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Summary

Aldrik Voldus, otherwise known as Grand Master Voldus, is the Grand Masster of the Grey Knights' Third Brotherhood. After the death of Valdar Aurikon and the slaying of the Lord of Change M'Kachen with Kaldor Draigo, he was appointed the third Grand Master of the Third Brotherhood. Draigo himself named him Grand Master before vanishing into the Warp and Voldus vowed to live up to the title. Since then, he's aided the Ultramarines during the 13th Black Crusade when Ultramar was invaded by the forces of Chaos and he's acted as an advisor to the Primarch Roboute Guilliman and aided him in his journey to Terra following his resurrection.

Powers and Stats

Tier: At least 8-C. Varies, up to at least High 8-C with psychic abilities

Name: Aldrik Voldus

Origin: Warhammer 40,000

Gender: Male

Age: Likely hundreds of years old

Classification: Space Marine, member of the Grey Knights Chapter, Grand Master of the Grey Knight's Third Brotherhood, Warden of the Librarius

Powers and Abilities: 

Space Marine Physiology, Psychic Powers (Given his rank as Grand Master of the Third Brotherhood and Warden of the Librarius, he should have access to all abilities granted by the Common Powers, Minor Powers, Biomancy, Divination, Pyromancy, Telekinesis, Telepathy, Librarius Discipline, Obscuration Discipline, Sanctic Discipline, and Dominus Discipline), Fire Manipulation and Purification (Capable of releasing purifying flames from the head of his hammer with but a word[1]), Technology Manipulation (Capable of tearing machine spirits from heretical war engines[1]), Telekinesis (Capable of crushing the helmets of his foes.[1] Blasted a Chaos Terminator into a statue[2]), Matter Manipulation, Durability Negation, and Energy Manipulation (Voldus' thunderhammer, the Malleus Argyrum, can create blasts of energy when it strikes a target.[1] Much like power weapons, thunderhammers disrupt molecular bonds[3]), Teleportation via Dimensional Travel (The Grey Knights often teleport straight into battle against their foes[4]), Forcefield Creation (Via Iron Halo[5]), Martial Arts and Weapon Mastery (Given his status as a Grand Master of the Grey Knights, he should be far more skilled than the average Astartes), Power Nullification (Psyk-Out Grenades nullify the powers of psykers caught in their blast[6])

Resistance to Psychic Powers (Psykers are naturally resistant to the powers of enemy Psykers.[7] Possesses additional resistances thanks to the hexagrammic wards inscribed into his armour[6])

Attack Potency: At least Building level (Superior to standard Astartes). Varies, up to at least Large Building level (Stated to wield more psychic might than any Grey Knight seen in centuries.[8] Fought and banished a Lord of Change[9] alongside Kaldor Draigo)

Speed: Superhuman movement speed with at least Hypersonic, likely higher combat and reaction speed (Capable of keeping up with Lords of Change in battle. Said to be able to swing his hammer in lightning fast arcs[10]) and FTL perception speed (Should be comparable to elite Astartes who can react to information in nanoseconds[11])

Lifting Strength: At least Class 25, possibly Class 50 (Should be at least comparable to other Astartes in Terminator armour and possibly comparable to elite Astartes like Cato Sicarius)

Striking Strength: At least Building level

Durability: At least Large Building level (Utilizes Terminator Armour. Survived bolts of lightning from two Chaos Sorcerers.[12] Strode through dark flames and molten lightning from several Chaos Sorcerers[13])

Stamina: Superhuman (Should be at the very least comparable to standard Astartes)

Range: Extended Melee Range physically; up to Kilometers with Storm Bolter; Varies with psychic abilities

Standard Equipment:

  • Malleus Argyrum: Crafted over a century by the blind smith Hulliver, this beautifully weighted hammer is a conduit for psychic energies. So empowered, it streaks throughthe airas though it weighed nothing at all, only to strike with the force of a caged thunderbolt.
  • Terminator Armour: One of the most durable armours utilized by the Imperium and members of the Adeptus Astartes. Each suit of Terminator Armour features a shard of the Emperor's original armour within the Crux Terminatus which is placed upon the shoulder of the suit of armour. Voldus' suit in particular features a storm bolter built into its gauntlet and like all armours utilized by the Grey Knights, is inscribed with hexagrammic wards which protects against psychic energies and the presence of the Warp which Voldus must constantly combat.

Intelligence: At least Gifted (Should be at least as intelligent as other Astartes and likely more so given his knowledge on the Warp, Daemons, and Chaos as a whole)

Weaknesses: None notable

Notable Attacks/Techniques:

Psychic Bolts
  • Psychic Barrage: A cluster of bolts of psychic energy, similar to that of semi-automatic weapon fire.
  • Psychic Storm: Many bolts of psychic energy, similar to that of fully-automatic weapon fire.
  • Psychic Blast: A blast which detonates over a wide area, affecting numerous enemies simultaneously.
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.
Librarius Powers
  • Smite: Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic power.
  • Force Dome: Reaching out with his mind, the Librarian erects a barrier of shimmering force about himself and his companions.
  • Machine Curse: The Librarian calls down a powerful curse upon the machine spirit of an enemy war engine.
  • The Avenger: The Librarian draws on the ancient legends of his Chapter to create a destructive avatar of roiling flame. The psychic construct billows forward, leaving destruction in its wake.
  • Quickening: Using his uncanny mind to project his physical being forwards into the timestream, the Librarian acts so swiftly as to defy the vision of his foes.
  • Null Zone: The Librarian turns the full force of his mind upon the foe, peeling away their layers of protection, both technological and mystical, and leaving them vulnerable to the weaponry of his brothers.
  • Might of the Ancients: The deadly powers of the Immaterium heighten the Librarian's strength to unimaginable levels, the better to vanquish the foes of the Emperor.
  • Psychic Scourge: The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury.
  • The Gate of Infinity: Focusing his Warp-sense, the Librarian creates a corridor of safe passage through the Immaterium, allowing him to cross great distance in but the blink of an eye.
  • Veil of Time: The psyker projects his will beyond the regular passage of time, altering the temporal flow to sway the tide of battle.
  • Vortex of Doom: The Librarian opens a tear between the material realm and the howling destruction of the Warp, unleashing devastating energies that utterly consume his foes.
Obscuration Powers
  • Shrouding: The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that their allies appear as nothing more than indistinct shadows.
  • Soul Sight: The psyker shares his warp-sight with his bretheren, causing their eyes to glow with an ethereal light. So empowered, no foe can escape their omniscient gaze; the souls of their targets flare like flaming beacons in the dark.
  • Mind Raid: The psyker peers into the mind of their foe, raiding their thoughts for secret codes, battle plans, and the location of hidden forces and any other tactical information that might be useful. Such brute psychic interogation inflicts severe cerebral trauma on its victims.
  • Hallucination: The psyker instils terror and panic within his foes by conjuring images out of their memories - from past allies seemingly returning from the dead, to apparitions wrought from nightmares.
  • Tenebrous Curse: As the psyker twists his hand, a psychic bolt lances through the minds of his enemies. As they reel from the assault, their own shadows seemingly come to life, pulling their casters to the ground with frenzied determination.
  • Temporal Corridor: The psyker creates an invisible corridor in which the passage of time is altered, allowing his allies to traverse the battlefield with supernatural swiftness.
Sanctic Powers
  • Hammerhand: Focusing the raging power of their minds, Grey Knights can augment their already prodigious might. Even unarmed, such a warrior can crush flesh and bone - given blade or hammer there is little limit to what he can slay.
  • Dark Excommunication: The Grey Knight weaves an enchantment that severs the Daemon's connection to its dark master.
  • Might of Titan: Drawing strength from the legends of his Chapter, the Librarian bolsters the might of his allies.
  • Quicksilver: Quickened by the Librarian's uncanny mind, the Grey Knights reflexes are increased to an incredible speed.
  • Sanctuary: Chanting words of warding, the psyker creates a zone of light around him that can protect him from harm and repel daemonic creatures.
  • The Shrouding: The Librarian uses his psychic mastery to fog the minds of his enemies, clouding sight and instinct. So it is that even a shot taken at point blank range is unlikely to find its target, but instead wastes its force on a shadow-image that only exists in the firer's mind.
  • Smite: Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic power.
  • Vortex of Doom: The Librarian opens a tear between the material realm and the howling destruction of the Warp, unleashing devastating energies that utterly consume his foes.
  • Warp Rift: With a simple gesture, the Librarian rends the material realm asunder, condemning his foes to the caprices of the Warp.
  • Purge Soul: The psyker draws upon every ounce of willpower he possesses to purge the evil of his foes' souls, scouring every trace of corruption even if it destroys them in the process.
  • Gate of Infinity: The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.
  • Astral Aim: The psyker reaches out to the minds of his fellow battle-brothers, mystically guiding their aim to the chosen target.
  • Purifying Flame: The pellucid fire of the psyker's soul is released in a wave of empyric flame, burning the essences of the unworthy.
  • Armoured Resilience: The psyker channels the primordial energies of the empyrean through himself, infusing the armour of his allies with its power, hardening the ceramite beyond what could be achieved by human artifice.
Dominus Powers
  • Gate of Infinity: The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye.
  • Empyric Amplification: In ritualistic patters, the psyker overlays a complex web of blessed, psychic amplifications around the doomed foe. Matching the intricate martial methods of his brother knights, each strike with their psychically empowered weapons through this field drives more of their manifested power into the enemy.
  • Sanctuary: Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures.
  • Vortex of Doom: The psyker tears a rift between realspace and the warp, condemning his foes to total oblivion.
  • Warp Shaping: The psyker draws deep from the very fabric of the Warp, molding it to serve his will and the needs of his battle-brothers.
  • Ghostly Bonds: Subtly manipulating the invisible barrier separating the immaterium from the material realm, the psyker causes imperfect wrinkles and bulges within its fabric to gather around his opponent, pushing back against their advance and dragging at their momentum like a spiritual halter.

Notable Matchups

Victories:

Losses:

Inconclusive:

References

  1. 1.0 1.1 1.2 1.3 Codex: Grey Knights (8th Edition); pg 28
  2. Gathering Storm - Rise of the Primarch; pg 24-25
  3. The Devastation of Baal; Chapter Twenty One
  4. Codex: Grey Knights (8th Edition); pg 63
  5. Codex: Space Marines (5th Edition); pg 52
  6. 6.0 6.1 Gathering Storm - Rise of the Primarch; pg 126
  7. Dark Heresy 2nd Edition Core Rulebook; pg 195
  8. Codex: Grey Knights (9th Edition); pg 16
  9. Gathering Storm - Rise of the Primarch; pg 17
  10. Gathering Storm - Rise of the Primarch; pg 73
  11. Battle for the Abyss; Chapter Five
  12. Gathering Storm - Rise of the Primarch; pg 26
  13. Gathering Storm - Rise of the Primarch; pg 29

Discussions

Discussion threads involving Aldrik Voldus
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