RED ELF
PSYCHIC POWERS

Some individuals are known as Psykers, characters capable of tapping the power of the Warp and manipulating its energies in terrifying ways. Some can send bolts of lightning arcing from their fingertips while others can hurl aside tanks with The powers of their mind, or rip their foes asunder with but a glance. However, in order to wield such power they risk eternal damnation, for the Warp is a nightmare realm inhabited by all manner of fell entities and daemons that can ravage the mind and body of the incautious Psyker.

Some army lists include characters who are Psykers, and who are allowed to use psychic powers. Psychic powers vary from race to race, so the effect of each power and when it may be used is included in their special rules. The rules below tell you how the Psyker can use his powers, and what can happen to him if things go wrong.

It requires intense concentration and inner calm for a Psyker to use his power, which is not always easy to attain in the midst of a firelight! In order to use one of his powers the Psyker must make a Psychic test by rolling equal to or under his Leadership on 2D6. If he fails, then his concentration has been broken and he cannot use the power that turn. A pass means the power may be used as described in the special rules for the Psyker in his Codex.

Unless specified otherwise, psychic abilities are subject to the usual Shooting rules, so the Psyker must be able to see the target, all attacks must be directed against a single target unit. etc. This is because Psykers find it hard to pinpoint the mind of an opponent with any clarity in the heat of combat; generally they all blur and merge in a confusing swirl. While most psychic powers are used instead of shooting, there are a number of other psychic abilities that may take effect in other phases. Most commonly these are minor psychic powers, subsidiary abilities of Psykers less potent than their major powers.

PERILS OF THE WARP

In order to use their psychic powers a Psyker must draw deeply upon the power of the Warp - a very risky and dangerous thing to do, for the Warp is inhabited by hostile entities that can attack an unwary Psyker during the few moments that he draws upon its power. To represent the dangers of the Warp, if a Psyker rolls a 2 or a 12 when taking the Leadership test to use a psychic power, he is attacked. The Psyker suffers one automatic hit at Strength 6 with no saves {of any sort) allowed - a Warp creature has tried to fry the Psyker's brain! Note that on a Leadership test roll of a 2 the psychic power still works, even though the Psyker has been attacked or killed.