+Manifest+
Only psykers can perform the manifest action in which they attempt to manifest a psykic power they know.
Becoming Psychic
Fighters have a number of ways they can become psykers. Head trauma, drugs, Cult indoctrination, and many other things. When a fighter becomes a psyker, roll on the psychic powers table to see what what power they learn.
Smite
Regardless of anything else, psykers always know smite in addition to whatever they roll on the psychic powers table.
| Power | Difficulty | Effect |
|---|---|---|
| Smite | 10 | Target fighter in line of sight takes a Strength X damage 1 hit. This hit ignores armor. |
Manifesting Psychic Powers
Each psychic power has a Difficulty value associated with it. To manifest a power, roll a D6 for each point of Sagacity your fighter has. If the total is greater than the difficulty, it’s a success! Resolve the power’s effect where X is how much your fighter succeeded the test by.
For example if a fighter with Sagacity 3 attempts to manifest Smite. They roll a 3d6 getting the result of a 13. A fighter in line of sight would take a Strength 3, Damage 1 hit that negates any armor toughness bonuses.
Concentration
Some psykic powers have continual effects that can last several rounds of battle. If a psyker is knocked unconscious or slain, any continual effects from psyker powers they manifested stop immediately.
Perils of the Warp
If a fighter fails to manifest a psyhic power, compare how much they failed to manifest the power by on the table below and resolve the peril’s result.
| Failed By… | Peril of the Warp | Description |
|---|---|---|
| 0 | Warp Surge | The fighter rolls on the psychic power table, learning the new result. |
| 1-2 | Ephymric Feedback | The fighter takes a Strength 2, Damage 1 hit that ignores armor. They additionally roll on thr psychic power table, learning the new result. |
| 3-4 | Psychic Backlash | The fighter takes a Strength 2, Damage 1 hit that ignores armor |
| 5 | Power Drain | The fighter takes a Strength 4, Damage 1 hit that ignores armor, and cannot manifest the psychic power for the rest of the mission. |
| 6 | Mental Purge | The fighter takes a Strength 6, Damage 1 hit that ignores armor, and forgets the psychic power they failed to manifest. All fighters with line of sight to the fighter must make a Sagacity check. If failed they drop unconscious for a number of rounds equal how much they failed the check by and become a psyker. |
| 7+ | Dragged into the Warp | The fighter is dragged into the warp by daemons, slain. All fighters on the battlefield must pass a Sagacity check or dropping unconscious for a number of their activations equal to how much they failed the check by. If a fighter has line of sight to the horror they get disadvantage on the check. All fighters who dropped unconscious from this become a psyker themselves. |
For example a fighter with Sagacity 3 tries to manifest smite, needing to roll over 10. They roll 3D6 getting a total of 5. They would get Power Drain, taking a Strength 4 hit ignoring their armor, and cannot attempt to manifest smite for the rest of the mission.
Force Weapons
Some weapons have wyrd rituals cast upon them, turning them into force weapons. Each force weapon has a value surrounded in parenthesis (). As an action psykers can increase this value by the number of non-smite psychic powers they know. If a fighter drops unconscious or the mission ends, this increase resets back down to the weapon’s base value.
If the fighter mentioned above had the following force weapon and knew smite, and two other psyker power…
| Rch | D | Rules | Wt |
|---|---|---|---|
| +(1) | 2D6 | parry | 3lbs |
could increase the Reach value of the weapon to +3 yards as an action, and then +5 yards if done again.