Rules (4) Hallucinations A unit that suffers one or more Hits from a Weapon with this special rule must make an immediate Pinning test, adding one to the result of the roll for each Hit scored by this attack before the result is decided. For example, if a Psyker attacks an enemy unit that has a Leadership of 8, scoring 3 Hits with Telepathic Hallucinations, then that unit must make an immediate Pinning test and add 3 to the result rolled before determining the result. Psychic Discipline: Telepathy A Psyker with this Discipline gains all the listed Powers, weapon and other special rules, as well as the AethericLightning Psychic Weapon.
Telepathic Fugue (Psychic Power)
Telepathic Hallucinations (Psychic Weapon) Psychic Focus Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon. Force Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.