vizn3r/warhammer40k-lore huggingface dataset:
Preomnor - Preomnor: The Preomnor, also called the Neutraliser, is the 7th of the 19 gene-seed organs that are implanted into a Space Marine Neophyte to produce a new Astartes. The Preomnor is essentially a second or pre-stomach spliced into the human digestive system above the original stomach that allows Space Marines to eat otherwise poisonous or completely indigestible materials.The Preomnor is capable of biochemically analysing ingested materials and neutralising most known biochemical and inorganic toxins, and many others that remain unknown save for their toxic effects. Deadly poisons are either neutralised or isolated from the digestive tract by the Preomnor.The Preomnor can also be isolated from the rest of the digestive tract to deal with particularly toxic substances that a Space Marine may simply vomit back up later. Often these extracted toxins are rerouted and then molecularly stored in the Betcher's Gland for future usage by the Astartes.
Pretermitted Brotherhood - Pretermitted Brotherhood: The Pretermitted Brotherhood was a Blackshield Titan Legion active during the Horus Heresy.
Pretermitted Brotherhood - Legion History: The Pretermitted Brotherhood was a Blackshield Legio that watched over the burned-out remains of their homeworld, striking down all who dared sully its memory with their blasphemous tread.
Pretermitted Brotherhood - Legion Colours: The Pretermiited Brotherhood's colours are unknown.
Pretermitted Brotherhood - Legion Badge: The badge of the Pretermiited Brotherhood is unknown.
Pride of the Emperor - Pride of the Emperor: The Pride of the Emperor was a Gloriana-class Battleship that served as the flagship of Fulgrim, the primarch of the Emperor's Children Legion during at least part of the Great Crusade in the late 30th and early 31st Millennia. This flagship led the flotilla of the Emperor's Children warships which comprised the IIIrd Legion's 28th Expeditionary Fleet.Out of all the vessels within the 28th Expedition, the Pride of the Emperor was the most magnificent, its armoured length inlaid with gold and armoured plates the colour of rich wine. It would orbit newly discovered worlds like a regal flagship of some ancient king, surrounded by an entourage of Escorts, Battleships, transports, supply vessels and Imperial Army mass conveyers.The shipwrights of Jupiter had laid its keel almost one hundred and sixty years standard years before the start of the Horus Heresy, approximately 40 Terran years after the beginning of the Great Crusade. The design and creation of the Pride of the Emperor had been overseen by the Fabricator-General of Mars himself.Every component of the great warship had been crafted by hand to unimaginably exacting specifications. The construction process had taken twice as long as any other Imperial vessel of comparable displacement, but such was only to be expected for the flagship of the primarch of the IIIrd Legion, who like his Astartes sought perfection in all things.Near the beginning of the Horus Heresy, the Pride of the Emperor had already started to feel the effects of the corrupted Legion it housed. The ship was never silent, the echoes of screams drifted from one end of the ship to the other in a constant choir of debauched indulgences.The majority of these screams were of pain, but many were of delight. As time passed, telling the difference between the two became more difficult. Almost every hallway was filled with lights and music, and everywhere one turned the signs of Chaos corruption became more evident. Fleshy tributes of excruciation became a common sight and the beauty the ship was once host to quickly morphed into an image of horrific debauchery.
Pride of the Emperor - Triumphal Way: A notable feature within the Pride of the Emperor was the Triumphal Way, a wide processional corridor forged of pale walls of cool marble and towering onyx columns, their surfaces inlaid with gold lettering that spoke of battles won and glories gained during the Great Crusade. The Pride of the Emperor was to be Fulgrim's legacy to the future, and its walls bore the history of the Imperium carved into its very bones.Statues of the IIIrd Legion's heroes lined the processional way and gilt-framed artworks commissioned from the Expedition's Remembrancers brought some much needed colour to the cold space. As an individual made his way down the long corridor, he would pass Emperor's Children Space Marines armed with golden pilum spears at regular intervals. Though they stood as immobile as the statues, the fierce potential for violence that beat within the breast of every Astartes warrior was evident in each of them.By the end of the Horus Heresy, the Triumphal Way had been corrupted like the rest of the warship. The shining splendour had been replaced by a deep darkness. All sound within the great corridor was now unnaturally muted. The once-glorious sculptures had been replaced with hideous depictions of mutant abominations. The artwork displayed obscene acts which had been rendered in pigments derived from unclean fluids. These, in turn, had sprouted thick mats of mould. Black liquid oozed from the cracked walls and the marble deck was shattered, its cracks filled with filth and bronze-tinted scrap.
Pride of the Emperor - Phoenix Gate: The Triumphal Way ended at the great Phoenix Gate, a towering bronze portal that depicted the Emperor of Mankind symbolically presenting Fulgrim with the Imperial Aquila or eagle. The Aquila was the Emperor’s own heraldric symbol, and he had commanded that Fulgrim’s Legion alone bear it upon their armour, as a mark of the regard in which they were held. The honour done to the Emperor’s Children by this act was immeasurable. As Emperor's Children warriors looked upon the gate, they would feel fierce pride swell within their breasts. More guards stood before the Phoenix Gate, armed with long spears. As the warriors passed through the gate they would then enter into the Heliopolis.After the Heresy, the Phoenix gate was defiled. Profane symbols were cut over the gate, figures behind the Emperor and Fulgrim reworked into cavorting, lewd things of unnatural origin. The head of the Emperor had been removed and replaced with a mess of bones lashed together with black sinew. Fulgrim's face was now a moving mask of silver which shifted almost imperceptibly through a range of expressions, all of which were hateful variations on sneering arrogance. His body turned into a multi-limbed and serpentine creature.
Pride of the Emperor - Fulgrim's Staterooms: Another notable feature of the Pride of the Emperor was the lord of the Emperor’s Children's private staterooms. Fulgrim's chambers were the envy of Terra's master of antiquities; every wall hung with elegantly framed pictures of vibrant alien landscapes or extraordinary picts of the Astartes and mortals of the Great Crusade.Antechambers filled with marble busts and the spoils of war radiated from the central stateroom, and everywhere the eye fell, it alighted on a work of unimaginable artistic beauty. Only the far end of the room was bare of ornamentation, the space filled with part carved blocks of marble, and easels of unfinished artwork.
Pride of the Emperor - Archive Chambers: The Pride of the Emperor was justifiably famous for its vast repository of knowledge as well. The Archive Chambers of the Pride of the Emperor were spread over three long decks, the gilded shelves stacked high with texts from Old Earth. The manuscripts of this magnificent collection had been painstakingly collated by the 28th Expedition's archivist, a meticulous man by the name of Evander Tobias, whose sanctum was located in the vaulted nave of the upper archive decks.The marble columned stacks stretched out as far as the eye could see. A reverential hush filled the wide aisles with a solemnity befitting such a vast repository of knowledge. Tall pillars of green marble marched into the distance, and the shelves of dark wood bowed under the weight of scrolls, books and data crystals that filled the spaces between them.
Pride of the Emperor - Firebird Gunship: Fulgrim would often launch from the decks of the Pride of the Emperor aboard the Firebird, a gunship he had personally designed and constructed in the armorium decks of his flagship. Its wings had a greater span than a Stormbird, curved in a graceful backward sweep, and its hooked prow gave it a fearsome war visage that struck terror into the hearts of the primarch's foes.In battle, the Firebird would soar like the most graceful of birds, its fiery wings leaving vortices of flaring plasma and gasses in its wake. Like a twisting comet trailing streamers of flame behind it, the assault craft seemed to glide easily through explosions and streaking lines of deadly gunfire.
Primarch - Primarch: The primarchs were the 20 genetically-engineered transhuman "sons" of the Emperor of Mankind created in the late 30th Millennium. They were intended to be the immortal and superhuman generals and proconsuls who would command the Emperor's Great Crusade to reunite the scattered Human race beneath His leadership. Their genomes later served as the genetic templates from which the Emperor crafted His 20 Space Marine Legions.The primarchs were bred to be perfect generals, warriors and statesmen; larger, stronger, faster, and smarter than any normal Human could ever hope to be. They possessed a potent charisma and martial prowess that made them like the mythical gods of old, untouchable by disease, old age or supposedly the petty failings of lesser men.Each embodied an aspect of war; one was the greatest strategist ever known, another the personification of the terror of war, a third the master of psychic powers, a fourth the greatest practitioner of the arts of fortification, and so on. The primarchs were the Emperor's answer to reclaiming all the lost worlds of Mankind, and welcoming them into His new Imperium.The Emperor intended to raise His sons to be the best military commanders and political leaders in Human history. They would bring the Imperial Truth to the rest of the Human-settled galaxy in their father's name, serving as His generals and proconsuls.But the Chaos Gods intervened to foil their great adversary's plans and the primarchs were sprited away through the Warp to other Human-settled planets of the galaxy. Deprived of the Emperor's care and guidance, each developed a personality uniquely shaped -- and sometimes damaged -- by the difficult circumstances of their homeworlds.Yet for all their gifts, the primarchs were still only men, and in the end their all-too-Human flaws would become the primary obstacle to the realisation of the Emperor's great dream for Mankind.
Primarch - Rediscovery of the Primarchs: As the new interstellar Human empire expanded during the Great Crusade, the Emperor used His powerful gifts of psychic foresight and precognition to track down His wayward sons, scattered across the galaxy, and reunite them with their respective Space Marine Legions.Each primarch was both a father and older brother to each Legion's Astartes, the source of that Legion's temperament and humours, a being in which each Legion saw its ultimate perfection and ways of war given personification.The return of the primarchs to their Legions marked the height of the Great Crusade. First thousands, and then hundreds of thousands of Human-settled worlds fell to "Imperial Compliance," their conquest carried out by the newly reunited primarchs and their Space Marine Legions.Like the gods of mythic Terran legend, the primarchs strode the battlefields of the galaxy, and their power proved irresistible.Yet the primarchs, for all their expressed superiority and seeming immortality, were still men, and they possessed too many of the same Human flaws that have bedeviled Mankind since the birth of the species.They proved jealous and arrogant, highly competitive and all-too-willing to hold grudges against one another and even their father the Emperor.Whether these flaws were the result of their exposure to the corrupting power of Chaos as infants or were simply the natural Human flaws that could not be excised even from the progeny of the Emperor, is unknown.Yet, ultimately, it was the primarchs' flaws that doomed the Imperium to the nightmare of the Horus Heresy and 10,000 standard years of stagnation, decay, repression and endless war.After the Primarch Angron's rediscovery, the Emperor noted that he had been altered by the cerebral cybernetic modifications known as the Butcher's Nails that had been implanted in his mind by the gladiatorial slave lords of his homeworld of Nuceria.The great Mechanicum Techno-archaeologist Arkhan Land aided the Emperor in investigating the nature of this terrible technology intended to increase aggression and rage which was slowly killing Angron.In the course of the tech-priest's investigation, the Emperor explained to Land that, in truth, He had no emotional attachment to the primarchs because they were simply created to serve Mankind as tools and weapons.When asked why the Emperor had allowed the primarchs to call Him "father" although He professed to feel no such filial attachment, the Emperor told the ancient story of the puppet named Pinnochio who had sought to become a real boy. He explained that it was only natural for any creation to refer to its creator as father.
Primarch - Order of Rediscovery of the Primarchs: The following is a definitive list of the order in which the primarchs were rediscovered by the Emperor of Mankind during the Great Crusade starting in 798.M30 as released by Black Library, the division of Games Workshop which is devoted to publishing all Warhammer 40,000 novels and audiobooks.This is the list that all future Games Workshop projects is likely to be based on, taking into account the most recent canon material from the latest novels and sourcebooks used in the creation of this list.Please bear in mind that there is a difference in time between when a primarch was found by the Emperor, and when the primarch took command of his Legion.Legion NumberPrimarchLegion NameWorld of RediscoveryDate of RediscoveryXVIthHorusLuna Wolves / Sons of HorusCthonia801.M30VIthLeman RussSpace WolvesFenris819.M30IIndRECORDS REDACTEDRECORDS REDACTEDRECORDS REDACTEDRECORDS REDACTEDXthFerrus ManusIron HandsMedusa824.M30IIIrdFulgrimEmperor's ChildrenChemos830.M30XVIIIthVulkanSalamandersNocturne832.M30VIIthRogal DornImperial FistsInwit835.M30XIIIthRoboute GuillimanUltramarinesMacragge837.M30XVthMagnus the RedThousand SonsProspero840.M30IXthSanguiniusBlood AngelsBaal843.M30IstLion El'JonsonDark AngelsCaliban846.M30IVthPerturaboIron WarriorsOlympia849.M30XIVthMortarionDeath GuardBarbarus854.M30XVIIthLorgarWord BearersColchis857.M30VthJaghatai KhanWhite ScarsMundus Planus865.M30VIIIthKonrad CurzeNight LordsNostramo896.M30XIIthAngronWorld EatersNuceria899.M30XIXthCorvus CoraxRaven GuardDeliverance922.M30XIthRECORDS REDACTEDRECORDS REDACTEDRECORDS REDACTEDRECORDS REDACTEDXXthAlpharius OmegonAlpha LegionUnknown981.M30
Primarch - Horus Heresy: At the height of the Great Crusade, the Imperial Warmaster Horus fell to the temptations of Chaos, and convinced eight of his fellow brother primarchs to rebel against the Emperor and follow him in his attempt to supplant the Master of Mankind.During the Horus Heresy, brother fought brother as the fallen primarchs led their Traitor Legions against their former comrades who remained loyal; Horus himself fought the Blood Angels' Primarch Sanguinius and the Emperor during the final battle of the great interstellar civil war.At the height of the final confrontation during the Siege of Terra, above the surface of Terra on Horus' own flagship, the Gloriana-class Battleship Vengeful Spirit, the Emperor clashed with the Warmaster.The Emperor was reluctant to use His full psychic power against His most beloved son, and it was not until Horus had mortally crippled the Emperor and killed Sanguinius that the Emperor finally unleashed the full extent of His unimaginable psychic powers.He finally brought the Warmaster down and eradicated even his soul from the Warp so that the Ruinous Powers could not restore their puppet to some semblance of horrid life.Most of the remaining Traitor Legions fled into the Eye of Terror following Horus' defeat, and their primarchs would sell their souls to Chaos, becoming Daemon Princes, each ruling a small Chaos empire within the corrupted realms of the Eye of Terror.
Primarch - Traitors: Horus - Warmaster Horus of the Sons of Horus was killed by the Emperor of Mankind aboard his own battle barge and flagship, the Vengeful Spirit, in orbit above Terra at the end of the Siege of Terra and his soul in the Warp was obliterated by the fully unleashed psychic power of the Emperor's mind. His corpse was later completely destroyed by the Chaos Lord Abaddon the Despoiler, who took Horus' place as the overall leader and Warmaster of the forces of Chaos and the master of the Black Legion, the former Sons of Horus.Magnus the Red - Magnus the Red of the Thousand Sons rose to become a Daemon Prince of Tzeentch and the master of the Planet of the Sorcerers within the Eye of Terror. He later moved that Daemon World through ritualistic sorcery to the location of Magnus' original homeworld of Prospero in realspace following the Siege of the Fenris System in ca. 999.M41.Angron - Angron of the World Eaters ultimately was transformed into a Daemon Prince of Khorne.Mortarion - Mortarion of the Death Guard became a Daemon Prince of Nurgle.Fulgrim - Fulgrim of the Emperor's Children became a Daemon Prince of Slaanesh.Lorgar - Lorgar of the Word Bearers served Chaos directly and so was transformed into a Daemon Prince of Chaos Undivided, the master of the Daemon World of Sicarus within the Eye of Terror, an unholy world dedicated to spreading the worship of the Ruinous Powers across the galaxy.Perturabo - Perturabo of the Iron Warriors was also transformed into a Daemon Prince of Chaos Undivided.Konrad Curze - Konrad Curze, also known as "Night Haunter," was assassinated by the Callidus Temple Assassin M'Shen. He allowed her infiltration, apparently wanting to die to be freed of the stain on his soul imposed by his own life-long brutality.Alpharius Omegon - Alpharius of the Alpha Legion was killed by Rogal Dorn, cleaved in two during the Battle of Pluto in the Horus Heresy. Omegon, who assumed the role and identity of his brother, is believed to have been killed by Roboute Guilliman, but the source which reported his death may have been manipulated by one of the Legion's schemes. It is not known if Alpharius or his identical twin Omegon was the Primarch killed by Guilliman. Due to the report's unreliability, the Alpha Legion may still be led by one of its Primarchs.
Primarch - Lost Primarchs: Almost nothing is known about the two unknown "Lost Primarchs." References to the second and eleventh primarchs are made in the short story, "The Lightning Tower," in which Rogal Dorn explains that the plinths on which their statues stand in the Imperial Palace should be vacant and says that "no one ever spoke of those two absent brothers. Their separate tragedies had seemed like aberrations. Had they, in fact, been warnings that no one had heeded?"The Traitor primarchs' statues in this story are covered with a shroud, so the fate of the second and eleventh is undetermined. They may have been found and a tragedy befell them as the story implies they were spoken about posthumously.During a conversation between Magnus the Red and Lorgar, it is mentioned that both Horus and Fulgrim upheld an oath taken never to speak again of the two lost brothers.As for the fates of those primarchs' Space Marine Legions, the IInd Legion and the XIth Legion, speculation by the Word Bearers on "rumours" of a sudden swell in the Ultramarines' recruitment numbers following the decision to remove the two primarchs from the Imperial record may indicate that some of the Lost Legions' Astartes were integrated into the remaining Space Marine Legions.
Primarch - Lost Future of the Primarchs: There has been intense speculation as to what the Emperor originally intended to do with the primarchs if His plans had come to fruition and the galaxy had truly become an uncontested and peaceful Human domain in the wake of the Great Crusade.Unknown even to the primarchs themselves, a vast underground cavern deep beneath the Imperial Palace had been designated as residential quarters for the primarchs. There were 20 spacious apartments located there overlooking a large lake, with their design scaled for habitation by residents of the primarchs' massive proportions.At least one of the primarchs, Corvus Corax, is known to have briefly stayed in his designated apartment during a visit to Terra at the beginning of the Horus Heresy.The idea that all the primarchs could be corralled into these residential quarters during an extended time of peace and prosperity after the Great Crusade had been successfully concluded was probably wishful thinking on the part of the Emperor.The primarchs had been created for war, leadership and conquest -- they were great men intended to undertake heroic projects and a quiet life would have held little appeal for any of them. However, the Emperor kept both the physical infrastructure and knowledge gleaned from the Primarch Project intact -- including samples of the original generic primarch gene-stock.These samples were kept in a secret, guarded location, and though dormant, they could have easily become functional again. Although the Emperor did not reveal why He was keeping these very sensitive assets, it suggests that He may have had further use for the genetic stocks and techniques used during the Primarch Project, perhaps related to peace rather than war.It is not known whether both the primarch quarters and the Primarch Project laboratories in the Imperial Palace still exist in the 41st Millennium. Additionally, the original pure primarch gene-stock sample was lost during the Horus Heresy after it was given to the Raven Guard and contaminated by Chaos taint, and was then stolen by the Alpha Legion.
Primaris-Lightning Strike Fighter - Primaris-Lightning Strike Fighter: The Primaris-Lightning Strike Fighter, also known as the Voss Pattern Lightning Strike Fighter, is a variant of the more common and less advanced Imperial Lightning Air Superiority Fighter. The Primaris-Lightning is a sub-orbital fighter craft designed for high-speed interception, interdiction and surgical-strike roles.
Primaris-Lightning Strike Fighter - History: The Primaris-Lightning Strike Fighter was developed near the end of the Great Crusade by the Archmagos Arbiter Sykosk Thule, master of the sovereign Forge World of Voss. The craft represented a new paradigm of aero-warcraft, and was built around an extremely powerful forced-plasma ramjet drive and was optimised for the most sophisticated of munitions and avionics of the time. The Primaris-Lightning exceeded all similar patterns of aircraft in service to the Imperium of its size in speed, payload and capacity, however the craft proved extremely costly to produce, difficult to maintain and difficult to handle by all but the most experienced of pilots. These factors resulted in the Primaris-Lightning only being issued to the most well-resourced of the Space Marine Legions and to the Mechanicum itself. However, rumours persisted of a degraded version of the Lightning that was more easy to operate and maintain that was under consideration for incorporation within the Imperial military just prior to the outbreak of the Horus Heresy. This alternate pattern played no part in the conflict, and would not make its appearance until many Terran years later as the standard Lightning fighter.
Primaris-Lightning Strike Fighter - Armament: The Primaris-Lightning Strike Fighter is a heavily armed strike fighter and was specifically designed to make use of some of the most advanced and savage munitions in the arsenal of the Imperium during the later Great Crusade era, arguably at the height of the Imperium's technological apex. Sometimes these included unstable weapons of baleful design and born of the darkest arts of the Mechanicum's priests of the machine. The Primaris-Lightning's basic loadout was a set of hull-mounted twin-linked Lascannons. The aircraft featured three additional dual-hardpoint weapon mounts located under its wings which could hold a vast array of weaponry, including sets of twin-linked Autocannons, twin-linked Multi-Lasers or twin-linked Missile Launchers. The hardpoints could also deploy munitions such as Sunfury Heavy Missiles, Kraken Penetrator Heavy Missiles, Phosphex Bomb Clusters or Electromagnetic Storm Charges. The Primaris-Lightning could be outfitted with an Armoured Cockpit, Chaff Launchers, a Battle Servitor Control, Ground-tracking Auguries and a Ramjet Diffraction Grid.
Primaris-Lightning Strike Fighter - Unit Composition: 1 Primaris-Lightning Strike Fighter
Primaris-Lightning Strike Fighter - Wargear: A standard Primaris-Lightning Strike Fighter is armed and equipped with:twin-linked Lascannons (hull mounted)Armoured CockpitChaff LauncherThe Primaris-Lightning Strike Fighter was equipped with three dual-hardpoint weapon mounts, each of which could be outfitted with one of the following:twin-linked Autocannonstwin-linked Multi-Laserstwin-linked Missile LaunchersTwo Sunfury Heavy MissilesTwo Kraken Penetrator Heavy MissilesTwo Electromagnetic Storm ChargesPhosphex Bomb ClusterA Primaris-Lightning Strike Fighter armed with a set of twin-linked Missile Launchers may be equipped with the following ordnance:Frag MissilesKrak MissilesRad MissilesA Primaris-Lightning Strike Fighter may may also be outfitted with any of the following:Battle Servitor ControlGround-tracking AuguriesRamjet Diffraction Grid
Primaris-Lightning Strike Fighter - Sources: The Horus Heresy - Book Two: Massacre (Forge World Series) by Alan Bligh, pg. 199The Horus Heresy - Book Three: Extermination (Forge World Series) by Alan Bligh, pp. 150-151The Horus Heresy - Book Four: Conquest (Forge World Series) by Alan Bligh, pg. 276The Horus Heresy - Book Six: Retribution (Forge World Series) by Alan Bligh, pp. 146-147The Horus Heresy: Legiones Astartes - Age of Darkness Army List, pp. 52-53Forge World - Voss Pattern Lightning Air Superiority Fighter
Primaris Psyker - History: To be a sanctioned and approved psyker within the Imperium is to be one of a select few. To become a Primaris Psyker is no easy task. The Scholastica Psykana of the Adeptus Astra Telepathica is the final judge of who is worthy to bear the rank of primaris, for it is more than simply a title.Primaris Psykers are some of the most powerful psykers sanctioned by the Imperium, and more importantly, they are given a measure of trust and responsibility not awarded to lesser psykers. Throughout the Adeptus Terra, Primaris Psykers are placed in positions of power and authority; in the Astra Militarum they can even be granted battlefield commands.This means that the Scholastica Psykana is unwilling to grant a psyker the rank of primaris casually. Potential candidates are brought to one of the Scholastica's facilities, where they are tested and tried by other Primaris Psykers. These trials take many different forms, and often last for solar weeks or even months. During this time, the subject is pushed through gruelling mental endurance regimes, has their mind probed by high-level telepaths for any chinks in their mental armour, and is forced to participate in duels with cadres of experienced battle-psykers.Part of this test is to see just how powerful the candidate is, for it is not uncommon for psykers to unlock greater levels of power as they grow and mature. A Delta Grade psyker may have become a Gamma or even Beta Grade since they were first sanctioned. However, the Scholastica is more concerned with learning just how strong the psyker's mind is against perils such as Daemonic possession or psychic witchery.Since one of the perks of being a Primaris Psyker is far greater independence from the watchful eye of the Scholastica Psykana and the Imperial authorities in general, the Scholastica must be positive they are not granting that privilege to someone who easily falls prey to malefic forces.The final stages of the Primaris Sanctioning Rites consist of deep mental conditioning and the embedding of wards, runes, and other psychic defences such as cybernetic neural dampeners and Warp power shunts into the psyker's scalp and skull. This process alone takes solar weeks, during which the psyker lives in a dream-like fugue state, responding only instinctively to the pain/pleasure impulses and cerebral goads of the conditioning process.Recovery takes even longer, though the end result is a psyker who can stand amongst the more powerful in the Imperium and is worthy of the title "primaris."
Primaris Psyker - Manifesting Psychic Powers: To be an Imperial Sanctioned Psyker is to constantly flirt with madness, death, and far, far worse. To fuel their supernatural abilities, psykers draw on the limitless potential of the Immaterium. However, the Warp is anathema to Humanity, filled with predatory entities and malign intelligences. Should a psyker drink too deeply from the Warp's power, they run the risk of attracting the unpleasant attention of its denizens.If a psyker survives long enough to be elevated to the rank of primaris, they learn how to mask their presence from the Warp. A psyker can modulate, or fetter, their powers, reducing the Warp energy they siphon through their mind. Doing so has the drawback of reducing the sheer power behind the psyker's abilities. However, in this way the psyker's presence does not stand out amongst the Warp's chaotic and shifting tides.Of course, sometimes caution must be forsaken if circumstances are dire enough. Just as the psyker can temper the power they draw from the Warp, so can they exceed their limits and gather as much as their psyche can hold, and more. This is known as "pushing," and both the results and the consequences can be truly impressive -- and dire.
Primaris Psyker - Psychic Disciplines: For Primaris Psykers, and other psykers of similar skill and training, the concept of psychic disciplines begins to take on less importance.Rather than limiting their powers to a particular area of trained expertise, these psykers tend to focus on perfecting their mastery over several individual abilities, learning to manipulate them with consummate skill. In doing so, the psyker willingly allows their understanding in some periphery abilities to lapse, but what they sacrifice in breadth, they more than make up in depth.The psykers who accompany the soldiery of the Astra Militarum perform a variety of battlefield roles, but each one is a deadly tool of war. Whether channelling the energies of the Warp to protect and embolden their allies, or to confound and destroy the foe, each commands powers capable of turning the tide of battle.
Primaris Psyker - Stormwroth: The psyker focuses on summoning Warp lightning to smite their enemies or wreathe them in a protective field of electricity. Those who master the ability to manipulate this etheric energy are greatly prized by the Imperial Guard.Lightning Arc - The psyker channels the Warp into electric energy that crackles from their fingertips, burning through their foes.Lightning Field - The psyker surrounds themselves in a cracking, sparking nimbus of protective electricity, daring their enemies to strike them.Lightning Storm - With charged air and the stench of ozone, the psyker reaches into the Warp and lets forth a blast of etheric lightning. Bolts arc in all directions, striking all those the psyker chooses.
Primaris Psyker - Maelstrom of Destruction: The battle-psyker delights in the frenzied chaos of the melee, using their powers to turn themselves into an unstoppable, death-dealing berserker in close combat.Maelleus Hammerhead - The psyker's hands glow with otherworldly power as they are infused with a terrible strength. They are unable to hold any weapons, but they do not require them, as their fingers can gouge armour plating, and their fists can shatter ceramite.Enrage - The psyker reaches into the minds of their opponents, momentarily crushing their psyche with a blank, murderous rage. Rational thought, sense, and even skill with weapons are lost in an overwhelming desire to slay the source of their sudden hate.Bloodboil - The psyker's frenzy for destruction burns hot in their soul. At a thought, it flashes out from them and heats the blood of their opponents to boiling temperatures, cooking them from the inside out.
Primaris Psyker - Will Unleashed: The battle-psyker's mind has grown in potency until it is far too powerful to remain within their skull. At the apex of this power, the psyker's psyche roams free, unfettered by flesh, reading the thoughts of others at a whim, and frying their synapses where they stand.My Will, Known - The psyker's awareness radiates out like a blanket, suffusing the very atmosphere around them with their consciousness. All those present feel a strange sensation, like delicate fingers tracing the inside of their skull. Unless they are shielded from the psyker's senses in some way, the locations of all living creatures within the power's range are known to the psyker, as are their surface thoughts. Though this is not sufficient to pry forth their deepest secrets, they psyker does know the individuals' immediate plans and intentions.My Will, Obeyed - The psyker projects their consciousness into another, fighting through the target as if wearing their flesh. The psyker may select one Human target to project into. The target must be aware of the psyker's intent and accept it. If the target is aware of the psyker's intent and accepts it, the psyker occupies their mind with little trouble. While the power is active, the psyker effectively controls the possessed as if it were their own body. The psyker's body goes into a trance while the power is active, although the psyker is always aware of it and what is going on around it.My Will, Manifest - The psyker's psyche leaves its fleshy prison, roaming free as an invisible being of etheric energy. In this state, the psyker is all but invulnerable to mundane threats, and can travel great distances while leaving their body behind. When this power is manifested, the psyker's body collapses, and for all appearances goes into a deep coma. The psyker becomes instead an ethereal being of light and crackling energy.
Primaris Psyker - Pyrokinesis: The psyker's soul burns with the intensity of a barely contained inferno. Pyrokinetics are rare among Human psykers, and those who can control their abilities enough to avoid self-immolation are rarer still. The few that can often focus on their "inner fire" to the exclusion of other disciplines and abilities, as they become obsessed with the destruction they can render.Flameshroud - Should the pyrokinetic wish to survive their self-generated holocausts, they must learn to endure the flames they create. Powerful psykers can summon flames from nothing, enveloping themselves in a roiling fire that never consumes them. Although the psyker is covered in fire, their clothing, weapons, and equipment are unharmed. While maintaining the Flameshroud, the psyker is immune to Flamer weapons; the fires surrounding them seem to draw the flames into the shroud, making it burn even brighter. The psyker also takes half damage from Laser, Plasma, and Melta Weapons, and any other psychic power unleashed against them involving flame and fire. Although these abilities are impressive, the true purpose of Flameshroud is to let the psyker lose themselves in the flames, and in doing so gain greater control over them. While sustaining the Flameshroud, the psyker does not suffer penalties for manifesting other psychic powers involving fire or pyromancy.Conflagration - The air around the battle-psyker is choked with ash and cinders, swirling in an unseen wind. The very atmosphere grows hot, burning the eyes and throat. With a thought, the psyker can send the cinders whipping around an unlucky individual, enveloping them in flame. This power fills the area within range of the psyker with heat, ashes, and cinders. Easily flammable items, such as paper or promethium, ignite.Inferno - Some of the most powerful pyrokinetics can wipe out whole hab-blocks or villages by summoning a true inferno. The fire washes out from them like waves, burning all unlucky enough to be near them. However, what is truly terrifying about this power is not the ease with which a powerful pyrokinetic can summon it, but the difficulty they have in putting it out. When a psyker manifests Inferno, fire erupts out of them in all directions, indiscriminately incinerating anything in its path.
Primaris Psyker - Daemonsbane: The Inquisitors and psychic Daemonhunters of the Ordo Malleus who possess Primaris Psyker abilities learn to turn their prodigious mental powers towards the destruction of their Warp-spawned adversaries.Banishment - The psyker focuses their mental powers on the bonds that tie the Daemon to the Immaterium, snapping it with their indomitable will, and banishing the Daemon back to the Empyrean.Sanctuary - The glory of the God-Emperor is channelled through the psyker, causing all who would strike them and those who stand with them to quail against the terrible radiance, preventing Daemons and Chaos-corrupted mortals from assaulting or approaching them.Word of the Emperor - The psyker's belief in the power of the Emperor is so strong, it overpowers the minds and wills of the Daemon and the Heretic. The psyker's holy liturgies and chants crush their foes' puny psyches, causing great damage to those who embody or serve Chaos.
Primaris Psyker - Witchesbane: Although the Witchhunters of the Ordo Hereticus abhor the witch and unsanctioned psyker, many are not above using their own psychic abilities to accomplish their goals. Many claim their powers are a gift of the Emperor, and therefore acceptable to use. Others simply acknowledge that the ends always justify the means.His Will Be Done - The battle-psyker's mind reaches out to the minds of their friends and allies. Emboldened by their indomitable will, they become furious manifestations of the Emperor's justice, able to strike with increased accuracy and damage using melee or ranged weapons.Hammer of Witches - The psyker reaches to the strings that connect another psyker to their source of power, the Warp. With a swift blow, they overwhelm the enemy psyker's control of those strings, inviting the dangers of the Warp to engulf the psychic foe.Purgatus - The psyker's sinister gaze pins a Heretic in their sights, their potent will flaying the unfortunate's mind until it is an empty husk. This is the fate of those who defy the God-Emperor, to be lost in mind as well as body.
Primaris Psyker - Psychokinesis: Most psykers are able to master the ability to manipulate and move objects with their mind to some degree, becoming telekines. Somewhat rarer, however, are the true psychokinetics, psykers able to lift cargo-freight haulers with a thought and hurl them at their enemies with a gesture.Lift - The most basic of the psychokinetic powers is the ability to move extremely large or heavy objects with one's mind, and it is an ability that can be used in a wide variety of ways.Barrier - The battle-psyker's mind is so agile they are able to swat aside projectiles with a thought, causing them to deflect harmlessly mere inches from the psyker's skin.Tempest - The most powerful psychokinetics can agitate the molecules of the very air around them, creating swirling vortexes of wind and debris. Though this power is arduous to maintain, the hurricane of damage it can deal is truly devastating.
Primaris Psyker - Temporal Manipulation: That the Warp can have an effect on the passage of time is well known. It is a phenomena experienced by those starship captains who have travelled short times in the Immaterium, only to arrive at their destination and discover standard centuries have passed in the rest of the galaxy. Less known and understood are those few psykers who use this aspect of the Warp to twist time to their own ends.Conventional wisdom of the Calixian representatives of the Scholastica Psykana holds that such psykers simply "speed up" or "slow down" the perceptions of themselves and their fellows, rather than actually manipulating the flow of space-time. Perhaps they can also see glimpses of future events, granting them a far better chance of success in certain actions, but no more. These arguments are unconvincing, though the majority of the Calixian Conclave of the Inquisition accepts them -- perhaps because the potential ramifications of the alternatives are too terrible to contemplate.Precognition - One aspect of temporal manipulation that most often manifests in psykers is the ability of precognition -- an ability to see the myriad possibilities of the future. Even the strongest psykers can only see the possibilities of the next few moments of their life, and even then, only for a brief instant. However, that can often be enough to make a difference in their actions or those of their allies.Stasis Shell - The battle-psyker creates a spherical area in which time seems to completely stop, leaving whatever is inside perfectly frozen in time. When the effect ends, the occupants do not realise any time has passed. The psyker selects a spherical area roughly three metres in diameter that is within range of their power. Anything fully within this area is effectively frozen in time, and may not take actions, move, speak, or do anything. In turn, however, they may not be harmed or affected by any means. Anything outside the area of stasis shell may not enter or pass through the area affected by the shell, which is treated as an invulnerable barrier.Warp Time - The most powerful psychic adepts of the temporal arts are able to speed and slow the passage of time in a localised area, both for themselves, their allies, and their enemies.
Primaris Psyker - Psykana Discipline: The Psykana Discipline learned by many Primaris Psykers provides a number of different powers that require mastery with several of the other standard psychic disciplines before they can be learned, particularly telepathy and telekinesis.Terrifying Visions - The psyker fills their enemies' minds with nightmarish images and visions of torment, seeking to send them fleeing in terror.Gaze of the Emperor - The psyker cages the immense power of the Immaterium within their physical form, and their eyes blaze with the Emperor's vengeful fury, unleashing pure psychic energy to smite the Master of Mankind's foes.Psychic Barrier - The psyker weaves an aegis of pure psychic energy around themselves and/or their allies, against which enemy weapon fire sparks and spatters harmlessly.Nightshroud - Calling upon the power of the Empyrean, the psyker cloaks their allies in a flowing curtain of shadow, concealing them from the enemy.Mental Fortitude - Drawing on boundless reserves of inner strength, the psyker shields their allies' minds from mortal fears and the threat of sorcerous or psychic assault, dramatically improving morale.Psychic Maelstrom - The psyker unleashes the full telekinetic might of their mind, summoning a roiling psychic tempest that envelops their enemy, lifting them from the ground and wrenching them about like a rag doll.
Primaris Psyker - Biomancy Discipline: Biomancers of primaris rank specialise in manipulating biological energy and metabolic processes with the power of their minds. They are masters of the flesh, learning to shape and influence the physical forms of themselves, their allies or their enemies, according to their will.Smite - Lethal bolts of bio-lightning leap from the psyker's fingertips, tearing their foes apart.Iron Arm - By transmuting their flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with their bare fists.Enfeeble - As the psyker channels their powers, tendrils of Warp energy lash over their victims, every caress sapping vitality from their bodies until they are barely able to move or lift their weapons.Endurance - Reaching into the living essence of their allies, the biomancer knits together bones, heals flesh and banishes fatigue so that they carry on the fight.Life Leech - With a twist of their gnarled hands, the wrathful psyker rips the life force from their enemy, hoarding the stolen essence and using it to reinvigorate and restore their own injured flesh.Warp Speed - The power of the Immaterium flow into the psyker, heightening their natural movement speed to supernatural levels. A blur is the psyker amongst their enemies, felling the unrighteous with blows too swift to see.Haemorrhage - Focussing their mutant mind, the psyker reaches forth and sets a fire within their victim's flesh. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing them asunder as it bursts from every pore.
Primaris Psyker - Divination Discipline: Diviners of primaris rank seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow diviners to look into the twisting strands of the Immaterium in search of the answers they seek, and sometimes even influence the outcome of fate itself.Prescience - The battle-psyker can effortlessly predict the paths of bullets and swords. By focussing their witch-sight even more closely, they can guide their allies' aim, bringing a swift and merciless death to their foes.Foreboding - Thanks to their Warp-gifted insights, the psyker and their allies are aware that their foes are about to charge, even before the foes themselves have realised it, allowing them to gain a great advantage on the defence.Misfortune - With a click of their fingers, the diviner twists fate so that their followers' melee blows or ranged weapon strikes punch through the weakest points in their opponents' armour.Perfect Timing - As soon as their consciousness pierces the veil of the Warp, a rush of images floods the diviner's mind, foretelling the actions of their enemies, down to the merest microsecond. Armed with this information, the diviner's allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal head shot.Precognition - Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, the psyker is all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should their self-wrought prophecies fade, or turn false, the psyker will surely be doomed to ignominious defeat.Scrier's Gaze - The diviner can see the battlefield clearly in their mind's eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is but the scurrying of ants beneath their omniscient gaze. Thus can the diviner direct exactly when and where they are most needed, leaving no clue behind as to how this trickery was achieved.
Primaris Psyker - Pyromancy Discipline: A pyromancer of primaris rank is a true master of fire and flame, a psyker who is able to create searing infernos out of thin air. Pyromancy is one of the most spectacular and destructive forms of psychic ability, and those who face a pyromancer in combat are oft reduced to nought but a pile of charred bones.Flame Breath - A torrent of psychically-generated flames pour forth from the psyker's eyes and mouth, engulfing the target.Fiery Form - Bullets and shells pass straight through the pyromancer as they transform into an incandescent being of living Warpfire, striking out at their foes and setting their souls ablaze.Fire Shield - With a sweep of their arms the psyker throws up a towering wall of flame to protect their allies from melee and ranged attacks.Spontaneous Combustion - Focussing their anger, the pyromancer can melt or incinerate their foes in a heartbeat. Yet when the psyker's rage boils over, the unfortunate victim's body explodes in a blast of ash and roaring flame. Who can say how many will fall victim to the pyromancer's wrath before it is sated?Sunburst - The psyker sings a wild song whose notes were old when the universe was young. As the pyromancer does so, an incandescent aura appears about them, growing ever brighter and hotter with every refrain. Only when the song is ended does the aura explode, discharging its pent-up fury in a blinding, supernoval flash.Molten Beam - The pyromancer claps their hands together and turns them outward towards the foe. As they do so, a white-hot beam of blazing energy bursts from their palms. It melts armour to slag and vaporises flesh, leaving only ghastly shadows in its wake.