HQ
0-5 Sanctioned Psykers
| Pts/Model | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Sanctioned Psyker | 12 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 8 |
Number/squad: You may include up to five Sanctioned Psykers in your army. These do not count as one of your HQ choices and may be taken in addition to your usual allocation of HQ units in a mission. Each Psyker must join a separate unit in the army as described below.
Weapons: Laspistol and close combat weapon.
Options: Sanctioned Psykers have access to the Imperial Guard Armoury.
Errata — Chapter Approved: Codex: Imperial Guard Q&A (v1.0): A Sanctioned Psyker's "Force Weapon" (offered from the Armoury) is a standard Force Weapon as defined in Codex: Space Marines.
Special Rules
Advisors: Commissars, Priests, and Sanctioned Psykers are Advisors. For each type of Advisor, one must be allocated to the Command HQ. Any others of that type are allocated to Infantry squads, Armoured Fist squads or Storm Trooper squads. If all command and Platoon HQ squads have an Advisor of a given type then the remainder are individually assigned to Infantry squads, Armoured Fist squads or Storm Trooper squads. Unattached Advisors may not be used.
It's For Your Own Good!: If a Sanctioned Psyker is attached to a unit which contains a Commissar and suffers a Perils of the Warp attack while using a psychic power, the Commissar will immediately execute him to prevent him being possessed. Remove the Psyker model as a casualty. The power has already attempted to take effect.
Psychic Powers: The Psyker has one Psychic ability, selected at random by rolling a dice and consulting the table below.
Sanctioned Psyker Powers
| D6 | Power |
|---|---|
| 1 | No usable power. The Sanctioned Psyker is disturbed by waking Warp-spawned nightmares and does not dare to use his abilities at this time. |
| 2 | Telepathic order. This power allows the Sanctioned Psyker to extend the zone of influence of an Officer he is accompanying. Use at the start of the Imperial Guard turn. If the test is passed, the Leadership radius of any Officer in the same squad as the Sanctioned Psyker who used the power is extended to 18" until the start of the next Imperial Guard turn. |
| 3 | Psychic ward. Sanctioned Psykers are particularly useful in countering the heretical abilities of aliens and traitor scum. If a psychic power would normally affect the Sanctioned Psyker or the unit he is accompanying, make a Psychic test. If the test is passed then roll D6 — on a 4+ the power is cancelled. |
| 4 | Psychic lash. The Sanctioned Psyker focuses his powers on nearby opponents, mentally ripping open arteries and puncturing organs. Make a Psychic test at the start of the Imperial Guard Assault phase. If successful, the power is in effect until the start of the next Imperial Guard Assault phase. Psychic lash can be used in a close combat when the Psyker would normally be able to make at least one attack. Instead of attacking normally, the Psyker gets D3 Attacks (with no bonuses for charging, additional weapons, etc) at Strength 3, with any wounds ignoring Armour saves (even if the target is in base-to-base contact with the Psyker). |
| 5 | Machine curse. The Sanctioned Psyker presses his hands against an enemy vehicle and calls upon his powers to pronounce a curse on the machine spirits of his enemies. This power is used in any Assault phase in place of normal attacks. Make the Psychic test at the start of the phase. If passed, the power is effective until the end of the same Assault phase. Make one close combat attack against the vehicle instead of any other attacks. If it is scored roll D6: on 1-3 No effect; on 4-5 Inflict glancing hit; on 6 Inflict penetrating hit. |
| 6 | Lightning arc. Lightning leaps from the Psyker's hands, surrounding his body before being hurled at his enemies with a gesture. This power is used in the Imperial Guard Shooting phase instead of firing a normal weapon and requires a successful Psychic test. Lightning Arc – Range 24"; Strength 3; AP 6; Heavy D6. |