any doubt.[19b]
Marines Errant
Marines Errant
Name
Notes/Effects
Sources
Darkness GateSummoning up the potent energies of the Warp, the Librarian folds space between points within the void and brings them closer together for an instant allowing Space Marines to pass between them. Darkness Gate has effects similar to a teleportarium, allowing objects from one point to be transferred to another in a rapid instance via the conduit of the Warp. It only works for a small group of individuals and only across an airless space like the void, but it can be effective for staging hit and run attacks. The Librarian picks a point in space which he can observe, such as a distant ship. Provided there are no obstacles or atmosphere between the point he can see and the point he is standing, a momentary gate will open allowing him and his companions to step through. Perils of the Warp can be particularly dangerous when using this power.[19c]
Shadows in the StarsThe Librarian can look out into the inky black of the void and see things mere sensors cannot, reading the ebb and flow of the darkness and the Warp which lies beneath it. The Librarian can perceive any objects in space within range of this power, including celestial phenomena and vessels or ordnance. Even if they fails the Librarian as a general idea of hazards though not their exact location. If this power is used in conjunction with a vessel's bridge crew it will augment their ships sensors and help them avoid hazards and ordinance.[19c]
Void HammerSummoning up a brutal burst of energy, the Librarian smashes objects and batters structures with raw psychic power. Against individuals, this power can knock them down and break their bones, but against inanimate objects it can rend apart walls and buckle bulkheads. The Librarian picks a point within range and line of sight as the impact point of the Void Hammer. Any individuals within 3m of this point will be hit by the concussive blast. Objects such as walls, supports, and doors are far more badly affected and can be used to punch holes in objects, destroy them or bring down buildings by destroying supports. This ability can also be used effectively against vehicles, damaging them just as it would a bulkhead or blast door.[19c]
Flesh Tearers
Flesh Tearers
Name
Notes/Effects
Sources
Depths of RageLibrarians of the Flesh Tearers Chapter are well versed in the use of psychic powers while struggling with the Black Rage and Red Thirst. Many have even developed powers which tap into the rage deep within them and use it to fuel their powers or enhance their abilities. The Librarian can use this power to send himself and it's allies into a frenzy.[19d]
FlensingFlesh Tearers often live up to their name when engaged in combat, skinning their foes with well-practised blows from their blades and chain weapons. Librarians of the Chapter are no exception and the Flensing power has been developed with such hideous injuries in mind. When the Librarian uses this power he can choose multiple targets to strip their skin and muscle away. Targets slain by Flensing are reduced to a collection of bloody bones and meat and are completely unrecognisable, though their armour and equipment remains intact (if soaked in blood).[19d]
Razor BladesA Flesh Tearers Librarian, like other Space Marines of his Chapter, understands and appreciates the virtues of a good sharp blade. By focusing his psychic powers the Librarian can make edges keener and steel sharper so that it might more easily bite into flesh and bone.[19d]
Crimson Fists
Crimson Fists
Name
Notes/Effects
Sources
Bloody FistCrimson Fists Librarians have mastered powers which aid them in the destruction of xenos, especially those with tough hides and thick skins that might thwart a normal attack or rob it of its power. With the Bloody Fist power, the Librarian infuses his melee attack with extra force allowing him to inflict some damage even if his blow does not breech the creatures armour or hide.[19e]
Enduring DutyDuty is paramount to a Crimson Fists Space Marine and even when the shadow of death falls upon him or his companions he will continue to fight on to the end. The Librarian steels his own spirit or that of one of his companions to fight on to the end, even when the body should have given up and all hope is gone. Either the Librarian or a single ally within range can be the target of enduring duty. Even with the psychic will of the Librarian sustaining him, the Battle-Brother can still be destroyed (and killed).[19e]
Hammer of ManThe Crimson Fists Librarian focuses his hatred of xenos into a tangible force which he projects out around him causing pain and anguish to any who are not human. Any xenos affected by this power will be instantly aware of its source and may seek out the Librarian as a target to end their pain. This power only effects xenos and has no effect on creatures which are not truly alive (such as daemons or machines) or have even a small degree of human ancestry (such as most mutants, abhumans, and of course Space Marines).[19e]
Howling Gryphons
Howling Gryphons
Name
Notes/Effects
Sources
Blood OathLibrarians of the Howling Griffons Chapter take their oaths as seriously as any of their brothers and can bind them psychically with blood to make them more potent and enduring. The Librarian calls upon his eldritch powers when taking an oath at the start of a mission, committing not just his word but his spirit to the binding and seeding it with a few drops of his own blood. This power can be used only at the start of a mission and any other members of the Kill-team may choose to participate in the Oath-taking with the Librarian. Blood Oath has no chance of incurring Perils of the Warp.[19f]
Griffon's HowlThe Librarian calls to the Warp and draws forth a mighty cry like a diving bird of prey to cow his foes with fear and shatter their resolve. This cry is also a potent weapon against Warp spawn and can shake the ties which bind them to the material plane sending them back from whence they came.[19f]
Periclitor's BaneThe Howling Griffon's intense hatred of the Word Bearers and their lord Periclitor has been translated by the Chapter's Librarian's into a number of abilities targeted at the traitor legionnaires. When the Librarian summons up this power, he is creating an agonising resonation targeted at one of the traitor legions.[19f]
Novamarines
Novamarines
Name
Notes/Effects
Sources
Ancestral StrengthDrawing on his pure heritage of the Ultramarines, the Novamarines Librarian boosts his abilities for a time, making him more formidable in battle. Such a boost is not without its dangers, and even increasing the raw potential of the Librarian for a short time can have negative effects, draining what was strengthened after the power wears off.[19g]
Sky-sightThe Novamarine Librarian lifts in consciousness and gazes down upon a battlefield from on high picking out details on the ground that even the most sophisticated of sensors might miss. However, while he is gazing at the battlefield, his mind is elsewhere and he is vulnerable to attack and unable to adequately defend himself.[19g]
VulnerabilityThe Novamarines Librarian can exploit a vulnerability in his foe, making it more susceptible to a certain attack or form of damage. This can be especially useful against powerful foes which would normally be very resistant to injury giving the Librarian's squad a chance to deal damage and defeat it.[19g]
Raptors
Raptors
Name
Notes/Effects
Sources
Librarian's FarsightThe Librarian calls upon his psychic gifts to enhance his vision and grant himself a hunter's gaze which can use to sweep across the battlefield to find targets. This keen sight not only allows the Librarian to pick out targets at extreme ranges but also thwart their attempts to hide, differentiating shapes from within shadow to see those that are trying to hide from him. This ability can also be used to see fine detail from the same distance which normal sight might not be able to see. This power only works when the Librarian is using his own vision and does not function in conjunction with scopes or lenses which would enhance ranged vision.[19h]
Raptor's WingsRaptors have an affinity for striking from the sky, making extensive use of jump packs and land speeders to descend on their foes from unexpected angles. The Librarian can manifest great wings of psychic power with which to bear him aloft. While active, the others will be able to see the Librarian's wings as crackling green nimbuses of energy arch up over his shoulders and can make it very difficult for him to hide. Also, when he moves if the wings brush against any surface they will crackle and burn with contained warp energy (though the surfaces or objects they touch suffer no harm).[19h]
Screaming EaglesThe Raptors Librarian can summon forth a swarm of shadowy birds of prey from the Warp which rise up from the ground screaming for the blood of his enemies, stunning or deafening the Librarian enemy. The effects of this power also have the effect of creating a brief cloud of darkness when the ethereal birds spring from the ground, and, though not complete darkness, this does foul vision and cast a shadow over the area of effect as thousands of black beating wings arch skyward.[19h]
Carcharodons
Carcharodons
Name
Notes/Effects
Sources
From the DepthsThe Carcharodon Librarian clouds the minds of his adversaries with a choking mental darkness, amplifying their fear and surprise so that it paralyses them. Their minds writhe with images of watery depths of numbing cold and writhing pelagic shapes, leaving them vulnerable to assault. Once an enemy has been affected by this power, he is immune to it for 24 hours.[19i]
Rending MawThe Librarian calls forth the avatar of a great oceanic predator whose maw erupts from the very ground beneath the enemy. The very stones and earth reform into the shape of jaws and teeth that snap shut, consuming all within in a shower of gore. Those that are bit are dragged below with
the retreating maw, and if they survive they will have to claw their way back to the surface.
[19i]
Inquisition
Ordo Malleus
Inquisitors of the Ordo Malleus, also known as Daemonhunters, often use the powers of the Warp in their fight against its very denizens. Although such witchcraft is usually tolerated, certain acts, such as the creation of a Daemonhost, will result in a declaration of Excommunicate Traitoris and the offender hunted down for execution.[4b] Below are a few of the more well-known abilities employed by Ordo Malleus Inquisitors:[4c]

Ordo Malleus
Name
Notes/Effects
Sources
BanishmentThe psyker bends his will to dissolve the material bonds of his daemonic foe, forcing them back into the warp.
Destroy DaemonChanting litanies of purity in time with his blows, the psyker causes damage to the daemon's warp-spawned substance.
HammerhandThe psyker uses his mental powers to increase his strength, allowing him to tear apart adamantine plates with his bare hands.
HolocaustIgniting the air around themselves in flame, the user incinerates anything that comes too close.
SanctuaryCreates a psychic shield around themselves and their companions that is proof against any daemon.
ScourgingThe psyker splits the air apart as bright arcs of soul-lightning destroys anything in its path.
Word of the EmperorChanting canticles and liturgies, the psyker causes crippling fear in their foe, daemon or otherwise.
Grey Knights
A chapter composed entirely of psykers is a huge threat to any daemonic force, increasing their survivability and slaying foes by sheer will alone.[20] Although all Grey Knights are capable of performing psychic attacks, those that excel at controlling the energies of the warp are taken into the cult of the librarius and trained further to maximize their potential.[20m]

Grey Knights
NameNotes/EffectsSources
Dark ExcommunicationThe Psyker weakens foes by severing their link to their gods, nullifying any daemonic enhancement they may have.[20a]
HammerhandThe Psyker focuses the rage within his mind which bolters his strength farther, allowing him to tear apart adamantine plates with even his bare hands.[20a]
Might of TitanThe Psyker draws his strength from legends past, increasing the might of himself and others.[20a]
QuicksilverThe Psyker is able to talk to the Grey Knights subconsciousness, enhancing the speed of their attacks.[20a]
SanctuaryChanting words of binding, the psyker creates an area of psychic pressure around him and his allies that hinders the foes assault.[20a]
The ShroudingThe Psyker clouds the minds of his foes by creating a ghostly shadow only they can see, causing their aim to sway true.[20a]
SmiteBolts of lightning shoots from his hand heading towards the unlucky foe, electrifying them with a volley of lethal psychic energy.[20a]
The SummoningThe psyker can lessen the distance from one place to another by creating a bridge through the warp.[20a]
Vortex of DoomA hole is torn between real and warp space, consuming any unlucky foe (or friend) caught in its path.[20a]
Warp RiftThe Psyker rips the edges of the warp and the material plane, sending those in his path to eternal damnation.[20a]
Most squads and some characters of the grey knights employ specific psychic abilities which enhance their already formidable strategies.

Grey Knights
NameNotes/EffectsAccessSources
Astral AimThe squad is able gaze upon their foe through many obstacles, mysteriously guiding their shots to the chosen target.Purgation Squad[20b]
Cleansing FlamerThe Squad can send forth the burning hatred in their souls to consume the foe.Purifier Squad[20c]
FortitudeThe Rhino activates its psycho-reactive armour plating, reducing the effects of incoming attacks.Dreadnought, Land Raider, Razorback, Rhino, Stormraven Gunship[20d]
Heroic SacrificeWhen fallen in battle, the brotherhood-champion can reanimate his broken body to enact his vengeance upon his slayer.Brotherhood Champion, Crowe[20e]
HolocaustThe squad can concentrate their power, causing a ball of white hot flame to incinerate their foes.Paladin Squad[20f]
Psychic BarrageCombining their might into one powerful attack, the Sanctioned Psykers can penetrate even the thickest plasteel.Sanctioned Psyker[20g]
Psychic CommunionThe commander is able to contact the minds of those under his command, guiding them onto the battlefield when needed most.Grand Master,
Brother Captain
[20h]
ReconstructionThe Techmarine can look into the warp signature of machinery, seeing clearly which rites to perform that will heal the machine spirit.Techmarine[20i]
Sanctified FlameDraigo unleashes his psychic might onto any within his path, reducing foes to cinders and sending daemons to the warp.Kaldor Draigo[20j]
Warp QuakeThe squad can bend the space of the immaterial and material plane, causing locater beacons, teleporters and the like to malfunction.Interceptor Squad,
Strike Squad
[20k]
Zone of BanishmentStern can concentrate his psychic might, sending foes (and friends) not strong enough to repel the attack into the warp.Arvann Stern[20l]
All Grey Knights are able to channel their psychic powers through their Aegis power armour, giving them protection against even the most powerful psychic attacks.[4e]

Ordo Hereticus
Inquisitors of the Ordo Hereticus, also known as Witch Hunters, often use the powers of the Warp in their fight against witches and other heretics. Those who do are seen as Radicals by their more Puritanical brethren, and has served as a source of conflict within the order.[4e] Below are a few of the more well-known abilities used by these Inquisitors:[5a]

Ordo Hereticus
Name
Notes/Effects
Sources
Divine PronouncementThe psyker invokes the Emperor's power to pronounce His judgment, causing his enemies to flee in terror.
Hammer of the WitchesEnemy psykers are consumed by the divine purity of the Emperor.
HammerhandThe psyker uses his mental powers to increase his strength, allowing him to tear apart adamantine plates with his bare hands.
His Will Be DoneThe psyker manifests the Emperor's divine will, inflicting more grievous wounds during combat
PurgatusThe enemy's mind is filled with the unbearable truth of his sins, reducing him to a drooling, crippled thing.
ScourgingThe psyker splits the air apart as bright arcs of soul-lightning destroys anything in its path.
Word of the EmperorChanting canticles and liturgies, the psyker causes fear in their foe, daemon or otherwise.
Sisters of Battle
The Adepta Sororitas represent the epitome of faith and purity within the Imperium of Man.[5b] To wield the powers of the Warp would be completely anathema to them, yet such is their Shield of Faith that it can nullify any psychic power, even those of a friendly or helpful nature.[5b]

Instead, the Sisters of Battle perform Acts of Faith, manifestations of the Emperor of Mankind's divine purpose.[5b] These small miracles are unlike any psychic power; defenses or weapons useful against normal psykers have no effect on them.[5b] Below are a few of the more well-known manifestations:

Sisters of Battle
Name
Notes/Effects
Sources
Hand of the EmperorThe Sisters channel His wrath through their bodies, given them preternatural strength and courage.Codex: Witch Hunters (3rd Edition), pg. 18
Divine GuidanceThe Will of the Emperor guides the Sisters' shots, allowing them to shatter armor and penetrate weak points.Codex: Witch Hunters (3rd Edition), pg. 18
The PassionInspired with holy fervour, the Sisters' reflexes are enhanced to better overcome His enemies.Codex: Witch Hunters (3rd Edition), pg. 18
Light of the EmperorFilled with fear of failing Him, the Sisters will shirk from no other terror.Codex: Witch Hunters (3rd Edition), pg. 18
Spirit of the MartyrThe weapons of the enemy have no effect on the Sisters until He is ready to receive them in death.Codex: Witch Hunters (3rd Edition), pg. 18
The Emperor's WrathThe enemy are forced back, unable to gain ground as the Sisters of Battle unleash a wrathful storm of bolter fire, melta blast and purging flame.Citadel Journal 49, pg. 20
The Emperor's DeliveranceAs the Sisters recite rites of destruction, every shot becomes a mortal blow.White Dwarf 380 (US) , pg. 99
Holy FusilladePraying to the Emperor to focus His wrath through their weapons, the Sisters unleash a torrent of firepower.White Dwarf 380 (US) , pg. 99
Shield of FaithSuch is the power of their belief that the Emperor will protect them from mortal injury that the Adepta Sororitas can shrug off the most severe of physical blows and psychic attacksWhite Dwarf 380 (US) , pg. 94
Endless CrusadeLimbs do not tire when the spirit of the Emperor moves them, but find fresh strength in their righteous work.White Dwarf 380 (US) , pg. 95
Pure FaithWith total faith in His divine grace, the sister is armored against the foul influence and the corrupting touch of the Unclean.Dark Heresy: The Inquisitor's Handbook, pg. 50
Purge the UncleanThrough words, gestures and force of will, faith is channeled such that Daemons may be cowed or cast out by the power of the Emperor.Dark Heresy: The Inquisitor's Handbook, pg. 51
Divine MinistrationBecoming a vessel for the Emperor's mercy and beneficence, His divinity heals where no mere skill can.Dark Heresy: The Inquisitor's Handbook, pg. 51
Wrath of the RighteousLike a killing angel, the sister exacts the Emperor's righteous
fury on those who deny His dominion over the stars or those who profane that which is sacred.
Dark Heresy: The Inquisitor's Handbook, pg. 51
Blessed RadianceHoliness shining out, the Sister's presence allows all to see the truth of their
own souls. Where she treads, those who follow need have no fear of the darkness, nor suffer the predations of the blasphemous.
Dark Heresy: The Inquisitor's Handbook, pg. 51
Imperial Guard
The Imperial Guard makes reluctant use of psykers, their arcane and blasphemous abilities causing fear and mistrust in even their commanding officers.[2b] Nevertheless, these Sanctioned Psykers are useful for combating the enemy's psychic powers and providing needed battlefield support.[3] One of the most powerful are the Primaris Psykers, a rare breed of highly-trained and gifted individuals whose mental powers allow them to sear the flesh from their enemies' bones or cloud their minds.[2b] Primaris Psykers are commonly attached to high-ranking officers to provide psychic support for front-line troops.[2b]

Astropaths are also commonly attached to command formations, allowing for instant, secure communication over vast distances.[2a] Many Astropaths also have powers of divination, and advise their commanding officer on how best to deploy their forces.[2a]

Lower down are the Psyker Battle Squads, teams of pyskers who function as one entity to better focus their nascent powers.[2c] While individually their powers are weaker and as much a danger to themselves as others, together they are able to wield a power greater than the sum of its parts,[2c] Psyker Battle Squads are able to flatten battle tanks and tear apart the bodies of their enemies.[2c] They are commanded by Overseers, who are given the task of "saving" their souls if they suffer from the Perils of the Warp.[2c]

Below are some of the more well-known powers used by Imperial Guard psykers.

Imperial Guard
Name
Notes/Effects
Sources
Lightning ArcBolts of Warp lightning are launched from their hands.[3]
Machine CurseThe psyker places a curse on a target vehicle's machine spirit, potentially causing the machine to harm itself.[3]
Nightshroud'The psyker reaches into his enemies' minds, obscuring himself and his companions from their sight.[2b]
Psychic LashA directed bolt of Warp energy, ignoring armor to rip open the enemy's organs.[3]
Psychic WardCreates wards around the Psyker or nearby units to protect them against psychic attack.[3]
Soul StormFavored by Psyker Battle Squads, this power engulfs the enemy in Warp energy to sear their flesh and rip their souls from their bodies.[2c]
Telepathic OrderRelays the commanding officer's orders via telepathy.[3]
Weaken ResolveFavored by Psyker Battle Squads, the pyskers evoke irrational terror in their enemies' minds.[2c]
Major Psychic Powers
Along with the non-aligned Chaos powers, there is a unique power associated with each god, usable only by their worshipers.[2a]

Chaos Undivided
Chaos Undivided
Name
Notes/Effects
Sources
DoomboltBolts made of raw chaos energy are launched by the sorcerer against his enemies. Made from dark energy of the coalesced spite and loathing of the sorceror.[2a][4]
Gift of ChaosA whirling flash of Chaos energy is unleashed by the sorcerer, enveloping his target and rapidly mutating them. Those who survive the distortion of flesh and bone become a Chaos Spawn.[2a]
Mass MutationThis spell may be cast on any other Chaos Space Marines. A conduit is opened to the warp and daemons temporarily possess the bodies of the Chaos marines, mutating them and giving them increased strength and resilience.[1a]
WarptimeThe sorcerer alters the flow of time around himself, allowing for attacks with supernatural precision.[2a]
Wind of ChaosThe sorcerer calls forth the corruption from within his soul, unleashing waves of energy that are subtly different for each sorcerer: a sheet of iridescent warp fire for the followers of Tzeentch, a golden cloud of rapturous agony or a rain of hypnotic light for the worshipers of Slaanesh, a stream of bilious filth for those devoted to Nurgle.[2a][4]
Khorne
Because Khorne detests sorcery and all its users, no psychic powers are per se granted to its followers.[1b] However, the Blessing of the Blood God is a unique power granted to Khorne's greatest champion, Kharn the Betrayer, which renders him immune from all psychic attacks[2b].

Nurgle
Nurgle
Name
Notes/Effects
Sources
Nurgle's RotThe sorcerer belches forth a disgusting miasma of disease, causing instant infection and a slow, painful death to those in the area, filling the air with a thick, acrid fog and swarms of massive bloated flies.[2a][4]
Gift of ContagionThe Psyker gathers clouds of contagion and rot-flies about his enemies, infecting them with Nurgle's pestilence.[6]
Plague WindThe Psyker belches a wind of plague that blows through enemy forces.[6]
Weapon VirusThe Psyker invokes the generosity of Nurgle, infesting his foe's weapons with viral decay.[6]
Stream of CorruptionThe Psykers jaw opens inhumanely wide, spewing forth a stream of disease and noxious gas.[7]
Miasma of PestilenceThe Psyker surrounds himself with a sickly odor that incapacitates all nearby foes.[7]
Rancid VisitationsThe Psyker reaches out his hand and laughs, engulfing his enemies in an extremely contagious infection that rots their organs.[7]
Tzeentch
Tzeentch
Name
Notes/Effects
Sources
Bolt of ChangeThe sorcerer hurls a bolt of roiling energy, formed of raw immaterium, which causes rapid mutation, melting flesh and vaporizing metal.[2a]
Boon of MutationThe Psyker lays his hands upon a warrior marked for glory, channeling the power of Chaos into him until his flesh mutates, enhanced by the Warp.[6]
Breath of ChaosThe Psyker inhales, sucking in the negative energies of the battlefield and then releasing them in a great mutating cloud that leaves its victims bodies running like wax.[6]
Flickering Fire of TzeentchThe wielder makes his foes spontaneously combust.[7]
Infernal GatewayThe caster opens up a portal to the Warp, sucking its enemies into oblivion.[7]
Twisting PathThe sorcerer reaches into his enemy's mind, causing an unsettling waking dream in which they ally themselves with the Dark Powers. During this time their foe is temporarily stunned, the sorcerer is able to retrieve information from their mind, implant post-hypnotic suggestions and alter memories.[1b]
Tzeentch's FirestormThe Psyker conjures a storm of pink and blue fire that mutates his foes into foul Chaos Spawns.[7]
Slaanesh
Slaanesh
Name
Notes/Effects
Sources
AcquiescenceThe Psyker engulfs his enemies with a haze of broken dreams and unattainable goals, leaving them distracted and ripe for slaughter.[7]
Cacophonic ChoirThe Psyker breathes in the power of the Warp and emits an ear-piercing chorus of screams that tortures those nearby and strips them of their sanity.[7]
Lash of SubmissionThe sorcerer lashes out with a glowing whip of immaterial energy which snakes out from their hand. Those caught within its ethereal barbs are momentarily brought under the control of the psyker.[2a]
Lash of SlaaneshA tongue-like whip of energy erupts from the Psyker, capable of shattering enemy forces.[7]
Hysterical FrenzyThe Psyker chants goad his followers into a frenzy of activity, driving them to greater acts of sensation-seeking destruction.[6]
Pavane of SlaaneshThe Psyker utters the forbidden dances of Slaanesh, forcing his opponents to jerk and spasm until their bones break.[7]
Sensory OverloadThe Psyker overloads the nervous and sensory systems of their enemies.[6]
Symphony of PainOpening his mouth beyond normal limits, the psyker shrieks a barrage of raw Chaos energy at his enemy.[6]
Minor Psychic Powers
Nurgle
Nurgle
Name
Notes/Effects
Sources
Nurgle's DanceThe sorcerer temporarily gains control of his enemies' minds, causing them to reveal themselves for attack.[1c]
NauseaThis spell invokes nausea and disorientation in others, weakening their ability to fight back.[1c]
AfflictionThe sorcerer inflicts a deadly contagion on a single foe, injuring and potentially killing them in the process.[1c]
Miasma of PestilenceClouds of pestilence and insects are summoned, preventing the enemy's advance through an area.[1c]
Aura of DecayThe sorcerer surrounds himself in an aura of corruption, weakening his enemies' blows in combat.[1c]
Slaanesh
Slaanesh
Name
Notes/Effects
Sources
Fueled By PainThis spell causes the sorcerer's combat prowess to increase with every sensation of pain.[1d]
SirenThe sorcerer assumes the form of someone to whom the enemy, out of love or admiration, would never cause harm.[1d]
Beam of SlaaneshThe sorcerer unleashes a ray of rainbow colours that confuses and disorients the enemy.[1d]
Touch of SlaaneshA delicate caress by the sorcerer renders his enemies insensible and unable to defend themselves.[1d]
She Who ThirstsHaving dealt a mortal blow to his enemy, the sorcerer rips out their very soul, causing fear in those around the unfortunate being.[1d]
Tzeentch
Tzeentch
Name
Notes/Effects
Sources
Pink Fire of TzeentchThe sorcerer engulfs his foe in Warp-fire.[1e]
Psychic DuelThe sorcerer reaches across the battlefield into an enemy psyker's mind, preventing them from summoning their own powers.[1e]
Reckoning of TzeentchReceiving the blessings of Tzeentch, the sorcerer is allowed to see into the future.[1e]
Weaves of FateThe sorcerer gains insight from the Master of Deceit, allowing for superior planning for attacks.[1e]
Withering GazeThis spell causes the sorcerer's eyes to burn with a small portion of Tzeentch's own baleful gaze, causing the enemy to look away in terror.[1e]
Other Powers
Rubric of Ahriman
The Rubric of Ahriman was a spell cast by Ahriman on the Thousand Sons legion after escaping into the Eye of Terror. He was so appalled at the mutations he saw among his brothers that he vowed to stop them. However, he only succeeded in destroying the bodies of his brothers and sealing them within their own armour. Only the intervention of Magnus the Red was enough to stop the spell destroying the entire legion.[1f]

Storm of Change
Main article: Storm of Change
The Storm of change is an incredibly powerful psychic attack performed by a group of Chaos Sorcerers from a Thousand Sons Warcoven. While devastating to the enemy, it often results in the complete draining of psychic energy from the casting sorcerer.

Chains of Torment
Barbed chains erupt from the ground which immobilize enemy infantry and cause minor damage. However, it is not effective against vehicles or structures.[5]

Corruption
Chaos taint is cast over an area of the battlefield, causing all units in the area of effect to take continual damage.[5]

Teleportation
Allows the sorcerer to teleport short distances.[5]
As can be seen, the Lore of Khorne consists of two spells: Rip and Tear and More Dakka. Simple and effective.
Overview
All Eldar are psychic to one degree or another, and their technology is psycho-receptive to take advantage of this trait, often activated and controlled through psychic mechanisms. However, their ability to use this ability to affect the world around them is limited, in part for their own safety. As children the Eldar are taught to erect mental barriers in their minds which are constantly in effect. These protect them from accidentally unleashing their psychic abilities in an uncontrolled fashion, which would quickly attract the attention of She Who Thirsts.[3]

Lowering these barriers are one of the first lessons learned by those taking the first step upon the Witch Path.[3] Eldar Seers acquire their abilities in a slow, careful manner over many years, so as to avoid the many dangers lurking within the Warp.[1]

Runecraft
At the heart of the Seer's abilities are runes, Wraithbone constructs which act as both a source and safeguard for their powers. The Seer draws energy from the Warp through these runes and uses them to focus that energy towards a given task. If too much energy is drawn in, or the Seer attempts a task beyond their capabilities, the rune will glow red-hot and, if the Seer continues, be destroyed. It is through these runes that Eldar Seers are able to avoid many of the Perils of the Warp that afflict lesser minds.[1]

Different runes represent different states of mind, as well as unlock different abilities.[1] When they are ready, a new Seer will receive a personalized rune as their first, which acts as an anchor for their powers and allows the exploration of new abilities.[3] As they grow in strength and experience, Seers acquire new runes and the ability to use them simultaneously, allowing for more powerful effects. These runes are kept close at hand, often in a special bag or case on the Seer's person.[1]

Runes are also connected to the Infinity Circuit on the Seer's Craftworld. It is through this connection that living Seers are able to seek the guidance of those who have passed on.[1]

Warlocks
Warlocks are those Seers who have walked the Path of the Warrior previously and use their battle experience in combination with their psychic powers to create a formidable foe. Few psykers from the other races are capable of matching a Warlock in battle, either psychically or martially, and are often responsible for the Eldar's many victories.[1]

Chief among their weapons is the Witch Blade, a force weapon incorporating runes through which the Warlock is able to focus their power for various means.[1] When the Eldar go to war, they will normally be accompanied by Warlocks, who will provide both protective and destructive support. They are able to guide a fellow warrior's aim by seeing into the future and improving their chances of hitting the enemy; produce a protective field of energy to defend themselves and nearby friendlies from harm; conjure a storm of psychic energy to batter foes.[5]

Below are some of the more well-known powers Warlocks have been known to employ[5]:

  • Augment — The Warlock acts as a conduit to extend the range of others' psychic powers.
  • Conceal — The air around the Warlock forms into a type of fog or darkness, making it difficult to see and accurately differentiate between the enemy and the terrain.
  • Destructor — A huge blast of raw psychic power is unleashed by the Warlock to engulf her enemy.
  • Embolden — The Warlock projects images of mighty Eldar victories and heroes into her companions' minds, inspiring them to greater feats of heroism.
  • Enhance — This power has the effect of increasing the already impressive speed and agility of the targeted Eldar warriors.
  • Executioner — The Warlock creates a monstrous, glowing psychic projection of herself, which engages the enemy in hand-to-hand combat.
Farseers
Farseers are the most powerful Eldar Seers, considered masters of divination and the leaders of the various Craftworlds.[1] Farseers are similar to Exarchs, in that they are Seers that have become "trapped" upon the Witch Path, forever stuck in their occupation. They spend most of their time in a trance, exploring all possible futures and influencing events to bring about the most advantageous outcome.[1] When Eldar armies go to war, they will often be accompanied by only a single Farseer, as they are too few and precious to risk otherwise.[1]

In battle a Farseer will have a retinue of Warlocks to act as bodyguards, though her power far outstrips even their abilities. They are capable of tossing Battle tanks into the air or frying an enemy's brain with a single thought.[2] Farseers have been known to stop Bolter shells in mid-air and render humans unconscious in an instant.[6]

Below are some of the more well-known powers Farseers utilize[4]:

  • Battle Fate — Examining the strands of time, the Farseer choose the course of action that will best ensure success for a friendly unit.
  • Crystal Seer — Calling upon the assistance of those Seers within the Infinity Circuit, the Farseer is able to enhance her abilities many-fold.
  • Doom — The Farseer finds the thread of destiny that leads to the enemies' destruction and guides events toward that end.
  • Eldritch Storm — This power manifests as a vast psychic storm above the target area, firing bolts of psychic energy at the ground in devastating bursts which can even destroy tanks.
  • Force of Asuryan — The Farseer increasing the fighting abilities of friendly Eldar.
  • Fortune — The Farseer looks into immediate future for an instant, allowing Eldar warriors a chance to dodge incoming fire which would have killed them.
  • Guide — This power allows the Farseer to reach into the future, determine where the enemy will be, and use this information to guide friendly Eldars' fire to the maximum effect.
  • Mind War — The Farseer battles the enemy's mind directly, typically resulting in the foe's brain exploding. It can also render them slow and dumb, or nullify any psychic powers they may have attempted.
  • Phoenix Spirit — Influencing the Wraithbone within a fallen Eldar's Spirit Stone, the Farseer briefly reanimates them.
  • Spirit Seer — The Farseer influences the Wraithbone cores of all friendly Wraithguard, invigorating them to heroic actions.
  • Temporal Weave — This power allows the Farseer to target the enemy and remove them from time itself, essentially freezing them in place.
List of Psychic Powers
The release of a Weirdboy psychic charge is frequently random and often destructive, with the following listing some of the better-known manifestations of this power.

Ork Psychic Powers
Name
Notes/Effects
Sources
'EadbangThe Weirdboy loses control of the energies raging through him, causing his head and the heads of those around him to explode.[1]
Ere We GoIn a storm of green light, the Weirdboy and any surrounding Orks are teleported across the battlefield.[1]
FrazzleArcs of crackling energy are unleashed which reduces enemies to shriveled husks.[1]
Gork'll get 'em!The Wyrdboy's belief in Gork and Mork is so complete that it causes a manifestation of their power. This takes the form of a large green fist or foot descending from above upon the enemy.[2]
Psychic VomitWyrdboyz discharges energy in the form of a wave of energy erupting from its mouth much like vomiting fire because it can no longer contain the ork energies. The psychogenic energy is vented powerfully in great green streams. The Wyrdboy feels a lot better after this.[1]
Waaagh!The Weirdboy unleashes a terrible battlecry that infuses his comrades with primal power.[1]
WarpathThe Weirdboy releases his energy in a controlled manner into the surrounding Orks, dramatically increasing their combat abilities.[1]
ZzapA beam of incandescent energy is unleashed and strikes the enemy with the force of a thunderbolt.[1]
All members of the Tyranid race are psychic to some degree, since every aspect of their behavior is controlled by the gestalt consciousness known as the Hive Mind. Particular brood species, known as Synapse Creatures, act as relay and command nodes for the smaller and more numerous creatures, and many of these manifest powerful psychic abilities that can be used as offensive weapons.

Tyranid Psychic Powers
Power
Species
Notes
Sources
CatalystTervigonA psychic power projected by Tervigons to flood the systems of lesser Tyranid creatures under its command, pushing them with unnatural vitality to ignore the most grievous wounds.[1b]
DominionA psychic power that channels and amplifies the Synaptic will of the Hive Mind through a Tervigon to bring a greater number of lesser Tyranid organisms under its control.[1b]
OnslaughtA psychic power that allows a Tervigon to seize control of the Bio-weapon symbiotes carried by its minions, guiding their fire whilst also relentlessly forcing the minions forward without being distracted by having to aim their weapons.[1b]
Hypnotic GazeBroodlordThis power reduces its victim to a helpless wreck by subverting their willpower and smothering their conscious mind.[1b]
ParoxysmHive TyrantsSome Hive Tyrants can triggers every nerve and pain receptor in a target's body, debilitating the victim by overwhelming their senses with pure agony.[1b]
Psychic ScreamA piercing shriek of psychic energy directed at the minds of the weak-willed, which distracts, scares or even possibly drives insane all but the strongest foes.[1b][2a]
Leech EssenceSome Hive Tyrants can feed upon the life force of their enemies and put it to a better use: regenerating their own flesh.[1b]
Warp BlastHive Tyrants, ZoanthropesA powerful psychic attack used by Zoanthropes, or sometimes Hive Tyrants[Needs Citation], focusing the energy of the Hive Mind until it arcs out as a blast of pure Warp energy.[1b]
The HorrorSome Hive Tyrants, and sometimes Zoanthropes, emit a psychic aura that invades the minds of their enemies with a terrifying sentience so alien that all they can do is panic with fear.[Needs Citation]
Warp FieldZoanthropeAn invisible psychic shield constantly projected around a Zoanthrope to protect itself from enemy attacks. The field is usually invisible except for a slight shimmer when it activates to absorb or deflect incoming fire.[1a]
Warp LanceA psychic attack consisting of the Hive Mind's energy channeled through a Zoanthrope into a focused stream of Warp energy with enough power to punch through fortress walls or vapourise a battle tank.[1b]
 
Back
Top