Primaris Psyker
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Psychic maelstrom - witchfire | 18" | D6 | 3+ | 5 | -2 | 1 |
| Psychic maelstrom - focused witchfire | 18" | D6+1 | 3+ | 6 | -2 | 2 |
| Laspistol | 12" | 1 | 3+ | 3 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Force weapon | Melee | 3 | 4+ | 6 | -1 | D3 |
Abilities
At the start of your opponent’s Shooting phase, you can roll one D6: on a 1, this Psyker’s unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this Psyker’s unit have a 4+ invulnerable save.
This model can be attached to the following units: - CADIAN SHOCK TROOPS - CATACHAN JUNGLE FIGHTERS - DEATH KORPS GRENADIER SQUAD - DEATH KORPS OF KRIEG - KASRKIN - KRIEG COMBAT ENGINEERS - TEMPESTUS SCIONS
While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.
Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).