| Abilities |
|---|
| It's for your own good:
If a Primaris Psyker suffers a Perils of the Warp attack whilst joined to the same unit as a Commissar (of any type) then the psyker is immediately executed and removed as a casualty. |
| Psyker:
Psykers can use one psychic power per player turn. To use a psychic power successfully the psyker must pass a Psychic test, which is a normal Leadership test. Note that this test must always be made on the psyker’s own Leadership value. Even where Leadership tests would normally be taken on the value of another model, tests for using psychic powers are always taken using the psyker’s own Leadership. If the result of a Psychic test is either a double 1 or double 6 this indicates that something horrible has happened to the psyker. The psyker suffers 1 wound with no armour or cover saves allowed. Invulnerable saves are allowed, but the power of the Warp is so great that successful saves must be re-rolled. Note that a psyker who rolls double 1 will still use his power, even if he is wounded or killed as a result. Psychic powers that take the form of shooting attacks are very common. Using a psychic shooting attack counts as firing a ranged weapon (an assault weapon, unless specified otherwise). So, for example, the psyker must be able to see his target unit, cannot be locked in combat, or must not have run in the Shooting phase if he wishes to use a psychic shooting attack. In the same way, if a psyker targets a unit with a psychic shooting attack, then he can only assault that unit in the ensuing Assault phase. Even if a psyker has a special rule allowing him to use more than one psychic power per turn, he can use only one psychic shooting attack (as models can fire only one ranged weapon per turn). However, if he is allowed to fire more than one ranged weapon per turn, he can replace the firing of any of the weapons he is allowed to fire with a psychic shooting attack (but still cannot use the same power twice in a turn). |
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Lightning Arc | 24" | 6 | 5 | Assault 2D6 | Psychic Shooting Attack |
| Laspistol | 12" | 3 | - | Pistol |
| Psychic Power |
|---|
| Nightshroud:
This power is used at the start of the psyker's Movement phase. If successful, any unit wishing to shoot at the psyker (or the unit he is with) must first pass a Leadership test or forego their Shooting phase (vehicles count as Leadership 10 for the purposes of Nightshroud) The effects of this power last until the beginning of the Primaris Psyker's next Movement phase. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Primaris Psyker | 4 | 4 | 3 | 3 | 2 | 3 | 3 | 9 | 5+ |
| Wargear |
|---|
| Refractor Field:
A refractor field grants the bearer a 5+ invulnerable save |
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Melee Weapons |
|---|
| Force Weapon:
Force weapons have the same effects as power weapons, but also confer to the wielder one additional psychic power, used in close combat, that can instantly extinguish the life force of any opponent. Roll to hit and wound as normal, allowing any invulnerable saving throws the victim might have. The psyker may then take a Psychic test to use the weapon’s power against any one opponent that suffered an unsaved wound by the weapon in that player turn. The normal rules for using psychic powers apply (remember that a psyker may normally use only one power per turn). If the test is passed, the enemy model suffers instant death, regardless of its Toughness value. This power has no effect against vehicles, models that are immune to instant death and any other model that does not have a Wounds value. |