

The psionics section also included the rules for Force weapons. This continued until no more psykers remained. The player whose turn it was could attempt to use a psychic power from one of their psykers, then their opponent could attempt to use a power from one of their psykers. Much like the close combat phase, both players took part in the psychic phase. The shield remained in effect until it was used to block a psychic attack. Against psychic attacks or powers, it provided a 4+ invulnerable save. Cast on a 3+, this power provided the psyker with the equivalent of a 3+ invulnerable save against shooting and close combat wounds. One of the example psychic powers in the rulebook was psychic shield. Each psyker could only use one power per turn, regardless of their mastery level. Rolls of a 1 always failed when casting, but with a highest casting level of 6, level 4 psykers has a 1 in 6 chance of successfully using a psychic power each turn. In order to cast a psychic power, the player had to roll above the casting value on the power and were able to add the mastery level of the psyker to the die roll.

It gave the four different mastery levels for psykers and provided 6 psychic powers that they could choose from at the start of the game. This section provided some simplified rules for using psykers in games of 40k. Second Edition (1993-1998)- Pick a Card, Any Card……Īs with much of the game, the psychic phase was a very different beast in second edition.Ī version of the rules for the psychic phase was included in the main rulebook for 2nd edition 40k- the Psionics section. I don’t tend to run psychic heavy armies, the reasons for which I will get to as the article proceeds, but there is no doubt that the addition of psykers to the 40k tabletop can have a dramatic effect on the course of the battle. Indeed, for several editions of the game, no such phase existed in the turn sequence. The psychic phase has seen substantial changes over the various editions of 40k. This chaotic dimension also provides energy to the psykers of the 40k universe, imbuing them with vast power to unleash their arts on the enemy. It provides the basis of interstellar travel for many of the races of the 40k universe, and it is often said that without the Warp’s ability to travel vast distances in (relative) safety, the Imperium of Mankind would crumble in no time. The Warp, the parallel dimension that is a swirling maelstrom of energy, has been an integral part of the 40k lore for a long time now. For more reviews, analyses and battle reports, check out the Tactics Corner. Michael here, taking a look at the history of the psychic phase in 40k and how it has evolved over the years.
