VOXROSTER
CodexFactionsAstra MilitarumPrimaris Psyker

Primaris Psyker

M6"
T3
SV5+
W3
LD7+
OC1

Composition & Wargear

Primaris Psyker
Choose one Wargear Psychic maelstrom (max 1) / Force weapon (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Psychic maelstrom - witchfire 18"D63+ 5-21
Psychic maelstrom - focused witchfire 18"D6+13+ 6-22
Laspistol 12"13+ 301

Melee Weapons

WeaponRangeAWSSAPD
Force weapon Melee34+ 6-1D3

Abilities

Psychic Barrier (Psychic) Datasheet

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.

Leader Datasheet

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

Malign Wardings (Psychic) Datasheet

While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks

Feel No Pain Core

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. 

Devastating Wounds Core

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.

Psychic Core

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).

Hazardous Core

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.

Blast Core

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).