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

ADVANCED PSYCHIC SYSTEM

PSYKERS

The following entries replace those found in the codex/army list of the army to which they belong.  Some of the entries below only include changes to points for psykers, such as the Eldar Farseer and Tyranid Zoanthrope.

ELDAR

Farseers

Farseers are level four psykers.  Their points cost is increased to 150.  Farseers may only choose Eldar powers.

Warlocks

The Warlocks listed in the Eldar codex are level one psykers.   Their points cost is increaed to 26.  Only level one Warlocks may lead Guardian squads or Wraithguard.  Warlocks may only choose Eldar powers.

A Farseer's retinue may include up to two Warlock Champions and up to one Warlock Master in place of normal Warlocks.  The rules for Warlock Champions and Masters are included below.

WARLOCKS
  Points/Model WS BS S T W I A Ld Sv
Warlock Champion 55 4 4 3 3 1 4 1 9 4+
Warlock Master 85 4 4 3 3 2 4 1 9 4+

Options: A Warlock may be given any equipment allowed by the Craftworld Eldar armoury.

Psykers:  Warlock Champions are level two psykers.  Warlock Masters are level three psykers.  The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.   Warlocks may only choose Eldar powers.

Rune Armour: See the Wargear section of Codex: Eldar for details.

 

SPACE MARINES

The entry for Librarians in Codex: Space Marines is replaced by the following entry.

LIBRARIANS
  Points/Model WS BS S T W I A Ld Sv
Lexicanium 30 4 4 4 4 1 4 1 8 3+
Codicier 65 4 4 4 4 1 4 1 9 3+
Epistolary 110 5 5 4 4 2 5 1 9 3+
Chief Librarian 170 5 5 4 4 3 5 2 9 3+

Options: A Librarian may be given any equipment allowed by the Space Marine armoury.

Psykers:  The Librarian has a psychic level as follows: Lexicanium, psychic level 1; Codicier, psychic level 2; Epistolary, psychic level 3; Chief Librarian, psychic level 4.  The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.  Librarians may choose powers from the Adeptus Powers or Librarian Powers list.

Independent Character: Unless accompanied by a Command Squad, a Librarian is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

Command Squad: The Librarian may be accompanied by a Command Squad, see the Command Squad entry for details.  Note that the Librarian and the Command Squad count as a single HQ choice.

SPACE WOLVES

The entry for Rune Priests in Codex: Space Wolves is replaced by the following entry.

RUNE PRIESTS
  Points/Model WS BS S T W I A Ld Sv
Rune Priest 30 4 4 4 4 1 4 1 8 3+
Rune Priest Champion 65 4 4 4 4 1 4 1 9 3+
Rune Priest Master 130 5 5 4 4 2 5 2 9 3+
Rune Priest Lord 180 5 5 4 4 3 5 3 9 3+

Options: A Rune Priest may be given any equipment allowed by the Space Marine armoury.

Psykers:  The Rune Priest has a psychic level as follows: Rune Priest, psychic level 1; Rune Priest Champion, psychic level 2; Rune Priest Master, psychic level 3; Rune Priest Lord, psychic level 4.  The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.  Rune Priests may choose powers from the Adeptus Powers or Librarian Powers list.

Independent Character: Unless accompanied by a Wolf Guard bodyguard, a Rune Priest is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

Wolf Guard Bodyguard: A Wolf Guard bodyguard may accompany the Rune Priest.  See the Wolf Guard entry for details.

True Grit: The Rune Priest has the strength and skill to fire a bolter with one hand and may use the 'True Grit' rule described in Codex: Space Wolves.

 

ORKS

Orks have access to Weirdboyz and Warpheads.  Both count as Heavy Support choices.  In Feral Orks armies, they are counted as HQ choices instead.

0-1 WEIRDBOYZ
  Points/Model WS BS S T W I A Ld Sv
Weirdboy 45 4 2 3 4 1 2 2 7 6+
Warphead 135 4 2 3 4 2 2 2 8 6+
Minderz - 4 2 3 4 1 2 2 7 6+

You may only include one Warphead in your Ork army.

Options: A Weirdboy may be given any equipment allowed by the Ork armoury.

Psykers:  Weirdboyz are level one psykers.  They may be upgraded to level two psykers for +20 points.  Warpheads are level three psykers.  They may be upgraded to level four psykers for +40 points.   The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.  Weirdboys may only choose Ork powers.

Minderz:  Each Weirdboy is accompanied by two Minderz, and each Warphead is accompanied by four Minderz.  They are armed with a slugga and choppa.  These Minderz must remain in base contact with the Weirdboy at all times.  If they are killed, the Weirdboy begins falling back and will not stop until he leaves the table.  Points costs for the Minderz are included with the Weirdboy and Warphead.

 

TYRANIDS

The following updates change the points costs for Hive Tyrants and Zoanthropes.  Tyranids may only choose Tyranid powers, but allowed to take any powers listed up to their maximum number of powers.

Hive Tyrant

Hive Tyrants count as level one psykers with the psychic power The Horror.  They may be upgraded to level two psykers for +20 points, level three psykers for +50 points, or level four psykers for +80 points.

Zoanthrope

Zoanthropes count as level two psykers and cost 65 points.   They automatically have the psychic power Warp Blast.

Mutable Genus Psychic Tyranids

Mutable Genus Tyranids can be any level of psyker, but must pay the appropriate cost.  Level one is already included in their points, with the automatic power The Horror.  Level two costs +20 points, level three +50 points, and level four +80 points.

 

CHAOS SPACE MARINES

The entry for Sorcerors in Codex: Chaos Space Marines is replaced by the following entry.

CHAOS SORCERORS
  Points/Model WS BS S T W I A Ld Sv
Sorceror 30 4 4 4 4 1 4 1 9 3+
Sorceror Champion 60 4 4 4 4 1 4 1 9 3+
Sorceror Master 105 5 5 4 4 2 5 1 10 3+
Sorceror Lord 150 5 5 4 4 3 5 2 10 3+

Options: A Sorceror may be given any equipment allowed by the Chaos Space Marine armoury.

Psykers:  The Sorceror has a psychic level as follows: Sorceror, psychic level 1; Sorceror Champion, psychic level 2; Sorceror Master, psychic level 3; Sorceror Lord, psychic level 4.  The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.   Sorcerors may choose powers from the Adeptus Powers or Chaos Powers list.   Only level four Sorcerors may use the Summon Greater Daemon power.  Any others that roll up the power must roll for another power instead.

Independent Character: A Sorceror is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

 

IMPERIAL GUARD AND ADEPTUS ARBITES

The following entry is an addition to the HQ section of the Imperial Guard and Adeptus Arbites army lists.  Deathworld Veteran armies may include Primaris Psykers, but you must add 15 points to their cost.

PRIMARIS PSYKERS
  Points/Model WS BS S T W I A Ld Sv
Primaris Psyker 25 3 3 3 3 1 3 1 7 5+
Primaris Psyker Champion 55 3 3 3 3 1 3 1 8 5+
Primaris Psyker Master 90 3 3 3 3 2 3 1 8 5+
Primaris Psyker Lord 135 3 3 3 3 2 3 1 9 5+

Options: A Primaris Psyker may be given any equipment allowed by the Imperial Guard or Adeptus Arbites armoury.

Psykers:  The Primaris Psyker has a psychic level as follows: Primaris Psyker, psychic level 1; Primaris Psyker Champion, psychic level 2; Primaris Psyker Master, psychic level 3; Primaris Psyker Lord, psychic level 4.  The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.  Primaris Psykers may choose powers from the Adeptus Powers.

Independent Character: A Primaris Psyker is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

 

CHAOS CULTISTS

The following entry is an addition to the HQ section of the Chaos Space Marine army list.

CHAOS CULTIST MAGUS
  Points/Model WS BS S T W I A Ld Sv
Magus 25 3 3 3 3 1 3 1 7 5+
Magus Champion 55 3 3 3 3 1 3 1 8 5+
Magus Master 90 3 3 3 3 2 3 1 8 5+
Magus Lord 135 3 3 3 3 2 3 1 9 5+

Options: A Magus may be given any equipment allowed by the Imperial Guard or Adeptus Arbites armoury.

Psykers:  The Magus has a psychic level as follows: Magus, psychic level 1; Magus Champion, psychic level 2; Magus Master, psychic level 3; Magus Lord, psychic level 4.  The rules for psyker levels and the available psychic powers are included elsewhere in the psychic rules.  Magi may choose powers from the Chaos Powers.  Only level four Magi may use the Summon Greater Daemon power.   Any others that roll up the power must roll for another power instead.

Independent Character: A Magus is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook.

 

CHAOS GREATER DAEMONS

The Keeper of Secrets, Lord of Change, and Great Unclean one all count as being level four psykers.  The Great Unclean One is increased in cost to 180 points.  The Lord of Change is increased to 215 points.  The Keeper of Secrets is increased to 205 points.  Greater Daemons may only use the Chaos powers.   When rolling up their powers, reroll any result of Summon Greater Daemon.

 

INQUISITORS

Inquisitors may purchase psyker levels.  Level one costs +20 points, level two +45 points, level three +70 points, level four +100 points.

 

GENESTEALER CULTISTS

Genestealer Cults use either the Tyranid psychic powers or the Adeptus psychic powers.

A Genestealer Patriarch is a fourth level psyker.  His updated points cost is 150 points.

A Magos is a second level psyker and costs 80 points.   He may be upgraded to third level at +25 points or fourth level at +50 points.

 

HARLEQUINS

Shadowseers are fourth level pyskers.  Their updated points cost is 170.  They may continue to use the powers they are given in the Harlequin codex by taking a Ld test.  Shadowseers may only use Eldar powers, and they are allowed to take Farseer Only powers.

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