PSYCHIC PHASE

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PSYCHIC PHASE

Warrior mystics and sorcerers wield the strange power of the warp to aid their allies and destroy their foes. Harnessing this force is not without risk, however, and with the smallest mistake, the effort can spell doom for all nearby.

Some models have the PSYKER keyword. In the Psychic phase, PSYKERS can attempt to manifest psychic powers and deny enemy psychic powers.

Start your Psychic phase by selecting one eligible PSYKER unit from your army that is on the battlefield. PSYKER units that Fell Back this turn (other than TITANIC units) are not eligible. If you have no eligible PSYKER units from your army on the battlefield, and no other rules that need to be resolved in the Psychic phase, the Psychic phase ends.

Once you have selected an eligible PSYKER unit from your army, you can attempt to manifest one or more psychic powers with it. After you have finished manifesting all of this unit’s psychic powers that you want to, you can then select another eligible PSYKER unit from your army to attempt to manifest psychic powers with, and so on, until you have done so with as many of your eligible PSYKER units as you wish.

No unit can be selected to manifest psychic powers more than once in each Psychic phase. Once you have no eligible PSYKER units on the battlefield that you wish to attempt to manifest psychic powers with, your Psychic phase ends and you progress to the Shooting phase.

  • Select a PSYKER in your army to manifest its psychic powers.
  • Select another PSYKER in your army to manifest its psychic powers.
  • Once all your PSYKERS have manifested psychic powers, progress to the Shooting phase.

PSYCHIC POOL

During your turn, you roll 1d6 and add how much mastery level from each psyker on the board (or embarked in a transport). The result is the amount of dice you generate that you can use to cast psychic powers. This is known as your PSYCHIC POOL. Then, the opposing player then gathers an amount of dice equal to the result of the D6 and their combined psychic mastery that  is currently on the board.

You can spend any amount of dice from your pool to try and manifest a power.

To use a psychic power, roll any amount of dice from your pool. Each 4+ results in a WARP CHARGE point, or rather, a success.

Each power will have a WARP CHARGE number on it, and that’s how many successes you need to roll to successfully manifest a power.

Perils of the Warp

If 2 or more dice show a result of 1 when attempting to manifest a power, the manifesting unit suffers Perils of the Warp. Roll a d6 and compare the result to the table on the following page to see what happens:

Deny the Witch

An opposing player can attempt to Deny with any amount of dice from their Psychic Pool. To Deny a power, you need to cancel out each Warp Charge point that the manifesting player rolled.

To cancel out a point, you need to roll a 6 on a dice from your Psychic Pool that you expended to roll your Deny with.

If you do not cancel out all of the Warp Charge points, the test is considered failed.

If your denying model has a higher psyker mastery level than the manifesting model, you receive a +1 bonus to your deny attempt.  If you gain a deny attempt from a relic, the model is treated as Mastery Level 1 when generating Psychic Pool when it’s not your turn. If you gain two denies from the relic, you can treat the model as Mastery Level 2.

Mastery Levels and Denying the Witch

Mastery Levels determine the range needed to Deny the Witch, and if Line of Sight is required as below:

  • ML1: 12" and LOS required
  • ML2: 18" and LOS required
  • ML3: 24" and LOS not required
  • ML4+: Unlimited range and LOS not required.

PSYCHIC POWERS

Each psychic model is able to generate powers from these new disciples depending on what disciplines the model has access to. A Psyker character knows and can cast an equal amount of powers by their mastery level. A mastery level 1 psyker knows 1 psychic power, a mastery level 2 psyker knows 2, etc.

  • All PSYKERS can generate powers from any discipline it has access to.
  • PSYKERS will know and be able to cast additional psychic powers, as described by their mastery level.

MANIFESTING PSYCHIC POWERS

When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. You cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

PSYCHIC TESTS

When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling an amount of dice equal to how many dice you spend from your PSYCHIC POOL. For each 4+ result you roll, you successfully generate one WARP CHARGE point. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll two or more results of 1 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if WARP CHARGE generated equals or exceeds psychic power’s warp charge.
  • Choose an amount of points from your PSYCHIC POOL and roll a dice for each point.
  • WARP CHARGES are generated on a result of a 4+.
  • If results includes 2+ 1 results, PSYKER suffers Perils of the Warp, irregardless of how many ones are rolled.

DENY THE WITCH

An opposing player can attempt to Deny with any amount of dice from their Psychic Pool. To Deny a power, you need to cancel out each Warp Charge point that the manifesting player rolled. To cancel out a point, you need to roll a 6 on a dice from your Psychic Pool that you expended to roll your Deny with. If you do not cancel out all of the Warp Charge points, the test is considered failed.

If your denying model has a higher psyker mastery level than the manifesting model, you receive a +1 bonus to your deny attempt.  If you gain a deny attempt from a relic, the model is treated as Mastery Level 1 when generating Psychic Pool when it’s not your turn. If you gain two denies from the relic, you can treat the model as Mastery Level 2.

  • Deny the Witch: Passed if points to cancel exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

PERILS OF THE WARP

When a PSYKER unit suffers Perils of the Warp, it suffers adverse effects listed below. Roll a d6 and consult the table below and resolve the effects. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.

Perils of the Warp Table

D6 Result Effects

1. Dragged into the Warp The Psyker must take a Leadership test. If the test is passed, the Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed. If the test is failed, the Psyker is removed as a casualty and his unit suffers D6 Strength 6 AP2 hits. For Wound allocation purposes, assume the attack is coming from the Psyker that suffered Perils of the Warp.
2. Mental Purge The Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed. In addition, randomly select one psychic power known to the Psyker. That power is immediately lost, and cannot be used by the Psyker for the rest of the battle.
3. Power Drain The Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed. In addition, if it is currently the Psychic phase, roll a D3; both players lose a number of Warp Charge points equal to the result.
4. Psychic Backlash The Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed.
5. Empyric Feedback   The Psyker must take a Leadership test. If the test is failed, the Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed. If the test is passed, the Psyker suffers no ill effects… this time.
6. Warp Surge The Psyker must take a Leadership test. If the test is failed, the Psyker suffers 1 Wound/glancing hit with no saves of any kind allowed. If the test is passed, the Psyker gains a 3+ Invulnerable save until the start of the next psychic phase.