Malcador the Sigillite

==Summary==
Malcador the Sigillite, also later known as Malcador the Hero by The Emperor's decree, was the First Lord of Terra, who served as the Emperor's Regent when He was away from Terra during the Great Crusade and the Horus Heresy eras. His title of "Sigillite", meaning "seal-bearer" in an ancient Terran language, was a measure of the esteem and trust the Emperor had in Malcador, for he was empowered to speak and act in the Emperor's stead with the Emperor's full authority wherever he went. It was also a reference to the Sigillites, an ancient organisation which had sought to gather and preserve all the greatest cultural artefacts of Mankind from being lost in the Age of Strife. Malacador had been a member of the Sigillites, and was in fact their last survivor.
Malcador was a close friend and trusted advisor of the Emperor since the Unification Wars of Terra, and the man credited with founding both the Adeptus Administratum of Terra and the Officio Assassinorum, as well as creating the organisations that would become the Imperial Inquisition and the Grey Knights. He also secretly served as the first Grand Master of Assassins of the Officio Assassinorum. Malcador is also noted for having delivered the Chaplain Edict at the Council of Nikaea during the Great Crusade, which created a new group of Space Marines, the Chaplains, who would maintain the order and discipline of their fellow Astartes Legions. Finally, during the end of the Horus Heresy, the Battle of Terra, Malcador willingly took the Emperor's place upon the Golden Throne so that he could face Horus and end the war, holding back the tide of Warp-spawn who sought to invade Terra through the Imperial Webway yet dying in the process. For this act of extraordinary sacrifice, the Master of Mankind declared that he was forever after to be known as "Malcador the Hero."
==Powers and Stats==
Tier: physically. from to , likely higher with psychic abilities
Name: Malcador the Sigillite, Malcador the Hero
Origin: Warhammer 40,000
Gender: Male
Age: 6718 years old
Classification: Human, Psyker, First Lord of Terra, Regent of the Emperor
Powers and Abilities: 
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|-|Powers and Abilities=
Superhuman Physical Characteristics, Psychic Powers (As the third most powerful psyker in the Imperium, Malcador should have access to every ability granted through the Common Powers, Minor Powers, Major Disciplines, and Psykana Discipline), Immortality (Type 1), Telepathy (Similarly to other psykers, Malcador can psychically communicate with othersThe First Heretic), Death Manipulation (Said by Tylos Rubio to be able to kill with but a lookThe Buried Dagger), Telekinesis (Superior to librarians who can move and redirect the movement of objects.Codex: Space Marines (5th Edition); pg 56 Moved Titan out of orbit and into the WarpCodex: Grey Knights (5th Edition); pg 6), Illusion Creation, Invisibility, and Perception Manipulation (Concealed Titan from traitor and loyalist forces, and even from Horus himself. The true appearance of Malcador is unknown, with the form he takes on being one purposefully used to deceive others, though over the course of the Heresy it slowly began to become a realityVengeful Spirit), possibly Teleportation (Seemingly teleported behind Tylos Rubio though he may have just been invisible), BFR, Dimensional Travel, and Spatial Manipulation (Transported Titan into the Warp locked it within its shifting tides. Librarians are able to safely travel through the ImmateriumCodex: Space Marines (5th Edition); pg 57), Forcefield Creation (Psykers can create fields of psychic energy.Codex: Space Marines (9th Edition); pg 110 Even without his psychic powers, Malcador's Archaeotech collar can produce a conversion field to block incoming attacks), Gravity Manipulation and Paralysis Inducement (Caused Tylos Rubio to collapse using the icon on his collar), Fire Manipulation, Radiation Manipulation, Matter Manipulation, and Explosion Manipulation (Created a nuclear blast which atomized an army of cultists), Mind Manipulation (All psykers, including librarians, can peer into the minds of others.Codex: Space Marines (9th Edition); pg 111 As one of the most powerful psykers of the Imperium, he should scale above the Cacodominus who enslaved the minds of thirteen hundred systemsWarhammer 40,000: 5th Edition Rulebook; pg 124), Transmutation and Deconstruction (Ahriman and his cabal, psykers who Malcador should be superior to, were able to transmute every member of the Thousand Sons into dustCodex: Thousand Sons (8th Edition); pg 28), Matter Manipulation (Powerful psykers can manipulate matter on the atomic levelFury of Magnus; Chapter Eleven; pg 181), Fate Manipulation (Should be superior to Aeldari Farseers who can manipulate fateCodex: Eldar (9th Edition); pg 123), Causality Manipulation (Eldar farseers can manipulate the strands of fate to alter the outcome of certain events to make them into a more preferable outcomeCodex: Eldar (9th Edition); pg 143), Probability Manipulation (Librarians are able to alter probability to defend themselves from attacksDeathwatch: Core Rulebook; pg 193), Earth Manipulation (Librarians can manipulate the earth and stone around themDeathwatch: Honour the Chapter; pg 96), Attack Reflection (Should be able to manipulate the attacks of his opponents, either through the use of telekinesis or other psychic means to deflect them back at his attacker), Biological Manipulation and Body Control (Should be capable of altering his own body as well as the bodies of others as he is superior to the psykers of the Thousand SonsA Thousand Sons; Chapter Eleven; pg 90), Astral Projection (Much like other extremely powerful psykers, he can project his presence out of his body or into the WarpA Thousand Sons; Chapter Five; pg 45), Power Bestowal (His sigil granted Caecaltus Dusk protection from an attackThe End and The Death: Volume III; 10:vi by Horus Lupercal meant to erase him completely)
|-|Resistances=
Resistance to Psychic Powers (As one of the most powerful psykers in the Imperium, he should be able to resist the majority of psychic abilities utilized by daemons and other psykers as psykers can resist the abilities of other psykers.Dark Heresy 2nd Edition Core Rulebook; pg 195 Additionally, he should be able to resist the temptations and corruptions of the Warp. Counter-psionics barely effected him,Nemesis; Chapter Two with its presence being comparable to a "buzzing insect")
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Attack Potency: Unknown physically (Malcador's strength comes from his psychic abilities, lacking many physical feats of strength). Varies from City Block level (Vastly superior to Space Marine Librarian. Primaris Psykers, who are even weaker than Librarians, can use their psychic abilities to cut through reinforced ceramite.Codex: Astra Militarum (8th Edition); pg 69 Restrained and heavily damaged Horus Lupercal, and was believed to be fully capable of killing himThe Last Council) to Large Star level, likely higher with psychic abilities (Malcador was believed to be the third most powerful Psyker in all of The Imperium, with only The Emperor himself and possibly Magnus the Red being his superiors. Both Lord Deacon Viktor LaHayn and the powerful Psyker Torris Vaun, believed that after absorbing the Psychic energies kept within Neva's Psi-Engine, thus elevating their power to a level comparable to Malcador's, they would be able to remake the starsFaith and Fire)
Speed: Unknown movement speed, likely at least Hypersonic reaction speed (Saw Tylos Rubio as a blur and only barely managed to block his attacks. Rubio was able to fight with Abbadon but was outmatched and eventually beaten.Vengeful Spirit; Chapter Twenty Four As such, Rubio should be superior to regular marines who can intercept bolt rounds)
Lifting Strength: Unknown physically, At least Class G, likely higher with telekinesis (Should be superior to Iskandar Khayon who pulled an 8 megatonne ship through the Eye of Terror.The Talon of Horus; Chapter Eighteen Likely comparable to Magnus the Red who lifted a 67 thousand tonne Capitol ImperialisFury of Magnus; Chapter Five)
Striking Strength: Unknown
Durability: Unknown (Hasn’t shown many consistent feats displaying his durability. Blocked a single attack from Tylos Rubio but it immediately disarmed him and caused him to stumble. Was punched by Lorgar Aurelian, being sent flying 20 meters into the air, yet quickly got back on his feet, surviving with only a few broken bones), at least Building level with Conversion Field (Tylos Rubio's attacks were completely ineffective against Malcador's conversion field). At least Large Building level with Psychic Barriers (Should be superior to the Burning Princess who could block plasma weaponryDark Heresy: Ascension; pg 133)
Stamina: Superhuman (Got up within seconds of being hit by Lorgar despite his broken bones)
Range: Interplanetary with psychic abilities (Should be at least comparable to Teturact who could warp an entire solar system to his willThe Bleeding Chalice), Galactic with telepathy
Standard Equipment: His staff with the Sigil of the Imperium, Archaeotech Collar
Intelligence: Genius (Malcador was the Emperor's most trusted adviser and confidant for centuries, and effectively ruled over the Imperium in his stead while he fought in the Great Crusade. Founded both the Adeptus Administratum and the Officio Assassinorum, as well as the Inquisition and the Grey Knights, and developed the Chaplain Edict at the Council of Nikaea. An incredibly learned man, with a deep appreciation for humanity's history and culture, who preserved numerous great works of art, literature and science which dated back all the way to the earliest human civilizations on Terra)
Weaknesses: None notable
Notable Attacks/Techniques:
Minor Powers
*Call Creatures: The psyker calls simple-minded creatures to themself.
*Call Item: The psyker summons an item to their hand instantly.
*Chameleon: Reality blurs around the psyker, distorting their image and blending them into their surroundings.
*Deja Vu: The psyker begins a memory loop in the mind of their opponent, causing them to repeat thoughts.
*Detection: The psyker scans their surroundings for the mental signature of any foe, becoming immediately aware of anyone up to a dozen yards from them.
*Distort Vision: The psyker's image disappears and reappears within another space up to 10 meters away.
*Dull Pain: The psyker nullifies their pain or the pain of another.
*Fearful Aura: The psyker twists reality to appear as the prime source of dread for whoever looks upon them.
*Flash Bang: The psyker creates a bright flash of light and a deafening bang.
*Float: The psyker begins to levitate above the ground, only being able to move up or down 5 meters.
*Forget Me: The psyker becomes instantly forgettable to its opponent. The mere thought of it being suppressed in its mind.
*Gaze of Death: Dark bolts of energy burst from the psyker's eyes, striking their foe.
*Healer: The psyker knits together someone's flesh and bone to its previous state.
*Inflict Pain: The psyker fills a person's mind with unspeakable pain.
*Inspiring Aura: The psyker casts an aura around themself which fills those around them with confidence.
*Knack: The psyker taps into their unconscious to awaken a deeper understanding of their capabilities.
*Lucky: Luck warps and acts strangely around the psyker.
*Precognition: The psyker gains a fuzzy picture of the future, with it becoming clearer as the event draws near.
*Psychic Stench: An item is imbued with a repugnant stench. Within 5 metres, all will smell it regardless of barriers or other smells, regardless of whether or not said person lacks a sense of smell
*Resist Possession: The psyker wards their mind from the denizens of the Warp.
*Sense Presence: The psyker reaches out with their mind to get a sense of other life forms within their range.
*Spasm: The psyker causes a target's muscles to spasm.
*Spectral Hands: The psyker creates an invisible force to manipulate an object.
*Staunch Bleeding: The psyker stops their own bleeding or the bleeding of another.
*Torch: The psyker creates a small ball of psychic flame which lights up the area.
*Touch of Madness: The psyker reaches into the mind of a target and forces them to believe something that isn't true.
*Trick: The psyker influences probability to affect the outcome of any game they're playing.
*Unnatural Aim: The psyker uses the Warp to guide their aim.
*Wall Walk: The psyker bends gravity, negating the naturally low or high gravity of a world, to walk on walls or ceilings.
*Warp Howl: The psyker sends out a screech through the Warp that tears into reality, drowning out all sounds in the area.
*Weaken Veil: The psyker weakens the fabric of space, drawing the immaterium closer to realspace.
*Weapon Jinx: The psyker distorts and scrambles the circuitry of nearby machinery.
*White Noise: The psyker fills the Warp with static, making psychic detection and tech sensors less reliable.
*Wither: A wave of pestilence emerges from the body of a psyker, causing all plant life within the area to die within a matter of moments.
Biomancy Powers
*Bind Corruption: The psyker slows the spread of diseases, specifically those of Warp-related origin, such as the Zombie Plague or Obliterator Virus.
*Bio-Lightning: The psyker channels their life force through their body, creating a blast of living energy.
*Blood Boil: The psyker causes their opponent's blood pressure to rise by flexing their heart and accelerating their pulse, causing blood vessels to rupture.
*Cellular Control: The psyker transcends their body's natural limitations and modify their very cellular structure. This makes them immune to all poisons, the effects of extreme temperature, and fatigue. It also enhances all of their physical characteristics and makes it as though they're wearing a void suit in a vacuum (However, they still require oxygen to breathe).
*Constrict: With a word, thought, or gesture, the psyker constricts their opponent's windpipe, choking them and cutting off their breath.
*Endurance: The psyker energizes their body to initiate rapid cell growth, causing shattered bones and wounds to heal and removing the effects of combat entirely.
*Enfeeblement: The psyker strips their victim's vitality away, causing them to become stunned and fatigued.
*Enhanced Senses: The psyker extends their senses beyond what is physically possible, to a limit only equaled by those with biomechanical augmentations.
*Haemorrhage: Similar to Blood Boil, the psyker accelerates their opponent's heart rate beyond what is physically possible, causing their blood pressure and pulse to accelerate rapidly. This causes blood to flood their brain and veins to burst from the sheer amount of pressure.
*Hammerhand: The psyker vastly increases the strength of their arm, making it capable of shredding flesh and bone with ease.
*Invigourate: The psyker galvanizes the flesh of their group, empowering them and removing their fatigue.
*Iron Arm: The psyker transforms their flesh, causing it to harden in a slick, living metal, weighing him down but also causing him to become incredibly resistant, being able to shrug off small arms fire and crush their enemies with their bare hands.
*Life Leech: The psyker leeches the life force of their opponent, stealing it to heal and invigourate their own flesh.
*Regenerate: The psyker knits their own flesh back together, allowing them to even regrow lost limbs and organs.
*Seal Wounds: The psyker repairs their damaged flesh, healing any cuts and burns they may have.
*Shape Flesh: The psyker transforms their body into whatever frame they can imagine. This can allow them to gain claws, sharp teeth, and even gain the ability to fly, see in the dark, and burrow through solid rock. It can also be used in subtler ways, allowing them to simply alter their appearance, such as changing their eye color or flesh tone or even mimic another individual entirely.
*Smite: The psyker draws on their body's own electric field and projects crackling bolts of bio-lightning from their body.
*Toxic Siphon: The psyker draws poison from their flesh, removing it completely.
*Warp Speed: Drawing on the power of the Warp, the psyker greatly enhances their body's speed, pushing themself beyond physical limits.
Divination Powers
*Divine Shot: The psyker uses the power of the Warp, searching down the near-infinite paths of potential trajectories and finding the one needed, making an unavoidable shot, regardless of how potent that shot actually is.
*Dowsing: The psyker focuses his mind on a single object or person, pushing out all other distractions until that target is found.
*Far Sight: The psyker opens their inner eye to perceive events far away from them, pushing far beyond what's physically possible to perceive events up to a kilometer away.
*Foreboding: The psyker gains a natural sixth sense, knowing exactly where and how their opponent will attack, dodging blows and even lasblasts with frightening ease.
*Forewarning: The psyker taps into the warp and akin to dropping a single pebble into a pool, sends ripples into the Empyrean and slightly shifting the course of events. Without even moving a muscle, the psyker saves their ally from injury and their opponent baffled.
*Glimpse: The psyker peers into the future and into the various potential outcomes and pathways.
*Misfortune: The psyker twists fate to ensure their foe suffers every single calamity possible to them, ranging from embarrassing mishaps to possible life-and-death struggles.
*Perfect Timing: The psyker predicts the exact moment their foe will expose themself as a target. The psyker then forges a link with their allies, intertwining their fortures so that they fire in perfect unison against their newly exposed foe.
*Precognition: The psyker witnesses solid, perfectly lifelike visions of their own future, gaining information to ensure and avoid future fates.
*Precognitive Strike: Like a spider on a web, the psyker senses disturbances in their immediate future, allowing them to read possible outcomes and anticipate the movement of their opponent.
*Precognitive Dodge: The immediate future of a psyker appears clearly in their mind, allowing them to dodge projectiles even before they've been fired.
*Prescience: The psyker sees brief, fuzzy flashes of immediate futures which guide them and their allies against their opponent.
*Preternatural Awareness: The psyker gains the ability to gain an impression of future events, giving them uncanny accuracy in anticipating them.
*Psychometry: The psyker draws upon the emotions and psychic residue left on an object or place, reading the psychic impressions to gain a glimpse of the events that transpired there.
*Personal Augury: The psyker peers into the fate of a single, willing target, allowing them to warn them of impending dangers and opportunities that may arise in their future.
*Scrier's Gaze: The psyker is unburdened by physical limitations on sight, allowing them to see anything from the actions or plans of a foe, the movements throughout an entire battlefield or hive level, the number of individuals around them, or even every possible outcome of the conflicts within an area.
*Soul Sight: The psyker reads a person's aura and soul, learning anything from their current emotions to their levels of injury or even any addictions or madness they may suffer from.
*Warp Perception: The psyker opens his senses to the Warp, allowing for them to see and smell far beyond their physical limits.
*Winding Fate: Through touching an item or person, the psyker peers into the past and future of the target.
Pyromancy Powers
*Blinding Flash: The psyker focuses his mind into a burst of searing, bright light that blinds all those around them.
*Burning Fist: The psyker wreathes their hand in waves of shimmering flame.
*Call Flame: With a single thought, the psyker conjures a small flame in their palm.
*Cauterise: The psyker cauterizes a wound by applying intense heat to the wound.
*Douse Flames: The psyker instantly extinguishes all flames in the area as well as interfering with fire-based weapons, causing them to not function as long as they remain within range of the power, though they may still spray fuel depending on the design of the weapon.
*Fiery Form: The psyker engulfs their entire body in flame, cloaked in sheets of fire that somehow don't harm them but burns all nearby nonetheless.
*Fireball: The psyker engulfs their hands in flame which they hurl at the enemy.
*Fire Bolt: The psyker creates a bolt of flame with their mind and hurls it at their foe.
*Fire Shield: The psyker summons a wall of shimmering fire. All who attempt to strike the psyker must contend with flames that leap from the shield.
*Fire Storm: The psyker creates an intense conflagration about their target as the very air itself ignites, burning all within to cinders.
*Flame Breath: The psyker expels a torrent of flame from their mouth and eyes.
*Holocaust: Drawing on the psyker's own soul to power, the spell creates a storm that burns both realspace as well as the immaterium, burning across dimensions and affecting entities in both. There is no immunity its fires and warp Entities, as well as other immaterial creatures are burned as readily as the fleshbound. Those slain by by the flames are killed forever.
*Incinerate: The psyker generates an intense heat, agitating molecules to create an effect even more devastating than a meltagun.
*Inferno: The psyker focusses their power and ignites the very atmosphere surrounding their target.
*Manipulate Flame: The psyker manipulates the flames around them, molding and moving them as they wish.
*Molten Beam: The psyker projects a beam of sun-hot energy from their palm which liquifies and burns all it touches.
*Sculpt Flame: The psyker controls the shape of the fires around them, intensifying them or shaping their appearance as they wish.
*Spontaneous Combustion: The psyker ignites their enemies and burns them alive, boiling their blood and turning their flesh to smoulders.
*Sunburst: The psyker releases a nova of fiery energy from their body which glows brighter and hotter before rapidly expanding outward in all directions. The psyker remains untouched while all around them is reduced to ashes and cinders.
*Wall of Fire: The psyker summons an immobile wall of fire that's 3 metres high, a metre thick, and up to ten metres long.
Telekinetic Powers
*Assail: The psyker reaches out with their mind and plucks out an object and hurls it at their target. When there are no objects around them, they instead choose to direct their mental energies directly at the foe, pounding them with bolts of invisible force.
*Catch Projectiles: The psyker catches an incoming projectile, though it only works on solid objects.
*Fling: The psyker telekinetically lifts an unattended object and flings it at their target.
*Force Barrage: The psyker creates a large number of force bolts, firing them at their opponent.
*Force Bolt: The psyker fires a burst of tangible mental force at their opponent.
*Gate of Infinity: The psyker tears a hole in space to pass into the Warp, allowing them to reach their destination at incredible speeds.
*Machine Empathy: The psyker tampers with mechanical, electrical, and electronic systems, causing machinery to malfunction.
*Objuration Mechanicum: The psyker reaches out and disrupts the inner workings of nearby machines, jamming gears, blowing fuses, and severing power couplings.
*Precision Telekinesis: The psyker achieves more subtle effects, moving minor objects with high amounts of precision.
*Psychic Blade: The psyker projects a blade made purely of psychic energy. Thanks to this, it's impossibly thin, as little as a molecule thick, and thus shear through almost any physical object with ease.
*Psychic Crush: The psyker constricts their opponent, crushing the life out of them.
*Psychic Impel: The psyker uses a powerful telekinetic push to fling the enemy into the ground.
*Psychic Ward: The psyker shields themself with a psychic aura that deflects enemy attacks.
*Push: The psyker gathers a ball of telekinetic energy and directs it against a taget, knocking them over and onto the ground.
*Shockwave: The psyker creates a sound that transforms into a powerful shockwave, bursting eardrums and knocking all to the ground.
*Telekine Dome: The psyker shields themself and nearby allies with a dome of pure mental energy, deflecting bullets and lasblasts with ease.
*Telekine Shield: The psyker erects a wall of intangible force that moves with them, blocking bullets and blades.
*Telekinesis: The psyker uses their strength of will to move an inanimate object around.
*Telekinetic Shield: The psyker calls on their power and reaches out farther than their flesh can extend, distorting reality to grasp objects with eldritch hands.
*Telekinetic Shield: The psyker erects a field of telekinetic energy around them.
*Vortex of Doom: The psyker tears a hole into the Warp. The laws of physical space are undone as the predators of Chaos devour all in the vicinity.
Telepathy Powers
*Beastmaster: The psyker perceives the emotions of animals and communicates with them. Thanks to their simplicity, they take over the creature's mind and force them to follow their every command.
*Compel: The psyker briefly tricks a target's mind and forces another to act against their own will.
*Demoralize: The psyker reaches into the mind of another and fills them with thoughts of panic and fear.
*Distraction: The psyker interferes with their target's perception, causing them to see something in the shadows and distract them from the battle.
*Dominate: The psyker reaches out with their mind and completely seizes control of another's body.
*Embolden: The psyker bolsters the courage of a nearby target by instilling images of heroic actions into their mind.
*Enforce Will: The psyker mentally prompts an enemy to perform a simple action against their will.
*Erasure: The psyker opens a target's mind and slices away their memories, removing them forever.
*Hallucination: The psyker manipulates the mind of another, severing their connection to normal existence and causing them to believe something that isn't true.
*Inspire: The psyker bolsters their comrades by subtly implanting images of courage and masking negative emotions in their mind.
*Invisibility: The psyker obscures their allies from their foe's senses. Though they can still detect them with their eyes and other senses, their mind cannot perceive them, save for a slight distortion in their vision.
*Mental Fortitude: The psyker augments the mental abilities of their target, providing them a defense against the stresses of combat and terrors of the galaxy.
*Mesmerism: The psyker reaches into the mind of a victim and, using their mental powers, entrances them.
*Mind Scan: The psyker reads the thoughts of another, reading anything from surface level thoughts to every crevice of the target's mind, so much so that their entire psyche is there to plunder for information.
*Projection: The psyker sends out their mind and spirit, projecting a "mental self" which can look like whatever the psyker wishes. Said projection travels at the speed of thought but said projections also leave the physical body vulnerable to attack as the psyker is completely unaware of the surroundings of the physical body as well as leaving their spirit vulnerable to the native creatures of the immaterium which will assail the psyker's mind.
*Psi-Track: The psyker traces the minds of another nearby, immediately sensing their exact locations.
*Psychic Shriek: The psyker create a scream of psychic energy designed to overload nervous systems and knock targets unconscious.
*Puppet Master: The psyker crushes the target's will, locking them away in a dark corner of their own mind and completely taking control of their body.
*See Me Not: The psyker erases their presence from the minds of others, removing the very thought of them from others and leaving them unknown of the cause of any effects they may cause to the physical world.
*Telepathy: The psyker sends their thoughts into the minds of those around them, sending a message to one or more individuals.
*Telepathic Link: The psyker establishes a mental connection with another, linking their minds and allowing them to receive or transmit thoughts.
*Terrify: The psyker dredges up a person's worst nightmares and projects them directly into their mind, causing them to flee screaming.
Daemonology Powers
*Banishment: The psyker opens a temporary portal into the warp, drawing power from all nearby psykers and banishing any daemonic entities back into the Realm of Chaos.
*Instability: The psyker "phases" their molecules slightly into warpspace, enabling them to pass through solid objects but keeping them from interacting with the physical world in any way at all.
*Sanctuary: The psyker creates a zone of power around them which can repel daemonic creatures.
*Summon Warp Power: The psyker draws upon the energy of the Warp, imbuing themself with extraordinary strength and agility for a limited time.
*Summon Void: The psyker opens a small breach into the Warp, tearing away a tiny piece of reality and dragging it into the other dimension.
*Teleportation: The psyker uses the power of the warp to displace themself, another person, or inanimate object, to another area.
*Vortex of Chaos: The psyker opens a gateway from realspace into the Warp, creating a swirling vortex that sucks everything in the surrounding area into the Realm of Chaos.
==Gallery==
MalcadorWarhammer1.jpg
MalcadorWarhammer2.jpg
MalcadorWarhammer3.jpg
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
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