0-1 ROGUE PSYKER
Untrained and untutored, rogue psykers pose a terrible threat to everyone around them, with the risk of possession ever present. Little by little they learn to master their powers and defend themselves from the things that reach out for them in the night. Without the restraints and safeguards that proper training imposes they can become formidable indeed. Few of them are remotely sane and confronting a powerful rogue psyker is one is the greatest challenges an Inquisitor of the Ordo Hereticus might ever face.
| Pts | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Rogue Psyker | 20 | 2 | 2 | 2 | 3 | 5 | 3 | 1 | 9 | - |
Number/squad: 1
Weapons: Laspistol.
Options: Upgrade laspistol to bolt pistol at +2 pts or to plasma pistol at +15 pts. Replace laspistol with shotgun or lasgun at no cost. Upgrade laspistol to bolter at +2 pts. Add close combat weapon for +1 pt. Upgrade close combat weapon to power weapon at +15 pts.
Psychic Powers: A Rogue Psyker may purchase any number of Adversaries Psychic Powers at +20 pts each, though he must purchase at least one. The psyker must pass a Psychic test to use his powers and may only use one power per turn, unless he has an enhancer.
Enhancer: A Rogue Psyker can be equipped with an enhancer such as a spook dispenser, xeno artefact or familiar at +15 points. A Psyker with an enhancer may use two psychic powers per turn.
Independent Character: A Rogue Psyker is an independent character and follows all the relevant rules in the Warhammer 40,000 rulebook.
ADVERSARIES PSYCHIC POWERS
Brain Flayer Phase: Psyker's Shooting phase, instead of shooting. Effect: Choose any enemy model within 18" of the Psyker and in line of sight as the target. Both players roll a D6 and add the Leadership of their models. For each point the winning model wins by, the other model loses a wound, with no Armour saves possible (Invulnerable saves are allowed, taken against each wound suffered).
Soul Shreve Phase: Psyker's Shooting phase, instead of shooting. Effect: When used, the Psyker may lash out at any enemy unit within 18" with bolts of psychic energy with the following profile: S4, AP-, Assault 2D6. Roll a D6 each time the power is used. On a roll of 6, the attacks count as AP3, as the target is consumed utterly. On a roll of 1, in his madness the psyker targets one of his own units selected by his opponent. In this case, losses do not cause a Morale test. The unit selected must be a valid shooting target.
Puppet Dance Phase: Psyker's Assault phase instead of assaulting. Effect: This power affects one enemy unit within 12" and in line of sight. Before any other assaults are fought, the unit must immediately resolve one round of close combat attacks on itself using whichever valid weapon options the psyker pleases. If the unit is already in close combat then any survivors will fight normally during the remainder of the Assault phase. Independent characters who happen to be with the unit are immune (the psyker prefers to enjoy their helpless horror at their friends' actions).