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PSYKER PHASE

The following sheet provides a concise reference WARP FLUX


for the Psyker Phase in WH40K, 2nd Edition.
 The Warp Flux is represented by D6 dice,
DRAWING PSYKER POWERS normally 2D6 (may be adjusted by players to suit
game/scenario).
 Psykers draw a number of powers equal to their  The Warp Flux may never exceed 1D6 per
Mastery Level (3 = 3 Powers, etc.) starting with psyker on the table (If one psyker remains in
the most powerful psyker and working down play, the Warp Flux = 1D6, etc.)
(determine conflicting ties by D6 roll).  Determine the Warp Flux by rolling XD6 and
 Psykers must draw at least one power from then deal these cards out to the players (starting
their Primary Discipline. Remaining powers with the current player whose turn it is).
may be drawn from either Primary or Tertiary  Warp cards are dealt to the player, not assigned to
Disciplines. individual psykers.
 A psyker drawing a restricted power (indicated
on the card) may exchange it by drawing again. USING POWERS
 Players may keep powers drawn concealed until
they are first used during the game. You are not  The player whose turn it is begins by selecting a
required to reveal these to your opponent(s). psyker and playing one psychic power. Once this
 If there are so many psykers that a psyker is left is resolved the opposing player does likewise –
with no available powers, they do not receive this continues until there is nothing left to play
powers that game (unless a spare deck of between the players (or Energy Drain is played).
additional power cards is available).  A psyker casts a power by ‘spending’ the
appropriate number of force cards from the
DISCIPLINES player’s hand.
 A psyker may never cast a power he does not
SPACE MARINES possess (the warp cards are shared between
Primary: Librarian Powers psykers, but powers are not!)
Tertiary: Inquisition and Adeptus Powers  Once force cards are played, the power is
INQUISITORS AND GREY KNIGHTS successfully cast unless it is nullified.
Primary: Inquisition Powers  Spent force cards are discarded face up and will
Tertiary: Librarian and Adeptus Powers be re-shuffled for the next psychic phase.
ADEPTUS ASTRA TELEPATHICA
Primary: Adeptus Powers NO PSYKERS
Tertiary: None.
SQUAT ANCESTOR LORD  A side with no psykers (regardless of the reason)
Primary: Squat Powers may ONLY use Nullify special warp cards. No
Tertiary: Adeptus Powers other cards or effects may be played.
ORK WEIRDBOYZ  A side with no psykers playing a Nullify card
Primary: Ork Powers always requires 5+ to successfully cancel an
Tertiary: None enemy power.
ELDAR WARLOCKS AND FARSEERS
Primary: Eldar Powers SPECIAL WARP CARDS
Tertiary: None
CHAOS MAGUS
NULLIFY
Primary: Either Slaanesh, Tzeentch or Nurgle
Tertiary: Adeptus Powers  You may play a Nullify card when an opposing
DAEMONS power is cast. Roll a D6, on a roll of 4+ the
Primary: Either Slaanesh, Tzeentch or Nurgle power is nullified and has no effect. If a player
Tertiary: None. fails to Nullify an opposing power he may try
HIVE TYRANT AND GENESTEALER PATRIARCH again if he has additional Nullify cards (as many
Primary: Tyranid Powers time as he has cards!)
Tertiary: None  A Nullify is assumed to be cast by a player’s
GENESTEALER MAGUS most powerful Psyker.
Primary: Tyranid Powers
Tertiary: Adeptus Powers
 If attempting to Nullify a power by a lower PSYCHIC DUEL
Mastery-level psyker, the dice roll required  Play this to engage an enemy psyker in a battle of
becomes 3+. warp knowledge.
 If attempting to Nullify a power by a higher  Each psyker rolls a D6 and adds their Mastery
Mastery-level psyker, the dice roll required Level.
becomes 5+.  If one psyker rolls a score higher than their
 Only one Nullify attempt per turn may be opponent, they may discard a power at random
made against a power which was previously from that psyker.
cast and is currently in play.  In the case of a draw, no effect.
 Nullify cards may only be used against powers,
not other special warp cards.
ULTIMATE FORCE
 You may use this card as a Force Card equal to
DESTROY POWER
three Force.
 You may hold this card until you wish to user it.  The power is cast perfectly and may not be
 If an enemy psychic power is cast on your psyker nullified, reflected or destroyed.
or a model within 6” of them, this card can be  If it is a power which remains in play, it may be
played to immediately prevent it taking effect. nullified as normal, later in the game.
 The power is automatically nullified.  A Daemonic Attack may be played against an
 Each player secretly rolls a D6 and “sacrifices” Ultimate Force power, but it is not nullified (the
force cards (as many as you have/choose) to psyker is attacked as normal).
provide a total score.
 If the defending psyker has a score MORE GENERAL PSYCHIC RULES
THAN the casting psyker, the power is destroyed
and no longer may be used.  Powers which count as shooting attacks ignore
normal rules for line-of-sight and may be cast
ENERGY DRAIN 360-degrees. These attacks also do not use the
 This card may be played at ANY TIME during normal rules for targeting enemy models.
the current psychic phase.  Powers which “draw a straight line” ignore
 This removes all force cards and ends the psychic terrain.
phase immediately, draining all Force Weapons,  Psychic templates which strike vehicles hit each
canceling all powers currently in play. location touched on a 4+ (instead of
automatically hitting the center)
REFLECTION  Generally powers cannot target vehicles but may
 You may hold this card until you wish to use it. target models inside or crew models.
 You may play this when an opposing power is  If a squad has a psychic ability and is impacted
played on one of your psykers or a model within by a special warp card, only one model suffers
6” of them. the result.
 The power is automatically reflected 4D6”  A power which targets a “squad” may target a
back toward the casting psyker, in a straight single character or large creature if it is not
line, impacting the first model it strikes. within coherency range of a squad.
 May be played against moving templates  See Dark Millenium for additional Ork
(Destructor, etc.) when in range. Weirdboy Rules.

ARMOUR AND VEHICLES


DAEMONIC ATTACK
 You may play this card when an opponent casts a  Powers which inflict hits with a Strength value
power. reduce armour as normal unless specifically
 The power is automatically nullified. stated on the power’s card (STR4 = -1 save,
 The targeted psyker must roll a D6: STR5 = -2 save, etc.)
1-3: The psyker is dragged off  A power which strikes an armoured vehicle uses
screaming into the warp. the following formula:
4-6: The psyker fights off the daemon
and remains in the battle Strength + D6 + (Any variable damage caused by the
 The psyker adds his Mastery Level to the dice Power) + Bonus Penetration (See Below)
roll and subtracts the number of Force Cards used
on the power he is casting. Strength 1-3 4-5 6-7 8-10
 Daemonic Attack will only affect Grey Knights Bonus Damage None D6 D12 D20
and Ork Weirdboyz on a roll of 6 on the D6.

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