VOXROSTER
CodexFactionsChaos Space MarinesRogue Psyker [Legends]

Rogue Psyker [Legends]

M6"
T3
SV5+
W3
LD7+
OC1

Composition & Wargear

Rogue Psyker [Legends]
Choose one Wargear Chaos stave (max 1) / Laspistol (max 1) / Psychic Strike (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Laspistol 12"14+ 301
Psychic Strike - focused witchfire 12"D6+33+ 6-22
Psychic Strike - witchfire 12"D63+ 6-21

Melee Weapons

WeaponRangeAWSSAPD
Chaos stave Melee14+ 6-1D3
The Murder Blade Melee62+ 8-23

Abilities

Leader Datasheet

This model can be attached to the following units: ■ ACCURSED CULTISTS ■ CULTIST MOB ■ NEGAVOLT CULTISTS

Cursed Wardings (Psychic) Datasheet

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

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.

Dark Pacts Core

If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the phase: ■ [LETHAL HITS] ■ [SUSTAINED HITS 1]

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).

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

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).

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.