PSYCHIC PHASE

Revision as of 18:48, 16 July 2024 by Talonsin (talk | contribs) (Created page with " === 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...")
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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 POWERS

All PSYKERS know the Smite psychic power. Some know other powers instead of, or in addition to, Smite – the unit’s datasheets and other supplementary rules you are using will make it clear which powers each PSYKER knows. Each psychic power has a warp charge value – the higher this is, the more difficult it is to manifest the psychic power. A PSYKER unit generates their powers before the battle.

  • All PSYKERS know Smite.
  • PSYKERS will know additional psychic powers, as described on their datasheets.

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. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.

DENY THE WITCH

When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

SMITE

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

PERILS OF THE WARP

When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • 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.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.