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Gemini Psionics Rules for Warhammer 40,000.
These rules are now obsolete
Try the Gemini-ARAP 2.4 Rules


        The current official Psionics rules for WH40K are a simplified version introduced in the 3rd Edition. 3rd Edition reduced the Psionics element of the game considerably when compared to Rogue Trader. In Chapter Approved 2003, page 60 Andy Chambers comments that 3rd edition may have restricted Psionics too much. 5th edition rules have simplified the Psionic Rules even further.
        For those who want more of a Psionic element in their games (such as an operation against a Rogue Psyker) these alternate rules are offered, based on the rules in WH40K-RT and subsequent editions but with a few modifications.
        
        Unlike in Rogue Trader there is no longer a distinct “Psionics Phase”. Psychic abilities are used in the phase that is most appropriate for their effects. Each Psyker can use one ability in each of their turns. Using a Force weapon does not count as using an ability.
        If you are using the Gemini-ARAP rules most Psyker characters can only use one ability per turn, but attempting to use an ability can be combined with another action such a shooting or moving. If you fail to use an ability successfully and have actions left you can use these to make another attempt, but will need to expend further Psi-points and make another Psi-test.
        Some Special Rules allow a Psyker to use more than one ability in a turn. If this is the case the Psyker usually cannot use the same ability twice in the same turn. This rule may be waived for some of the more defensive or passive powers.
        
Psi-Points and Psi-Level.
        Unlike some of the more recent systems, the Gemini Psionics rules retain the concept of Psi-points. A Psyker expends Psi-points whenever they use or attempt to use a Psionic Power. The number of Psi-points a Psyker has is his Psi-level. The Psi-level is usually randomly generated at the start of the game. During a campaign events may increase or decrease the maximum Psi-level a Psyker has. The GM may award an increase to a particularly successful Psyker or use of powers such as limbo may decrease the maximum Psi-level. If a scenario is set immediately after another battle the Psyker may start the game with the number of Psi-points he finished the previous battle with.
        The use of Psi-points helps balance out some of the more powerful abilities.
        
        WH40K-RT rules divided Psykers into four mastery levels. While this makes sense for Wizards in Warhammer Fantasy Battle it didn't ring quite right for Psykers.
        An alternate system is to generate Psi-point levels and number of Abilities randomly, ignoring levels.

Gemini Psionics Rules.
        The use of Psychic powers comes with a penalty. Psykers draw power from the Warp and there are many psychically attuned creatures living either in the galaxy or Warp space itself. Many of these creatures will prey upon Psykers that lack the abilities or mental fortitude to resist them, feeding on their energy or using them as gateways or conduits for possession or manifestation.

Primary Psykers.
        Psykers who have the mental fortitude to resist most of the predations of Warp creatures are known as Primary Psykers, irrespective of how potent their actual Psychic powers are. Some Primary Psykers can barely move a cup or sense a hostile thought.
        Primary Psykers in service of the Imperium are often known as “The Chosen”.

Secondary Psykers.
        Psykers who are not sufficiently resistant to predations are known as Secondary Psykers. Secondary Psykers are vulnerable to the Perils of the Warp unless they have undergone the Soul Binding ritual.

Soul Binding.
        Telepathy is the main means of interstellar communication in the Imperium so the manpower requirements of the Adeptus Astra Telepathica cannot be met by Primary Psykers alone.
        Since there is considerable demand for Primary Psykers by other branches of the Imperium the Adeptus Astra Telepathica uses Secondary Psykers who undergo a ritual in the presence of the Emperor known as Soul Binding. Soul Binding greatly strengthens the Astropath's resistance to psychic predators but one of the side effects of the process is that the optic nerves are usually destroyed. Most Astropaths are therefore blind.
        Grey Knights are also rumoured to undergo a ritual known as Soul binding with the Emperor. Since Grey Knights are recruited only from Primary Psykers and appear to have functioning eyes some aspects of the ritual must be different to that undergone by the Astropaths.

Protected Psykers.
        Primary Psykers and Secondary Psykers who have undergone Soul Binding are known as Protected Psykers. In the Imperium such individuals who serve the Emperor are known as the “Blessed”.
        Any other Psykers are likely to be unprotected, especially if they are human and working against the Imperium.
        
Protected Psykers include:-
  • Members of the Inquisition and Psykers in their retinues

  • Sensei and Psykers in their retinues.

  • Marine Librarians

  • Grey Knights

  • Psi-marines

  • Astropaths

  • Psychic Imperial Assassins

  • Imperial Guard and PDF Sanctioned Psykers.

  • Eldar Farseers and Warlocks.

  • Chaos Daemons with Psychic Powers

  • Anyone designated as such by the GM.

        If a Protected Psyker has to make a “Perils of the Warp” roll it only rolls one D6. Other Psykers must roll 2D6.

How to Use Psychic Abilities in Gemini Rules.
        Using a Psychic ability has two stages.
  • Psychic Test.

  • Expend Psi-points.
        To use the ability successfully the Psyker must make a Psychic test by rolling a 2D6 equal or less than their Ld value. This roll is made against the number of remaining Psi-points if the number is less than Ld.
        If a successful test roll is made the ability is used. If it is not then the ability does not work. In either case the Psi-points cost of the ability is deducted from the Psyker's total. If the Psychic test rolls a natural 2 or a 12 then a roll on the Perils of the Warp chart is made.
        As Psychic powers are used the Psyker will tire. If they continue to use their powers they will literally run out of energy and will eventually have to rest before they can use any more powers. Psi-points represent the Psyker's mental reserves and their ability to concentrate and use their powers. Each time a Psyker attempts to use a power the Psi-points cost of the power is subtracted from the Psykers Psi-points total. Expending Psi-points allows the Psyker to attempt to use a power, not to use the power so points are deducted regardless of if the power is used successfully or not.
        A Psyker may regain a Psi-point by spending an entire player turn doing nothing. The Psyker must be activated for that turn but may not move, shoot or use their powers and cannot be fighting in Close Combat.
        When the Psi-point level falls to below the Psyker's Ld success rolls are made against the number of remaining points. Hence as the Psyker becomes fatigued it becomes harder for them to use their powers. If the Psyker is wounded his success rolls are also made against Ld-2 or Psi-level-2 (whichever is lower) until the wounds are healed.

        A simple way to keep account of a model's Psi-point level is to use counters such as matchsticks or poker chips. When a player uses or attempts to use an ability or expends points modifying a Psychic save they “pay” the GM the required amount. Regaining points by resting or other means has the player paid by the GM.

Perils of the Warp Table.
        If a Psyker rolls a natural 2 or 12 when making a Psi-test roll on the table below. Unprotected Psykers roll 2D6 while Protected Psykers roll a single D6.

Perils of the Warp
D6/2D6        
1-5        Soul Stun.
6        Mental Overload.
7-9        Soul Blow.
10-11        Possession
12        Unwelcome Visitor!


Soul Stun.
        For a brief moment the Psyker perceives the true power and vastness of the Warp.
        Stunned, for a short while they can do nothing but vomit, hug themselves, drool or stare aimlessly into the distance. Psyker can only move at half rate and may not shoot, charge, make attacks, run or use psionic powers until the end of their next turn. If attacked the disorientated Psyker defends at WS1.

Mental Overload.
        The Psyker is so overwhelmed by the power of the Warp they pass out and remain in a coma for the rest of the battle. The Psyker is still alive so friends may attempt to move him to safety and enemies may attempt to capture him.

Soul Blow.
        The Psyker's conduit of energy into the Warp strays too close to a creature of the Warp and the Psyker lacks the ability to protect themselves. A creature in Warp Space makes a Psychic attack on the character. The character is hit by a D6 strength hit with no save.

Possession.
        A daemon or similar creature attempts to take over the psyker. The Psyker must make a Psychic save or become possessed.
        A possesse activates automatically each player turn and is controlled by the player who's turn it is not. It is used before any other figures.
        The possesse may move D6” in the controlling player's choice of direction and can use this move to enter Close Combat.
If not in close combat at the end of the move the possesse can unleashes a single S6 ranged attack at the nearest model they can see, no armour saves allowed. This is 2+ to hit subject to normal to hit modifiers.
        If in Close combat the possessed psyker's original WS, Strength and Attacks are all tripled.
        The possesse causes Fear and is Fearless.
        At the end of each player turn roll a D6 for the possesse. On a 1 the host body is burn up and destroyed and the daemon returns to the warp.

Unwelcome Visitor!
        A creature from the Warp is drawn into the universe within 2D6” of the Psyker. While this creature has the profile of a Chaos Spawn and can be represented by a Chaos Spawn model it will not be aligned with any Chaos power. It has been pulled out of the Warp against its will and is basically mad at everything it sees. Each game turn the Creature will move 2D6” towards the nearest unit or individual, irrespective of their alignment. If there is a choice of targets within the same distance the creature will prefer those containing Psykers. If there is a choice of Psykers within the same distance it will prefer to attack the one that summoned it.
        If the creature's move brings it into comtact with a unit it will enter Close Combat with it. A mass of rage, the creature is Fearless and Immune to all other Psychology. It cannot be Routed, Pinned or Suppressed and will not Break off from combat. It will alway pursue unless the pursuit brings it into contact with a new unit to fight.
        The creature will continue to attack whatever unit is closest or closest with a Psyker until it is destroyed.

Unwelcome Visitor!
M WS BS S T W I A Ld Sv
Warp Spawn
2D6
3
0
5
5
2
3
D6
9
3+





Psychic Saves.
        Some Psychic powers allow the target to make a Psychic save. Psychic saves are made by rolling 2D6 less than or equal to Ld.
        Psychic players can expend Psi-points to augment their Psychic saves. The number of points to be used is declared before making the Psychic Save roll. Each point used reduces the dice score by 1.

Augmented Saves and Attacks.
        If the successful use of a power forces a target to make a Psychic Save the Psyker can choose to Augment his attack by spending additional Psi-points. The number of extra points he wishes to use are declared before the roll is made. Each Additional point used over those needed to use the power causes +1 to be added to the target's 2D6 roll to decrease the chances of rolling less than Ld.
        If a Psyker needs to make a Psychic Save they may choose to expend Psi-points to increase their chance of making the save. Each Psi-point used reduces the rolled score by 1.
        Obviously it is possible that a Psyker Augmenting his Save may be the target of an Augmented Attack. In such a situation each player conceals the number of Psi-points they are using for Augmentation until after the dice are rolled. The score is then modified by the difference.
        Using Psi-points to Augment Saves or Attacks does not require a Psi-test.





Psyker Powers and Abilities.
        All Psykers also have two inherent abilities, the Psychic Sense and Psychic Awareness ability (see later).
        In addition to the Psychic Sense and Awareness abilities the Psyker will have a number of other abilities.A typical Psyker will have D6 other abilities although some such as Marine Librarians may have more.
        These abilities are rolled on the General Psionic Abilities Table, although if the Psyker has a Codex one ability (sometimes more) can be taken from the Codex.
        General Psionic Abilities are randomly selected using the dice detailed below, while Codex abilities are brought or randomly generated as the Codex dictates.
        You can generate abilities by rolling a suitable Polyhedral Dice such as a D10, D12, D20 etc. When you have a larger choice of abilities roll a pair of dice such as a D3 or D4 and a D10.
        If duplicate powers are rolled the player may choose another power from any it was entitled to select from. If the player does not like some of the powers generated they may discard them and buy additional rolls on the table for 20pts a roll.

        This is best illustrated by some examples:-

Sanctioned Psykers
        Sanctioned Psykers are usually associated with the Imperial Guard but may also be found in the retinues of Inquisitors, Planetary Governors, Rogue Traders etc. While they have been judged tough enough to withstand most of the dangers and temptations of the Warp they are usually Psykers of relatively modest power.
         Sanctioned Psykers are Protected Psykers.
        A Sanctioned Psyker has D6 abilities randomly selected from the first 10 abilities on the General Battle Powers Chart (so roll a D10). One random ability can also be taken from the table in the Imperial Guard Codex.
        A Sanctioned Psyker has 3D6 Psi-points.
        A Sanctioned Psyker accompanying an Inquisitor or Senior Imperium Official may be more powerful. Add +6 Psi-points and roll a D20 on the General Battle Powers Chart.

Weak Psyker.
        The Weak Psyker profile can be used as a stock profile for most Human Psykers not in Imperial service. It can be used for a generic rogue psyker, a candidate or fugitive from the Black Ships or any Psyker that lacks training and/or experience.
        A powerful rogue or renegade Psyker may have several weaker Psykers as followers.
        A Weak Psyker has D6 abilities randomly selected from the first 12 abilities on the General Battle Powers Chart (so roll a D12).
        A Weak Psyker has 3D6 Psi-points and will probably be an Unprotected Psyker. There is about a 10% chance the Weak Psyker has sufficient innate ability to be a Primary Psyker.

Marine Librarian.
        Marine Librarians have D6+2 abilities selected from the first 30 abilities on the General Battle Powers Chart (roll a D3 and D10). They may also choose an ability from the Marine Codex, or two abilities if they are an Epistolary.
         Marine Librarians are Protected Psykers and have 10 + 6D6 Psi-points.



General Battle Powers

        The
General Battle Powers Chart and the Codexes mainly cover the Psionic powers most likely to be useful on the battlefield. There are many other kinds of Psionic Powers and GMs should feel free to include these if they have an appropriate scenario in mind. An Empath or Truthsayer may not be much use in a fight, but getting them safely to where they can interview a captive might be crucial to a mission.

Physical or Mental Attacks.
        Some of the powers listed below work directly on the target's mind, nervous system or other internal organs. Collectively we'll call these Mental Attacks even if the targeted organ is not the brain. Mental Attacks generally ignore physical armour but usually allow the target to make a psychic save to resist their effects.
        Physical Attacks are when the psyker uses their powers to manipulate matter or energy to attack a target. A Pyrokinetic might attack with fire, an Electrokinetic might attack with lightening or a Telekinetic might try to crush the target or throw objects at it. Armour and other means of protection are effective against physical attacks.

Psychic Sense.
        This is an inherent ability common to nearly all Psykers. Assume the Psyker has this ability unless its absence is specified in the scenario.
        If the Psyker handles an object that has been effected by psychic powers or has powers they will be aware of it, but will not be aware of the actual nature of such powers. They can also sense if a creature is psychic by touching it.

Psychic Awareness.
        This is an inherent ability common to nearly all Psykers. Assume the Psyker has this ability unless its absence is specified in the scenario.
        If the Psyker is inactive for an entire turn, neither moving, shooting, fighting or using other psychic powers they will be aware of the presences and rough direction of any other psykers within 48”, including those in Astral form.

Telepathy 1.
        Can transmit a single brief image or a message of about 10 words to a single individual within 24”
Telepathy 2.
         Can transmit more information in greater detail to a single individual within 24”.
Telepathy 3.
        Can transmit to any or all individuals within a range of 24”.

        How useful the telepathy ability is in a game depends on the scenarios. If there is not hindrance to radio communication having a telepath about has few advantages. If communications are being jammed a telepath can be invaluable. Certain security systems or alien artefacts may require telepathic ability for operation.
        If a telepath can see a target and is in telepathic connection to a fighter with an Area weapon the Area weapon can fire at the target normally, even if the shooter does not have LOS to the target.
        Telepathic abilities are mainly included on the chart to add balance. Not all Psi-abilities make the user a better fighter.

Bewilder.
        Bewilder is a catchall category for a variety of powers that can be used to fog the enemy's mind, distract, confuse or obscure. The Psyker and any unit he is with always requires a Ld test before they can be fired upon and are -1 to hit.
        If the Psyker or the Psyker and a unit with him are hidden enemies within spotting distance do not automatically spot the unit. They must roll against Initiative to spot the hidden unit.

Cause Confusion.
        When attacked by this power the enemy unit may attempt a Psychic Save. If the unit contains any Psykers itself it may use one of the Psyker's Ld and expend Psi-points to augment the save. If the save is unsuccessful the unit will become Confused.

A Confused model or unit is:-
  • -1 to-hit enemies in close combat

  • -1 to hit any target when shooting

  • Moves at half rate

  • Cannot use psionic powers.

  • Immune to all other psychological tests while Confused.
        The effect of this power will persist until the unit makes a successful roll against Ld or Cl. One attempt to throw off the effects can be made each subsequent turn the unit is activated.
        Range of this ability is 24”.

Sense Presence.
        Sense Presence allows the Psyker to detect any living creature within a 12” radius. “Blips” are revealed. The may also sense Astral forms.
         Sense Presence is a relatively passive and safe power to use so using it does not require a Psi-test, only the expenditure of Psi-points.
        Hidden models so detected can be fired upon by the Psyker. Models without this ability in the same unit may join in firing at the hidden targets the Psyker fires on.
         If the Psyker also has Sense Presence and a Telepathic ability then he can make targets he has detected visible to other members of his unit and they may fire upon detected hidden targets the Psyker is not firing at.

Steal Mind.
        The Steal Mind power can be directed against a single living target within 12”. The target must attempt a Psychic Save against Ld or be affected. The victim becomes mindless for D3 turns, moves randomly at half rate and is WS1 if attacked in close combat. For vehicle crews/Dreadnought pilots use the same Ld as the equivalent infantry model. Space Marine and Chaos Marine Dreadnought pilots are both considered to have a Leadership of 9, Grey Knight Dreadnoughts and vehicles a Ld of 10.

Mental Duel.
        The Mental Duel power can only be used against another Psyker and has a range of 18”. Both the Attacker and the target roll a D6, add their Ld and compare values. This roll cannot be augmented with Psi-points.
        The Psyker with the lower score takes one wound for each point of difference. Roll a Psychic save for each wound. Psi-points may be expended to augment one's save or decrease an opponent's save as normal.

Precision Telekinesis
        Range 12”. Can move a 1 kilo object up to 6”. Also gives fine control.
Telekinesis 1
        Range 12”. Can move a 10 kilo object up to 6” or produce D4 S3 hits.
Telekinesis 2
        Range 24”. Can move a single weight equal to a small vehicle up to 12” or inflict D6 S5 hits.
Telekinesis 3
        Range 24”. Can move a weight equal to a large vehicle 12” or inflict D10 S7 hits.

        While Precision Telekinesis does not have any directly lethal applications it can with imagination prove very useful. It can be used to remotely operate door controls, trigger tripwires or move objects to distract sentries.
TK1 will make D4 S3 hits on a targeted unit, TK2 D6 S5 and TK3 D10 S7. These can be thought of as using the power to pick up local objects and hurl them at enemies or using the power to crush and tear at the target. All hits from such attacks must be aimed at a single unit, solitary character, monstrous creature or vehicle. TK2 and TK3 can also be used to pick up larger objects and move them about, halt their movement, smash them into things, make them float etc. TK2 can pick up a single object that is up to the equivalent in weight to a small vehicle such as a Land Speeder or City Car. TK3 can move weights equivalent to a single Large Vehicle. At the GM's discretion TK3 can be used to pick up several objects with a total weight no greater than that of a Large Vehicle.
        Use the ramming rules to work out the damage from being hit by a vehicle or similar object.

TK Impulse.
        Range 12”. This is a Telekinetic power of greater strength than TK1 but with less focus and control. While Precision TK or TK1-3 can operate keypads or make objects float TK Impulse acts more like a brief forceful shove or jerk. TK Impulse may push open a door, hit a lever or a solitary button but it couldn't operate a keypad, it would just hit all of the buttons at once.
        In combat the use of this ability will cause an individual or D6 members of a unit to be knocked off their feet so they cannot fire or move in their next turn. Targets must be same size category or smaller than the Psyker. The fallen can be attacked in close combat while down and defend at half WS, rounding down (min 1). In ARAP rules getting up if knocked down requires one Action point. If a target is within 1” or less of a ledge when affected by TK Impulse they must roll against Initiative-1 or will fall over the edge.

TK Blast.
        TK Blast is a more potent and violent form of TK Impulse. The Psyker nominates a point within 12”. On a successful Psi-test all Size 1 or Size 2 models within 4” of the point are thrown to the edge of this area. Models already at the edge of the area are knocked down. All models affected by the TK Blast are considered to have been knocked off their feet, as described under TK Impulse.
        Models hit by the TK Blast are considered to have been thrown up in the air so they may be thrown over parapets or low walls or onto minefields. Those landing within 1” or less of a ledge must test against Initiative-1 or fall over the edge.
        Size Three targets such as Dreadnoughts will be knocked down but not moved 4”. Small floating vehicles may be moved by the blast, other vehicles may be stalled or unaffected.

Teleport 1/Levitate.
        The Psyker is able to move horizontally or vertically up to 4D6”, ignoring penalties for intervening dangerous or difficult terrain. The Psyker cannot pass through walls or into or vehicle interiors. They may only pass into a building if there is an access point.

Teleport 2.
        The Psyker can move themselves up to 1 mile and pass through walls of up to a metre thick. The Psyker can use the Deep Strike special rules.

Displacement.
        The Psyker can use his Teleportation powers to move a friendly squad (including a unit the Psyker is with) up to 3D6”. This move can be used to move them into Close Combat

Wind Blast.
        The Psyker uses his TK abilities to violently displace the air or physically restrain his targets.
        All Size 1 or 2 models within a 2” radius of a point within 24” of the Psyker are knocked over. Note that this point does not deviate and does not require a BS roll.
        The Psyker must have at least partial line of sight of the point where he creates the Wind Blast. He can create it inside a room if he can see through an open door or window. He can create it behind low cover such as a wall if he can see behind the wall.
        The effect lasts till Psyker chooses to end it, uses another ability, moves, fails an activation roll, is wounded or is engaged in Hand to Hand Combat.
        If directed against units in Close Combat the number of hits scored by all sides that round is halved, rounding down.
Cure Injury.
        This power will restore 1 wound to a model the Healer is within 3” of. It cannot revive dead models. If the Psi-test rolls a 2 or 12 the power will cause a wound instead in addition to any other Perils of the Warp results.

Restore Wounds.
        This power can be used by the Psyker to heal either themselves or a model within 3”. 1 wound is restored for each 10 psi-points used but only one Psi-test is required in a turn if healing more than one wound.
        This power will not work on a slain creature.

Immunity from Poison.
        This ability uses telekinesis at a molecular level to convert dangerous compounds into harmless substances. This gives the Psyker immunity from poisons, toxins, viral and chemical attacks for 24 hours.
        The effects of this ability can be transferred to a model within 4” and persists for as long as the Psyker has line of sight to the subject and the Psyker is not killed, Routed, fails an activation or uses another ability.
        This power protects from poisons, animal venom, Choke, Hallucinogen, Scare, Stumm, Toxin gas, Virus, Web toxins, Needler chemicals, Frenzon and Stimulant.

Mental Attack 1 Single Target.
Mental Attack 2 D3
Mental Attack 3 D6
Mental Attack 4 2D6
        Mental Attacks are an umbrella category for a variety of powers that mainly affect the target's mind or internal physiology. For this reason they tend to have little effect on plants, machines or inanimate objects.
        Mental Attacks ignore the target's Armour Save or Invulnerable Saves from Force Fields etc. They can be negated by Psychic Auras and Daemonic Auras.
        A Mental Attack inflicts between 1 and 2D6 hits. These hits can be inflicted on a single individual or spread among members of the same unit. Targets affected by Mental Attacks can make a Psychic saves against each hit.
        Using a Mental Attack follows the usual rules for Line of Sight but no roll against BS is made. A successful Psi-Test results in the target being hit automatically. If the target does not make its Psychic Save it takes a wound.
        A hidden model that uses a Mental Attack does not reveal its position as it would if firing conventional weapons or using some other powers.
        Mental Attacks must be directed against the nearest enemy model in line of sight within 24”. Astral forms can be attacked at up to 24” even if there is a nearer physical enemy.
        Some rare psykers can target enemies within this range that are not in sight, while others can direct attacks against minds other than those that are closest. The GM might like to award such enhanced abilities in a campaign game.

Force Bolt.
        Force Bolt is a generic term for a number of physical Psionic attacks. It includes the Pyrokinetic's Fire bolt, the Cryokinetic's chill attack, Electrokinetic arc attacks and focused Telekinetic attacks. As a physical attack the Force Bolt can be resisted by armour but can be effective against targets immune to mental attacks.
        Force Bolt is Range 24”, S5 AP4 Assault 2.

Lightning Arc.
        Lightning attacks can be produced by Electrokinesis or by the creation of a miniscule warp portal. This category also covers other Pyrokinetic, Telekinetic and Cryokinetic attacks with similar performance.
        Lightning Arc is a Physical Attack.
        Lightning Arc is Range 24” S3 AP6 and inflicts D6 hits.
        Lightning Arc is a Codex power for Imperial Guard Sanctioned Psykers. If you have already rolled Lightning Arc as a Codex power you can either choose a new General Battle power from the list or roll another Codex power.
        In Gemini Rules Lightning Arc is considered to be equivalent to an Assault D6 weapon rather than a Heavy D6 weapon.

Smite.
        Smite is another category that covers a variety of physical attacks.
        The Psyker must have at least partial line of sight of the point where he creates the Smite. He can create it inside a room if he can see through an open door or window. He can create it behind low cover such as a wall if he can see behind the wall.
        Smite has a Range 12”, S4 AP2 Assault 1/blast.

Warp Fire.
        The Psyker opens a small portal to the Warp, allowing some of its energy to bleed through. The result is a terrifying blast of energy and flame. The Psyker can place the 3” area marker anywhere within 24”.
        The Psyker must have at least partial line of sight of the point where he creates the Warp Fire. He can create it inside a room if he can see through an open door or window. He can create it behind low cover such as a wall if he can see behind the wall.
        Any model within this marker takes a S5 AP5 hit. This is a physical attack.

Hammerhand.
        The Psyker channels energy into themselves to make them a more potent Close Combat fighter. This power is usually activated when the Psyker enters Close Combat so the attempt to activate it can be made as part of a Charge move, receiving a charge or when at the start of a Close Combat round.
         Hammerhand doubles the Psyker's Strength and gives them an additional attack. Since the power is flowing down their hands the psyker is treated as using a pair of hand weapons. While using Hammerhand they cannot use Power weapons or any other close combat weapon with its own strength or strength modifier. If the Psyker was unarmed Hammerhand also negates the usual penalties for this.
        To activate the Hammerhand power takes 2 Psi-points and a Psi-test. Once activated the power consumes a further Psi-point per Assault Phase, even if the Psyker is not fighting. The Psyker may end the power at will. The Power also becomes deactivated if the Psyker takes a wound, uses another ability or is Routed.

2 x S, A+1.

Smash.
        Smash is a power that requires the Psyker to physically touch the target and can only be used against inanimate/non-living objects. Used successfully it inflicts a S10 hit and will do D4 points of damage against targets that have Damage Points.

Jinx
        Jinx covers a range of telekinetic, electrokinetic and other abilities that can disrupt machinery. A unit targeted by the Jinx power will be unable to use ranged weaponry unless it is something very simple such as a bow or sling. Power weapons and Chainsaws effectively become simple hand weapons, pistols become improvised weapon. Thunder hammers are considered to be S+1 hand weapons and storm shields function as normal shields. Force Weapons work as normal. Life support and armour motive systems are luckily not affected. Vehicles are treated as temporary immobilized and unable to use their weapons. This may cause skimmers to crash.
        Jinx has a range of 24” and once used the Psyker can choose to maintain the effect for multiple turns at the cost 2 additional psi-points per turn. The effect ends if the Psyker is killed, wounded, routed, engaged in hand to hand or fails to active.
        The effects of a Jinx can be removed by another Psyker using the same ability or with the Destroy Aura ability. A null rod moving into range of the affected unit or the responsible Psyker will also negate the Jinx

Psionic Protective Aura.
        The Psyker creates a protective Aura around themselves. Once created the Aura remains active even if the Psyker uses other Psychic powers. An Aura gives the Psyker a 3+ Invulnerable save against conventional attacks. The Aura also gives a 4+ save against non-physical Psychic attacks.
        Psionic Protective Auras are dispelled if hit or touched by a Force Rod or Force Weapon or if they come within 6” of a Null Rod.
        This is a relatively common ability so appears on the table more than once.

Destroy Aura.
        Destroy Aura automatically dispels any Psionic Protective Auras within a 5” diameter area centred on a nominated point within 24”. It will also neutralize the effects of the Jinx and Bewilder abilities.

Prescience.
        Using this ability the Psyker has some idea of what is about to happen. The combat effect of this is the Psyker gains +1 to their Shooting and Close Combat to-hit rolls that turn.
        The GM may allow the use of this ability to increase the chances of spotting events such as ambushes or avoiding mines or traps.

Speed Burst.
        The Psyker slows time around himself, making it appear he is moving faster. Successful use of this ability gains the Psyker two extra actions that turn.

Miasma/ Ectoplasmic Mist.
        The Psyker manipulates local dust or water vapour or draws on the energy of the warp to create an evershifting swirling cloud charge with randon psychic energy. Infravision and Psychic senses are of no use within the cloud.
        The cloud covers a 5” diameter area and lasts D3 turns. Troops in the mist cannot be seen but cannot see out. Movement in the mist is at half rate and in a random direction each move. Shooting into, through and out of the mist is treated as blind firing. Close Combat in the mist can only take place if a 6 is rolled.

Cause Fear.
        The Psyker uses his telepathic abilities to subtly amplify a targeted unit's fears and doubts. When attacked by this power the unit may attempt a Psychic Save. If the unit contains any Psykers itself it may use one of the Psyker's Ld and expend Psi-points to augment the save. If the save is unsuccessful the unit will be affected for the next 6 hours. An affected unit fears all enemies. Enemies that would normally cause Fear now cause Terror. Terror tests for enemies that would have caused Terror are made with an additional -1 modifier, so tests are made at at least Ld-2 or Cl-2. Positive modifiers for Hated or Preferred Enemies are not applied.
        This ability cannot be used on Fearless units.
        Range of the ability is 24”.

Cause Rout.
        The Psyker telepathically saps a unit's confidence. When attacked by this power the unit may attempt a Psychic Save. If the unit contains any Psykers itself it may use one of the Psyker's Ld and expend Psi-points to augment the save. If the save is unsuccessful the unit will automatically Rout.
        This ability cannot be used on Fearless or Dogged units or any other target that does not take Rout tests or automatically passes them.
        Range of the ability is 24”.

Rally.
        This is effectively the opposite of the Rout ability. The power can be directed at any routing unit that is passing within 24” of the Psyker.
        The unit automatically rallies and may be activated as normal in their next turn.
        Range of the ability is 24”.

Astral Projection/Remote Viewing.
        The Psyker's consciousness leaves his body to roam ahead. The Psyker's “Astral Form” appears anywhere within 4D6” and may then move 6” per move action. The Astral form is not affected by difficult or dangerous terrain and can pass through walls. The Astral form cannot attack or touch anything and the Psyker cannot use other Psionic powers while in Astral form. This ability is mainly used to for reconnaissance, spying and scouting ahead. The Astral form may make itself visible if it wishes so that it can talk to someone.
        Astral forms can be detected by the Sense Presence ability, even if invisible and the user of Sense Presence will be able to detect where the Astral Psyker's physical body is. Astral Forms can be attacked with Mental powers such as Mental Attacks or Mental Duel. Astral forms cannot be harmed by physical weapons.
        While in Astral Form the Psyker's body cannot move or fight and is effectively unconscious. If the physical body is killed the astral form is also destroyed. If the Astral form is killed or wounded by Mental Attacks or Mental Duel the Psyker is wounded or killed.
        Unless it is being attacked the Astral form can return to the physical body anytime in the Psyker's own turn. Entering Astral Form takes a Psi-test and 6 Psi-points while staying in Astral Form uses 2 Psi-points per game turn.
        Some areas or locations may be shielded from intrusion by Astral forms.

Control 1.
        The Psyker briefly takes over an enemy's mind. Range of this Power is 24” and the enemy can attempt a Psychic Save to resist the influence. If the Save is unsuccessful the target is controlled for one turn and can be made to perform the equivalent of two Action Points of Actions. The controlled model cannot be made to do something obviously harmful to themselves.

Control 2.
        Control 2 works in the same way as Control 1 but the Psyker can control a whole squad of up to 10 models for a turn. If the targeted squad has more than 10 members the 10 nearest the Psyker are controlled.

Stasis 1.
        The Psyker uses his powers to slow time to a standstill. This power has a range of 24” and affects an area of 2” radius around the targeted point. Everything within this area is frozen in time for D3 turns. Those within the Stasis bubble cannot do anything and cannot be harmed by any external forces. Nothing may enter or leave the bubble while it exists.

Stasis 2
        Stasis 2 has the same range and effects as Stasis 1 but the bubble will last 24 hours.

Temporal Distortion.
        The Psyker slows time down for a unit within 24”. This power can be used on a unit and allows them to repeat an action they make in a turn. If they moved and shot they may either shoot again or move again. If they only moved or shot they may only move again or shoot again. This can be used on a unit in close combat, in which case the unit fights another round with only members of the striking blows.

Limbo.
        The Psyker becomes incorporeal and escapes into Warpspace. A tactic of desperation, the Psyker will be gone for at least D6 days and may reappear anywhere in the universe. Using this power has a weakening effect and the Psyker will lose D6 Psi-points from their maximum level.



Types of Psykers
Sanctioned Psykers
        Sanctioned Psykers are usually associated with the Imperial Guard but may also be found in the retinues of Inquisitors, Planetary Governors, Rogue Traders etc. While they have been judged tough enough to withstand most of the dangers and temptations of the Warp they are usually Psykers of relatively modest power.
        Sanctioned Psykers are Protected Psykers.
        A Sanctioned Psyker has D6 abilities randomly selected from the first 10 abilities on the
General Battle Powers Chart (so roll a D10). One random ability can also be taken from the table in the Imperial Guard Codex.
         A Sanctioned Psyker has 3D6 Psi-points.
         A Sanctioned Psyker accompanying an Inquisitor or Senior Imperium Official may be more powerful. Add +6 Psi-points and roll a D20 on the General Battle Powers Chart.

Weak Psyker.
        The Weak Psyker profile can be used as a stock profile for most Human Psykers not in Imperial service. It can be used for a generic rogue psyker, a candidate or fugitive from the Black Ships or any Psyker that lacks training and/or experience.
        A powerful rogue or renegade Psyker may have several weaker Psykers as followers.
        A Weak Psyker has D6 abilities randomly selected from the first 12 abilities on the General Battle Powers Chart (so roll a D12).
        A Weak Psyker has 3D6 Psi-points and will probably be an Unprotected Psyker. There is about a 10% chance the Weak Psyker has sufficient innate ability to be a Primary Psyker.

Marine Librarian.
         Marine Librarians have D6+2 abilities selected from the first 30 abilities on the General Battle Powers Chart (roll a D3 and D10). They may also choose an ability from the Marine Codex, or two abilities if they are an Epistolary.
        Marine Librarians are Protected Psykers and have 8D6 Psi-points.

Astropath.
         Astropaths have 2D6 randomly generated abilities from the first 20 entries on the Generic chart. They also have the two inherent abilities common to all Psykers and between D4 of the Astropath abilities on page 148 WH40K-RT. See that page for a full description of the abilities.
        An Astropath has 6D6 Psi-points and due to the Soul Binding ritual is a Protected Psyker.
        Astropath Abilities are:-
Astrotelepathy
        Requires 4 Psi-points but no Psi-test. Can send or receive a message of up to 10 words to a range of 50,000 Light Years. The message has a 50% chance of being garbled, distorted or lost, however.
Locate Warpgate or Portal
        Requires 4 Psi-points but no Psi-test. Can locate a gates or portals into warpspace within 10 light years. If the Astropath is in Warpspace the ability can locate portals into realspace, but with only a 10% chance of success.
Psychic Beacon.
         Requires 4 Psi-points but no Psi-test. Creates a 10 light year radius Psychic Beacon that can be used by a Navigator to guide a ship even if without access to the Astronomican. Cannot be used while the Astropath is within Warpspace.
Resist Psychic Attack.
        Requires 4 Psi-points but no Psi-test. The Astropath can discount damage from any Psychic attack that turn, including special attacks from certain Warp creatures. This power can be used during an enemy's turn and may be used more than once per turn.
Warp Space Trial.
        Requires 4 Psi-points but no Psi-test. Allows the Astropath to place a homing signal in the mind of a target. This will last D6+4 days and allows the Astropath to track the subject so long as they are within 1000km. If the subject makes a Warp Jump the Astropath can sense the destination.

Rogue Psyker
        The Rogue Psyker represents a more experienced individual than the Weak Psyker and may select powers from the first 30 abilities on the General Battle Powers Chart.
        A truly powerful Psyker may select from the first 40 or even all 50 abilities, although such an individual would be very rare.
        Rogue Psykers have 7D6 Psi-points.

Wyrds.
        Wyrds are untutored but often powerful Psykers. Wyrds usually only have a few abilities but tend to be very effective at using those they have.
        Wyrds tend to stick to what they are good at and know so will have a specialization such as Pyrokinetic, Telepath, Beastmaster etc.
        Use the charts on pages 230-235 to generate one Primary and one Secondary Power. These charts are written for Necromunda games so not all of the powers will be relevant to Gemini Rules. Adapt the rules, treat as a null result or reroll as you see fit. Minor Powers require 3 Psi-points to use. Primary powers do not require Psi-points but do require a Psi-test.
        The Wyrd has 5+2D6 Psi-points and is an Unprotected Psyker.

Grey Knights.
        Grey Knights are no ordinary Marines. As well as being recruited from the strongest Psykers and undergoing an unparalleled training regime they are implanted with silver Hexagrammic and Pentagrammic Purity Wards under their skin which cover their entire body. Their psychic powers take the form of a gestalt psychic chant that confounds enemies firing on the unit and repels daemons. So practiced in this are the Grey Knights that this requires no expenditure of Psi-points or Psychic test. Maintaining this incantation, however, prevents them from using any other Psionic powers at the same time.
        Grey Knight Terminators have sufficient experience that they can maintain the protective incantation and also use the Holocaust ability. This requires no Psi-points but does require a Psychic test.
        Grey Knights and Grey Knight Terminators are Protected Psykers.

Chaos Space Marines/Daemonic Powers.
        Chaos Space Marines and Daemons use the Major and Minor Powers given in the Chaos Space Marine Codex. The Chaos Marines and Daemons that serve the Chaos Powers are so imbued with the energy of the Warp that they do not need Psi-points to use these powers. Chaos Space Marines are Unprotected Psykers so subject to all Perils of the Warp if they roll a 2 or 12 on a Psi-test. Chaos Daemons not aligned with Tzeentch are Protected Psykers.
        Sorcerers and Daemons aligned with Tzeentch do not usually have to take Psi-tests.

Ork Weirdboys and Warpheads
        Weirdboys and Warpheads do not expend Psi-points but randomly generate which ability they use in a turn. They still make a Psychic test and are subject to Perils of the Warp rolls as Unprotected Psykers.
        Weirdboys and Warpheads may be given 2D6 Psi-points for augmenting Psychic Saves etc.

Tyranids.
        Tyranid Hive Mind Powers do not require the expenditure of Psi-points. Hive mind powers do not require a Psychic test unless stated so in their description in the Codex.
        Tyranids count as Unprotected Psykers in the event of a Perils of the Warp roll.

Bound Daemonhosts.
        Bound Daemonhosts do not expend Psi-points and automatically pass any Psychic tests. However, which ability they use in a turn is randomly generated each turn.

Eldar Farseers and Warlocks.
        Eldar Farseers may choose from 1 to 4 Farseer Powers from the Eldar Codex. The may have D4 General Battle powers randomly selected from the first 40 abilities.
         Eldar Warlocks may choose one Warlock Power and do not need to take Psychic tests to use the Warlock power. Other Psychic powers are used as normal, needing Psi-points and a Psi-test. They may have D6+1 randomly generated abilities from the first 20 entries on the General Battle chart and have 2D6 Psi-points.
        Farseers and Warlocks are Protected Psykers.
        Other Eldar with Psychic powers are treated in the same way as humans.




Psionic Wargear

Psychic Hoods.
        When an enemy Psyker makes a successful Psi-test a model wearing a Psychic Hood can attempt to negate the power. Both Psykers roll a D6 and add Ld. If the roll of the model with the Psychic Hood is greater the power can not be used, but the Psyker still has to pay Psi-points for attempting to use the power. A Hood can be used each time an enemy model uses a Psychic power. Only one wearer may use his hood against a single use of a Psi-power.
         If Augmenting a Psychic Save a model wearing a Psychic Hood reduces its dice roll by 2 for each Psi-point used.

Force Weapons.
        If used by either Psykers or Non-Psykers Force Weapons have the following properties.

  • Force Weapons hit as normal hand weapons of their type.

  • Attacks with Force Weapons ignore Saves from Protective Psychic Auras. In addition any hit or touch from a Force Weapon will automatically dispel and destroy a Protective Psychic Aura so there is no Aura Save against any other attacks made in that or the following combat rounds.

  • Attacks with Force Weapons against Daemonic Auras have a –1 Save modifier. This means a Daemon with a 4+ Daemonic Aura Save will have to roll a 5+ and a Daemon with a 5+ save can only save on a 6.

    If used by a Psyker a force weapon has the following additional property:-

  • The Psyker may expend Psi-points to increase the power of their attacks. If they expend one Psi-point attacks become AP1 and ignore Armour Saves. Expending two Psi-points makes attacks S+1, AP1, three Psi-points S+2, AP1 and so on. Using Psi-points in this way does not require a Psi-test. Strikes at a Strength twice the target's Toughness may inflict Instant Death If the Psyker makes more than one attack with a Force weapon during a round they must expend an equal number of points for all of the Force weapon attacks. They cannot power up one Force Weapon attack and make others at lesser power. A Psyker who makes three S+2, AP1 attacks must therefore expend 9 Psi-points (3 x 2 Psi-points).
Force Rod.
        The Force Rod is effectively a storage device for Psychic energy. A Psyker with a Force Rod can use the Psi-points within the Rod instead of his own points to augment Psychic Saves and Attacks. The Psyker may also draw Psi-points from the Rod to replenish his Psi-level. Drawing power from the rod to replenish Psi-level costs 2 actions. Drawing Psi-points from the Rod cannot take the Psi-level beyond the Psyker's starting level.
        Most Force Rods resemble short 15” rods made from a black substance and weighing about a pound. Some take the form of circlets suitable for wearing on the wrist, head or neck. Some are fashioned as small statues, pommel stones or bracelets and they are sometimes built into staffs or sceptres.
         It is not practical to carry both a Force Rod and a Force Weapon. If kept in close proximity for any length of time the Force Weapon tends to drain the Force Rod. A few arcane devices seem to incorporate the abilities of both a Force weapon and a Force rod but these are extremely rare and few, if any, now know the secret of how to successfully harmonise the two devices. A Force Rod will contain 5+3D6 Psi-points.
        A Force Rod will dispel a Protective Psychic Aura if it comes into contact with it. Other than this ability a Force Rod is an improvised weapon in hand to hand combat unless built into something like a staff.

Nemesis Force Swords and Glaives.
        Nemesis Force Weapons usually take the form of a two-handed sword or a glaive. Occasionally they may be formed as large axes or other polearms. All Nemesis weapons use the same rules and are considered to be an S+1 Force weapon if used by a non-psyker. All Nemesis weapons are two-handed weapons although this has little effect on Grey Knights who use forearm mounted bolters and fire control systems that allow them shoot as normal.
        Nemesis Weapons are psychically attuned to their user, preventing non-Grey Knights from using them. While these security measures can be removed given time it is not possible for a Psyker to pick up the Nemesis weapon of a fallen Grey Knight and immediately use it to its full potential. In the hands of another Psykers the Nemesis weapon is just a two handed S+1 close combat weapon and its only special ability is its effects against Daemonic and Protective Psychic Auras.
        In the hands of Grey Knight units the Nemesis Weapon is treated as a S6 AP2 weapon and the Grey Knight does not need to expend Psi-points to use it. Like all Force weapons it will ignore and dispel Protective Psychic Auras and has a -1 Save modifier against Daemonic Auras.
        Grey Knight Independent Characters may expend Psi-points to increase the power of a blow, as described for other Force Weapons.

Nemesis Weapon Summary:-
  • Nemesis Force Weapons hit as normal S+1 two-handed close combat weapons when used by a non-Grey Knight.

  • When used by a Grey Knight the Nemesis Force Weapon is a S6 AP1 weapon and does not require the expenditure of any Psi-points to hit at this strength.

  • Grey Knight Independent Characters may expend Psi-points to increase the power of their attacks. The Nemesis weapon is S7 AP2 if one Psi-point is expended, S8 AP2 if two are uses and so on. Strikes at a Strength twice the target's Toughness may inflict Instant Death. If the Grey Knight makes more than one attack with a Force weapon during a round they must expend an equal number of points for all of the Nemesis Force weapon attacks. They cannot power up one Nemesis Force Weapon attack and make others at lesser power. A Grey Knight who makes three S8, AP1 attacks must therefore expend 9 Psi-points (3 x 2 Psi-points).

  • Attacks with Nemesis Force Weapons ignore Saves from Protective Psychic Auras. In addition any hit or touch from a Force Weapon will automatically dispel and destroy a Protective Psychic Aura so there is no Aura Save against any other attacks made in that or the following combat rounds.

  • Attacks with Force Weapons against Daemonic Auras have a –1 Save modifier. This means a Daemon with a 4+ Daemonic Aura Save will have to roll a 5+ and a Daemon with a 5+ save can only save on a 6.
Null Rod.
        A Null Rod prevents the use of any Psionic powers against the model carrying it and the unit they are with. However, it also prevents the carrier and the unit using any powers of their own.
        At times it may be useful to know the size of the area a Null rod negates powers in. This may be taken as being a radius of 6” around the figure caring the Null Rod and/or to the most distant member of the unit still in unit coherency.

Phurba.
        The Phurba is a telekinetically wielded weapon and can only be used by a Psyker. They usually take the form of an ornate dagger but may also be a flying disc or a swarm of smaller blades.
        The Phurba has the same number of actions as its controller. It must remain within 16” of its controller. If the distance between the Phurba and the controller exceeds this because the controller is routed or for any other reason the Phurba falls to the ground and is inactive. An inactive Phurba can be taken over by any Psyker that comes in range.
        
Phurba
M WS BS S T W I A Ld Sv
Phurba
6
4
0
4
4
1
4
1
NA
0

        The Phurba is an non-living object moved by telekinesis so is not effected by psychology, pinning or morale checks. It will stop fighting if its controller is killed, stunned or routed. The Phurba itself cannot see, so will not attack enemies the controller is unaware of. The Phurba therefore has no spotting distance against hidden troops, for example.
        The Phurba is a low level flying object and due to its small size is -1 to hit as a shooting target.

Life Drain.
        Life Drain is an additional battlefield Psionic Power that can be used Psykers with Force Weapons. There is only a 20% chance of a Psyker with a Force Weapon having this power. If you roll that the Psyker does have this power their cost is increased by 10pts.
        If a wound with a Force Weapon is inflicted a Psyker with this power may make a Psi-test after any relevant Saves have been taken.
        If the Psi-test is successful the target looses all of its wounds instead of taking a single one. If a 2 or 12 is rolled the power backfires and instead of a “Perils of the Warp” roll the Force Weapon user takes a D6 strength hit with no save. Note that all Force Weapon users with this power are subject to this consequence, not just unprotected Psykers.
        Life Drain cannot be used against targets that do not have wounds.
        A few very potent Psykers can use this power without the need of a Force Weapon to channel it.





        Gemini WH40K Rules Introduction.
        Gemini ARAP Rules System
        MOVEMENT
        SHOOTING
        ASSAULT
        Extra and Optional Rules.
        Vehicle Rules Section.
        Building Rules

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