+Psykers+

Some models may be psykers, granting them the ability to manifest powers by pulling power from the ephemeral plain. Psykers can be any model type, and even leaders can be psykers as well.

Psychic Disciplines

Units are granted the ability to manifest psychic powers by gaining the Psyker X special rule. This grants them knowledge of X disciplines. Each discipline is usually 1-3 psychic powers and/or passive bonuses. The disciplines your psykers have access to know and their content is described in their codex. Choose which disciplines your psyker knows when building your army.

Smite

All Army Codexes have a list of what powers psykers might have. However, regardless of anything else all psykers know and can manifest smite as described below.

NameDifficultyEffect
Smite14Target model in line of sight loses (1)D3 wounds. These can be drivers or gunners if you have line of sight.

Manifesting

Before or after a psyker moves in the movement phase, they can attempt to manifest up to one psychic power. To do so roll 2D6 and add the psyker’s Sagacity to the result. If the total is equal to or over the Difficulty value of the power being manifest, then the effect goes off.

Tunnel Vision

Psykers that are engaged only have line of sight to enemies they’re engaged with.

Psyker Leaders

All psychic powers will have a number of dice or value listed in (). Before being casted, a psyker leader can spend a leadership point to increase this value by one. If the power fails to manifest, then the spent leadership is lost.

For example a psyker leader will manifest smite and spent 2 leadership when doing so. If manifesting this smite would deal 3D3 wounds to the target model.

Perils of the Warp

If a psyker rolls double 1s or double 6s when attempting to manifest a psykic power, then perils of the warp triggers. To resolve this, roll on the table below.

D6Peril of the Warp
1Dragged into the warp The psyker must roll 2D6, trying to roll equal to or under their Grit. If failed the psyker is removed as a casualty and the psyker explodes as described in the vehicle section.
2Mental Purge The psyker loses a wound/hull point and can no longer attempt to manifest this power for the rest of the game.
3Power Drain The psyker loses a wound/hull point, and all psyker leaders lose D3 leadership.
4Psychic Backlash The psyker loses a wound/hull point and a leadership if they have it.
5Emphyric feedback The psyker must roll 2D6, trying to roll equal to or under their Grit. If failed the psyker takes a wound/hull point.
6Warp Surge The psyker must roll 2D6, trying to roll equal to or under thier Grit. If failed the psyker takes a wound/hull point. If passed, the psyker gains the invulnerable 4 special rule for the rest of the game.

Spawndum

If a psyker is slain do to losing a wound from perils of the warp, then they’re replaced by a chaos spawn controlled by the enemy player.

Deny the Witch

If a psyker leader sees an enemy psyker successfully manifest a psychic ability, they can attempt to cancel it out before the effect resolves. To do so, they must spend a leadership, roll 2D6, and add their Sagacity to the result. If the result is equal to or greater than the enemy psyker’s result, then the effect of the manifestation is negated.

Covens

Sometimes there will be a unit with multiple models that all have Psyker special rule. In this case, they all share the same knowledge of the same discipline(s) but only one model out of their group can attempt to manifest psykic powers each movement.