Psychic Powers

Source: Core Rulebook 3E, p. 74

A psyker must pass a Psychic test (a Leadership test on 2D6) to use one of his powers, and psychic attacks follow the normal Shooting rules.

Some of the army lists include characters who are allowed to use psychic powers. These characters are often referred to as psykers. Psychic powers vary from race to race, so the effect of each power and when it may be used is included in the special rules for the psyker in the army list. The rules below tell you how to find out if the psyker can use his powers, and what can happen to him if things go wrong...

It requires intense concentration and inner calm for a psyker to use his power, which is not always easy to attain in the midst of a firefight! In order to use one of his powers the psyker must make a Psychic test by rolling equal to or under his Leadership on 2D6. If he fails the psyker's concentration has been broken and he can not use the power that turn. If he passes the power may be used as described in the special rules for the psyker in his army list. A psyker may not attempt to use more than one power per turn.

Psychic attacks are subject to the usual Shooting rules, so the psyker must be able to see the target, and all attacks must be directed against a single target unit, etc. This is because even telepathic pykers find that in the heat of combat it is hard to pinpoint the mind of an opponent with any clarity; generally they all blur and merge in a confusing swirl.