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[Being a collection of additional rules for Warhammer 40,000]

ADVANCED PSYCHIC SYSTEM

PSYCHIC POWERS

Use the rules presented on the following pages for major psychic powers.  They are selected randomly by rolling a D6.  Minor powers are selected using the rules presented in Chapter Approved.  The casting cost listed for the power is the number of psychic points required to use it.

Adeptus Powers

1. Carmine Assassin
One enemy model within 18" must roll a D6 and roll under his Toughness test, or die. Saving throws are allowed.
Casting Cost: 6

2. Scan
Scan has a range of 36" and allows the psyker to detect any models hiding nearby as if he was using an auspex. This includes Tyranid Lictors.
Casting Cost: 1; Remains in Play

3. Lightning Arc
The bolt acts as a shooting attack with a range of 24", S5, AP3, and counts as being Assault 1.
Casting Cost: 2

4. Displacement
One friendly squad or model within 18" is teleported up to 3D6" in any direction.
Casting Cost: 3

5. Assail
One enemy model within 24", including vehicles, is moved 6" in any direction. If a vehicle enters difficult terrain, make a difficult terrain test to avoid being immobilized.
Casting Cost: 3

6. Hellfire
The hellfire acts as a shooting attack with a range of 24", S4, AP5, and counts as being Assault 1/Blast.
Casting Cost: 2

Inquisition Powers

1. Storm of Wrath

All enemy units within 12" of the psyker must take a Leadership test to move in the storm. Because of the cover afforded by the storm, friendly models within 12" gain a 5+ cover save.
Casting Cost: 5

2. Aura of Fortitude
All friendly units and characters within 9" of the psyker (including the psyker) count as having a Ld 10 while this power is in effect.
Casting Cost: 4

3.Purge Psyker
One enemy psyker within 24" of the psyker must take a Ld test or lose a wound with no saving throw possible.
Casting Cost: 4

4. Scourging
The scourging acts as a shooting attack with a range of 24", S4, AP5, and counts as being Assault 2. Against daemons the attack counts as S6.
Casting Cost: 3

5. Destroy Daemon
One daemon within 24" of the psyker must take a Ld test or lose a wound with no saving throw possible.
Casting Cost: 4

6. Aura of Fire
The psyker gains a 4+ invulnerable save in close combat. Any hits that are saved are rebounded toward the attacker. Resolve the attack as if the attacker had hit himself.
Casting Cost: 3; Remains in Play

Librarian Powers

1. Teleportation

The psyker teleports himself 4d6" in any direction.
Casting Cost: 1

2. Psychic Shield
While this power is in effect, the psyker gains a 4+ invulnerable save.
Casting Cost: 2; Remains in Play

3. Smite
AS CODEX: SPACE MARINES
Casting Cost: 3

4. Prescience
For the remainder of the player’s turn and his opponent’s next turn, the psyker may reroll any failed rolls he makes.
Casting Cost: 3

5. The Salamander
The scourging acts as a shooting attack using the flamer template, with S5 and AP4, and counts as being Assault 1. Affected units must take a Break test or fall back.
Casting Cost: 2

6. Quickening
AS CODEX: BLOOD ANGELS
Casting Cost: 2; Remains in Play

Eldar Powers

All Eldar psychic powers use the rules presented in Codex: Eldar. Eldar psykers may choose their powers. Only Farseers may take Farseer Only powers. Only Warlocks from Ulthwe may choose the Augment power.

1. Guide
Casting Cost: 3

2. Fortune
Casting Cost: 2

3. Destructor
Casting Cost: 2

4. Eldritch Storm (Farseer Only)
Casting Cost: 4

5. Battle Fate (Farseer Only)
Casting Cost: 5

6. Mind War (Farseer Only)
Casting Cost: 5

7. Enhance
Casting Cost: 2; Remains in Play

8. Augment (Ulthwe Warlocks Only)

Casting Cost: 1

Ork Powers

1. Power Vomit
The vomit acts as a shooting attack with a range of 18", S5, AP3, and counts as being Assault 1.
Casting Cost: 2

2. ‘Eadbutz
The Weirdboy and a single enemy psyker within 36" of the Weirdboy (chosen by the Ork player) both roll a D6 and add their psychic levels. If the Ork rolls higher, the enemy psyker loses one wound with no save possible.
Casting Cost: 4

3. Brain Bursta
One enemy model within 18" must roll a D6 and roll under his Toughness test, or die. Saving throws are allowed.
Casting Cost: 6

4. Kop Dis!
One enemy model within 24", including vehicles, is moved D6+1" backwards. If a vehicle enters difficult terrain, make a difficult terrain test to avoid being immobilized.
Casting Cost: 2

5. Squish
One enemy model within 24" suffers a number of S5 hits equal to 2D6 minus its own Strength. Saving throws are allowed.
Casting Cost: 4

6. Waaagh!
All Orks within 36" of the Weirdboy gain +1 WS and are allowed to reroll any Morale or Mob tests during the remainder of your turn and the entirety of your opponent’s turn. Grots are unaffected by this power.
Casting Cost: 5

Chaos Powers

1. Mind Blast
The psyker lashes out at its target with a blast of psychic energy, invading its mind and tearing it apart from the inside out. One enemy model within 18" must take a Ld test or die, regardless of remaining wounds.
Casting Cost: 6

2. Firebolt
The psyker sends a bolt of fire towards his enemy. The firebolt acts as a shooting attack with a range of 24", S4, AP5, and counts as being Assault 1/Blast.
Casting Cost: 2

3. Favor of the Gods
The psyker’s patron god has smiled upon his Champion. The psyker is allowed to reroll any failed rolls for the remainder of your turn and the entirety of your opponent’s next turn.
Casting Cost: 3

4. Divine Protection
The psyker’s patron god gives his follower a small measure of protection to ensure his safety. While this power is in effect, the psyker gains a 4+ invulnerable save.
Casting Cost: 2; Remains in Play

5. Summon Lesser Daemons
The psyker taps into the power of the warp, stabilizing it so that lesser daemons of his patron god can more easily move into realspace. One unit of lesser daemons included in the army that have not been summoned are summoned this turn regardless of summoning points. If you do not have any daemons in your army, roll for another power.
Casting Cost: 5

6. Summon Greater Daemon
The psyker uses his mind as a stable gate by which a greater daemon of his patron god may enter realspace. This allows a Greater Daemon that is part of your army to enter the battle without possessing one of your characters. If you do not have any greater daemons in your army, roll for another power.
Casting Cost: 7

Tyranid Powers

All Tyranid powers use the rules presented in Codex: Tyranids. Tyranids may choose their psychic powers from the list below.

1. Warp Blast
The lesser version of the blast only has a casting cost of 2.  The more powerful version requires 4 psychic points.
Casting Cost: 2/4

2. Warp Shield
No power dice are needed to use this power.  This power counts as having a casting cost of 8.
Remains in Play

3. The Horror
No power dice are needed to use this power.  This power counts as having a casting cost of 8.
Remains in Play

4. Catalyst
Casting Cost: 3

5. Synapse Creature
No power dice are needed to use this power.  This power counts as having a casting cost of 8.
Remains in Play

6. Psychic Scream
Casting Cost: 3

RETURN TO ADVANCED PSYCHIC SYSTEM

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