Primaris Psykers for WH40k
By Tim Peers
Humanity is evolving into a psychic race. No matter how many populations the Inquisition purges, and regardless of the exhortations of the Ecclesiarchy, the number of psykers increases with every generation. For many of these, the weaker ones, life is short and brutal, as they end their days as soul-food for the Emperor. Others go insane, or are possessed by Daemons of Chaos. But some, the strong ones, are inducted into the Scholastica Psykana to serve in the Imperial Guard as Primaris Psykers.
Using Primaris Psykers in an army
An Imperial Guard army may include up to one Primaris Psyker per Command Sqaud or Command HQ. The squad must also contain a Commissar.
Primaris Psyker
Points
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
|
Psyker
|
10
|
2
|
2
|
3
|
3
|
1
|
3
|
1
|
8
|
5+
|
Weapons: Laspistol and Close Combat Weapon..
Options: May have a Force Sword (+15pts, kills if a wound is scored and the Psyker passes a Psychic Test)
May have a Mark of Chaos: Nurgle (+1 T, 10pts) Slaanesh (+1 A, 5pts) or Tzeentch (automatically uses powers, +5pts)
Power: The psyker must have one, and only one, power picked from the list below:
Jinx: (15pts) One enemy squad, independent character or vehicle must re-roll all shooting hits for fire against the Command Section containing the Psyker. This power may be used once per enemy shooting phase when a shooting attack is declared against the squad. Barrages, templates and Ordnance weapons are unaffected.
Hammerhand: (5pts) The psyker may make a single attack against a vehicle, bunker or immobilised Dreadnought with a penetration value of D6+10. The attack is resolved just like an attack with a grenade. The psychic test to use the power is made in the Imperial assault phase, after all models have moved but before any have attacked. The power may be used in the enemy turn to attempt a 'Death or Glory' attack.
Mental Blow: (10pts) The psyker rolls D6 and adds his Ld. One target enemy model within 6" does the same. If the psyker's score is higher, the target suffers 1 wound with no save possible (not even Invulnerable ones) The power is used in the Imperial assault phase, after all models have moved but before attacks have been resolved. Any wound caused counts towards the combat result. This power does not affect Avatars, Wraithguard/lords, Daemons or Tyranid Synapse Creatures- any contact with such alien minds would be fatal for a human psyker.
Distrust: Commissars do NOT trust psykers! The Psyker and Commissar must stay within 2" of each other at all times. If the Psyker should suffer a Daemonic Attack whilst using a psychic power, the Commissar will immediately execute him. The model is removed, and the wound does count against the Command Squad in any assault they may be fighting. If the power worked, the effect is still resolved as normal before the model is removed. If the Commissar is killed, the Psyker is removed as well- the Commissar makes certain he takes the heretical little wretch with him....
Mutated Psykers: A Psyker bearing a Mark of Chaos has some sort of mutation that shows something is not quite right. Commissars get distinctly trigger-happy with this unfortunate individual. If the Psyker rolls any double when testing to use his power, the Commissar will execute him as noted above. Note that a Psyker with the Mark of Tzeentch automatically uses his power, but must still roll to check that he survives the experience. Space Marines will not fight alongside an army which contains a Mutated Psyker.
Design Notes: Primaris Psykers can add a bit of extra colour to your command squads- just don't expect too much of them! That said, their powers can be useful in the right circumstances, and they might just save your Colonel's life. The rule about the psyker dying if the Commissar does just keeps things simple and avoids messy rules for unaccompanied psykers. The Mark of Chaos is meant to represent the effect of a minor mutation rather than a genuine heretic, although try explaining that one to a Commissar....