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Psyker Powers6

The Storms of Fenris psychic discipline

The Storms of Fenris are the storm-magic of the Rune Priests — a single discipline of ice, lightning, beast-spirit and the old Fenrisian hatred of sorcery. Where a Librarian lectures the warp into obedience, the Rune Priest calls the tempest of his home world and looses the spectral wolves, and where a witch would blast he answers with lightning and the killing cold. Six workings pass through the discipline: the leaping storm-bolt, the sheltering gale, the murderous ice-wind, the ground-swallowing jaws, the fury of the wolf-spirits, and the runic ward that turns an enemy's own sorcery against him. Each is a Wyrd power, and each courts the warp's price for the one who calls it. At creation a Rune Priest with access picks or rolls its power from the table below, and adds to it the universal witch-blast of Smite.

RollPower
1Living Lightning. A bolt of Fenrisian storm-lightning leaps from the Rune Priest to a chosen enemy fighter within range, which suffers an automatic hit resolved at Strength 5, AP -1. If that fighter is taken Out of Action by the strike, the lightning arcs on to the nearest other enemy within 4", which suffers a second automatic hit at Strength 4, AP -. The storm hunts down the line. It leaps from a felled foe to the next, and a single working can carry death through a bunched pack of the enemy.
2Storm Caller. While this power is sustained, a howling Fenrisian gale wraps the target friendly fighter — the Rune Priest itself or a brother within 6". Enemies suffer -1 to Hit it with ranged attacks, and it may not be picked as the target of an enemy Aim action from beyond 12". The storm-wall of Fenris turns the enemy's marksmanship to a guess. Driving wind and snow shroud the one it protects until the working ends.
3Murderous Hurricane. A screaming ice-wind tears across the chosen enemy fighter and every other enemy within 2" of it. Each caught in the squall suffers an automatic hit at Strength 3, AP -, and has its Movement reduced by 2" until the end of the round. The ground within 2" of the chosen fighter is churned to ice and driven snow, treated as difficult terrain for the rest of the round. A wounding, slowing storm — it breaks a charge or pins a knot of the enemy in place for the pack to reach.
4Jaws of the World Wolf. A fissure roars open along a straight line drawn from the Rune Priest, up to 12" long. Every enemy fighter the line crosses must pass an Initiative check or be dragged down as Fenris itself opens beneath it, suffering an automatic hit at Strength 6, AP -2. Those quick enough to leap clear take nothing; the rest are swallowed whole. It is the Wolves' most feared curse, the ground turned traitor beneath a whole rank of the enemy at once.
5Fury of the Wolf Spirits. While this power is sustained, spectral Fenrisian wolves surge around the target friendly Space Wolf — the Rune Priest itself or a brother within 6". Its close-combat attacks gain the Rending trait, and it re-rolls Wound rolls of 1 in melee. The wolf-spirits bite where its blade bites, tearing at the wound it opens, so a warrior wreathed in the pack's dead hunts as savagely as the living wolves that run beside it.
6Runic Ward. While this power is sustained, the Rune Priest's ancient hatred of sorcery hardens into a ward. The Rune Priest and friendlies within 6" re-roll a failed Willpower test made against an enemy psychic power, and any enemy psyker suffering Perils of the Warp within 12" worsens the result by one severity step. It is the anti-witch of Fenris made manifest — distinct from the single-fighter charm of a wolf-tail talisman, this is the caster's own aura, the runes turned outward against every enemy that dares call the warp.