This section of the Warhammer 40,000 rulebook first talks about Psykers and how to generate their otherworldly powers. This section also describes how you generate Warp Charge and manifest psychic powers in the Psychic phase, and gives descriptions of the different types of powers you can unleash.
Psykers are powerful battle-mystics, able to unleash their mental might in all manner of ways. Each Psyker knows one or more psychic powers, as detailed in their Army List Entry. These powers vary from race to race, and sometimes from one individual Psyker to another. Sometimes, a Psyker will have the option to know additional psychic powers. If this is the case, this will also be clearly shown in the relevant Army List Entry. Sometimes psychic powers might be manifested by a vehicle, or even by entire squads. For the purposes of all rules, the term ‘Psyker’ and ‘Psyker unit’ refers to any unit with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules.
If a Psyker generates all of his psychic powers from the same psychic discipline, that Psyker will automatically know that discipline’s primaris power in addition to any other powers they know, as described in Psychic Focus. If a Psyker has one or more weapons with the Force special rule, that Psyker automatically knows the Force psychic power (see below) in addition to any other powers they know. For example, Stu has a Psyker in his army with a Mastery Level of 2. That Psyker knows two psychic powers, which will need to be generated. Stu decides to generate both of his psychic powers from the same discipline and so gains Psychic Focus, and thus that discipline’s primaris power. Stu’s Psyker is also equipped with a force weapon, granting him the Force psychic power (for a total of four psychic powers). If a Psyker has any psychic powers that are not part of a discipline, such as Force, those powers are not considered when determining whether the Psyker has Psychic Focus.
Force is a blessing psychic power that targets the Psyker and his unit. All of the targets’ weapons that have the Force special rule gain the Instant Death special rule until the start of your next Psychic phase. In some Army List Entries, a Psyker will have one or more specific psychic powers listed – where this is the case, it will be clearly stated. These Psykers always start the game with those psychic powers. Otherwise, a Psyker generates random psychic powers from amongst the psychic disciplines known to him. To randomly generate a psychic power, first choose one of the psychic disciplines known to the Psyker. Then, roll a D6 and consult the chosen psychic discipline; you will notice that the psychic powers are numbered between one and six – the power generated corresponds to the number rolled on the D6. If the Psyker needs to generate more than one psychic power, repeat the above process until the required number of psychic powers have been generated. Note that second and subsequent psychic powers do not have to be generated from the same psychic discipline as the Psyker’s first power (but if a power is generated from a different psychic discipline, the Psyker will not benefit from Psychic Focus). A Psyker cannot know the same psychic power twice. If a Psyker generates a power he already has, roll again in the same psychic discipline table until a power is generated that he does not already know. It should be noted that different Psykers in the same army can have the same psychic power(s). Immediately after generating a psychic power, a Psyker can always choose to substitute the power generated for the discipline’s primaris power. Remember though, that a Psyker cannot have the same power twice – if he chooses to substitute his first power for the primaris power, and then chooses to generate another psychic power from the same discipline, he cannot substitute any further powers from that discipline. Note that this means if a Psyker has chosen all of his powers from the same psychic discipline to gain Psychic Focus, he will already know that discipline’s primaris power and so cannot substitute any of his randomly generated powers. Regardless of the psychic power(s) your Psykers generate, it’s worth making a note on your army roster – it’s all too easy to forget which Psykers have which powers otherwise! For example, Sarah has a Psyker in her army with a Mastery Level of 3 who knows powers from the Telepathy and Divination disciplines. The Psyker has no Mark of Chaos, nor is it a Daemon of a Chaos God. The Army List Entry does not specify that the Psyker knows any specific powers, so Sarah chooses the Telepathy discipline and rolls a D6. The result is a 3, thus generating Terrify. Sarah then chooses the Telepathy discipline again, rolling another 3. This is re-rolled, the result being a 1 this time, generating Dominate. However, Sarah chooses to swap Dominate for the Telepathy primaris power, Psychic Shriek. For her Psyker’s final randomly generated power, Sarah chooses to generate a power from the Divination discipline. She rolls a 6, thus generating the psychic power Scrier’s Gaze. As Sarah decided to generate psychic powers from more than one psychic discipline, she does not benefit from the Psychic Focus rule. Finally, Sarah’s Psyker is equipped with a force weapon, so her Psyker also knows Force.
In the Psychic phase, Psykers can call upon their strange mental powers and other Warpborn effects may manifest. To use their powers, Psykers need to generate, expend and harness Warp Charge points. For example, Andy rolls a D6 at the start of his Psychic phase and rolls a 3. Andy has three Psyker units currently on the table: a Primaris Psyker with Mastery Level 2, an Astropath with Mastery Level 1 and a unit of Wyrdvane Psykers with Mastery Level 1. Andy therefore has 7 dice in his Warp Charge pool (3+2+1+1=7). Andy’s opponent has only a single Psyker unit currently on the table: a Chaos Space Marine Sorcerer with Mastery Level 2. Andy’s opponent therefore has 5 dice in his Warp Charge pool (3+2=5). The number of dice each player has in their Warp Charge pool equates to the total amount of Warp Charge points they have generated for this phase. If a rule tells you to add or subtract Warp Charge points, you add or subtract the appropriate number of dice from your pool. If, after resolving a psychic action – such as manifesting a psychic power – the player whose turn it is has 0 Warp Charge points remaining, the Psychic phase ends. The Psychic phase also ends if you either cannot, or choose not to, resolve any more psychic actions. When the Psychic phase ends, all remaining Warp Charge points belonging to both players (if any) are lost and the Shooting phase begins.
To manifest a psychic power you will need to declare a target (if the power in question requires a target) and make a Psychic test (see below). If the Psychic test is successful, your opponent then has an opportunity to make a Deny the Witch test. If this test is failed, or if your opponent chooses not to make a Deny the Witch test, the psychic power is manifested and its effects are immediately resolved. Manifesting psychic powers can be summarised in five steps, as described below. Each step is explained in greater detail later in this section. Psychic powers cannot target units that are embarked on a Transport. A Psyker must pass a Psychic test to see if he can harness the power of the Warp. To make a Psychic test, you will first need to expend a number of Warp Charge points; declare how many points you are spending and remove them from your pool. Then, roll a number of D6 equal to the number of Warp Charge points you have expended. For each individual result of 4+, the Psyker has successfully harnessed one Warp Charge point. If the total number of harnessed Warp Charge points is greater than or equal to the Warp Charge cost stated in the psychic power’s description, the Psychic test is successful. Otherwise, the Psychic test has failed and the power does not manifest. If the Psychic test was successful, keep a note of how many Warp Charge points were harnessed as your opponent may attempt to nullify them by performing a Deny the Witch test (see below). If, when making a Psychic test, two or more dice rolls (before applying modifiers) were rolls of a 6, the unit attempting to manifest the psychic power suffers Perils of the Warp (see below), whether or not the manifestation attempt failed. If your opponent makes a successful Psychic test, you can attempt to nullify the power being manifested by making a Deny the Witch test. For a Deny the Witch test to be successful, you need to nullify all of the Warp Charge points that were successfully harnessed by the Psyker when he passed his Psychic test. If a unit suffers Perils of the Warp, roll a D6 and consult the Perils of the Warp table below. If the unit has the Brotherhood of Psykers/Sorcerers special rule, the effects of the Perils of the Warp result apply a randomly determined model in the unit who has the Brotherhood of Psykers/Sorcerers special rule. Note that suffering Perils of the Warp does not necessarily mean that a psychic power fails to manifest. Assuming that the Psychic test was successful and any Deny the Witch test failed, the psychic power still manifests, regardless of whether or not the Psyker in question suffers a Wound or is slain by Perils of the Warp.
To make a Deny the Witch test, first select one of your units that was a target of the enemy’s psychic power. You will then need to expend a number of Warp Charge points; declare how many points you will spend and remove them from your pool. Then roll a number of D6 equal to the number of Warp Charge points expended. Apply any of the following modifiers that apply to each individual dice roll:
For each individual result of 6+, one Warp Charge point has been successfully nullified. If the total number of nullified Warp Charge points is equal to or greater than the number of harnessed Warp Charge points, the Deny the Witch test has been passed and the psychic power does not manifest. Note that a successful Deny the Witch test simply nullifies the power being manifested – it does not mean that the Psychic test changes from a success into a failure (for some powers, such as Vortex of Doom, a failed Psychic test can have dire consequences for the Psyker). If none of your units were the target of the enemy’s psychic power (the power in question might have been a blessing, a conjuration, or some other power that only affects the Psyker’s own troops) you can still attempt to Deny the Witch. To do so, follow the same process, but apply no modifiers to your dice rolls – you will require rolls of 6 to nullify Warp Charge points. Psychic hoods are embedded with arcane constructions of psychically attuned crystals that allow the wearer to extend his psychic protection to nearby allies. Each time a unit (or model) is targeted by an enemy psychic power and is within 12" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target unit. If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within. The many varieties of psychic powers are organised into distinct categories. These determine any targeting requirements and other restrictions that apply along with its type, if it has one. Blessings can affect units that are locked in close combat and can affect the Psyker himself. The benefit of any one particular blessing can only be gained once per unit per turn, but benefits from different blessings are cumulative. Unless otherwise stated, blessings cannot modify characteristics above 10 or below 1 (or below 2, in the case of Leadership). When the power is resolved, the new unit then arrives via Deep Strike, within the power’s maximum range; the new unit is under your control and is treated as having arrived from Reserves for all rules purposes. If the new unit suffers a Deep Strike mishap and ends up in Ongoing Reserves, it can Deep Strike anywhere on the board when it enters play. If the new unit is a Psyker, generate its psychic power(s) as soon as the conjuration is manifested; the new unit cannot attempt to manifest conjuration powers on the same turn it was itself conjured. If the new unit has any random powers/abilities that would normally need to be generated before the start of the game, generate them at the same time. Unless otherwise noted, conjured units are scoring units. Unlike firing a shooting weapon though, a Psyker can manifest several different witchfire powers during the same phase (assuming he has enough Warp Charge) and each can target a different unit if you so choose. Manifesting witchfire powers does not prevent the Psyker (or his unit) from firing weapons in the following Shooting phase, nor does it prevent the Psyker’s unit from Running, Turbo-boosting or moving Flat Out. A Psyker who manifests a witchfire power can target a different unit with his other ranged weapons in the Shooting phase. Witchfire powers cannot be used to make Overwatch attacks. There are several different sub-types of witchfire, each applying slightly different targeting restrictions. If the witchfire does not list a sub-type, or simply describes itself as a psychic shooting attack, use the rules given above to resolve it. If it has one of the following subtypes, use the rules for that sub-type. For example, if three units are under the line, (Units A, B and C) then all three are hit. Unit A has 3 models under the line, and so takes 3 hits. Unit B has 1 model under the line and so takes 1 hit. Unit C has 4 models under the line, and so takes 4 hits.
Although the powers of Psykers are many and varied, they usually fall into one of several disciplines. The six most common psychic disciplines are: Biomancy, Daemonology, Divination, Pyromancy, Telekinesis and Telepathy. Each discipline has a particular character, which is reflected by the powers within it. The Telepathy discipline, for example, is grounded in mind control, and its powers act through compelling and influencing the thoughts and actions of others. It should be noted that, whilst two different Psykers may both use the same discipline, their powers are likely to manifest in unique ways. For example, an Imperial Psyker using the Pyromancy discipline may hurl blazing bolts shaped like two-headed eagles whilst a Chaos worshipper might conjure conflagrations of living Warpfire. Many races also have access to their own, unique psychic disciplines and powers. Where this is the case, the relevant codex will contain the necessary psychic power(s). Some Psykers specialise in one discipline, honing a few powers to the exclusion of all others. Others manifest a much broader range of psychic disciplines and abilities – in such cases, the Psyker will be able to generate powers from several psychic disciplines. The relevant codex or Army List Entry will detail from which psychic disciplines a Psyker can generate his powers. Unless otherwise stated, all Psykers, other than those belonging to the Tyranids Faction, can generate powers from the Daemonology discipline. The Daemonology discipline has not one, but two different sets of powers, one labelled ‘Sanctic’ and one labelled ‘Malefic’. Each time a Psyker generates a power from the Daemonology discipline he can choose to generate it from either the Sanctic or Malefic set of powers. For the purposes of Psychic Focus, the Sanctic and Malefic sets of powers are different psychic disciplines. Psykers from Codex: Grey Knights can manifest Sanctic powers as they would any other psychic power, but they cannot generate Malefic powers at all. All other Psykers that attempt to manifest Sanctic powers suffer Perils of the Warp on a Psychic test that includes any double, whether the Psychic test was successful or not. Psykers with the Daemon special rule can manifest Malefic powers as they would any other psychic power, but they cannot generate Sanctic powers at all. All other Psykers that attempt to manifest Malefic powers suffer Perils of the Warp on a Psychic test that includes any double, whether the Psychic test was successful or not. FAQNovas & Beams
Psychic Phase
Witchfire Powers
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