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Warhammer 40,000/9th Edition Tactics/Psychic 101
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== Psychic Phase in General == Psychic powers are used in their own phase, after moving but before shooting. Every psyker knows some set of powers, can attempt to manifest some number of powers per friendly Psychic phase, and can attempt to deny some number of psychic powers in each enemy Psychic phase. In Matched Play, only the ''Smite'' power, which all psykers know by default unless their rules say otherwise, can be spammed; all other powers can only be attempted once per turn. <div style="margin-left: 1em;> === How It Works === <div style="margin-left: 1em;> ==== 0: Generate Psychic Powers ==== Psychic powers are generated ''before'' the game starts, but ''after'' list construction (you do not need to commit to your known powers until after you know your enemy's list). A given psyker has access to a certain number of powers from some Discipline, with the Discipline ordinarily set by the model's faction; in addition, unless its rules explicitly say otherwise, all psykers know the ''Smite'' power. A Discipline has six powers in it, and you may generate your powers by rolling D6s (re-rolling duplicates), or you can simply pick the power(s) your psyker knows, which is what you should always do, as you should be building your list with a clear role for each psyker in it. </div><div style="margin-left: 1em;> ==== 1: Choose Psyker and Power ==== Each psyker in your army may attempt to cast some number of powers, as specified on their datasheet; this number typically varies between 1 (particularly weak) and 3 (particularly strong, and the current maximum). </div><div style="margin-left: 1em;> ==== 2: Casting Powers ==== Roll some number of dice; the number is typically 2, but your psyker's datasheet may say otherwise, such as rolling only 1 die, and various abilities may modify this. Rarely, you may add or subtract a constant from the rolled value - as usual, your datasheets will indicate this (or, if other models are modifying your rolls, their datasheets). If you equal or exceed the power's ''warp charge value'', and you live through the attempt (see below), you succeed at the power; otherwise, the power fizzles. Make sure you record somehow (such as by putting the dice aside, although any additive modifiers do also apply) the result of the dice roll if you succeed; some powers resolve (see below) differently based on your roll. <div style="margin-left: 1em;> ===== Perils of the Warp ===== ''Perils of the Warp'' occurs on any pair of 1s or 6s, aside from any special rules saying otherwise. When a psyker suffers ''perils of the warp'' for any reason, he suffers 1D3 mortal wounds. If this kills him, the power fizzles and each unit within 6" suffers D3 mortal wounds. Note: If you have an embedded Sorceror, like the Rubric Marines, you can distribute these mortal wounds to the models in the unit. </div></div><div style="margin-left: 1em;> ==== 3: Deny the Witch ==== Any model capable of denying a psychic power (which is any psyker, and certain other models with special rules) within range (24", unless otherwise specified) can attempt to ''Deny the Witch'', up to the number of times specified on their datasheet. The opposing player can nominate any eligible model to attempt to Deny. Regardless of the number of models that can attempt a Deny, the opposing player can only try once to deny each successfull casting. The opposing player rolls their ''Deny the Witch'' test - typically 2 dice - and has to ''exceed'' the total the caster got. If the opposing player does so, the power fizzles. </div><div style="margin-left: 1em;> ==== 4: Resolve Power ==== If you made it this far (cast successfully, psyker lived, not denied), resolve the power as specified in the power's rules, as modified by the rules on the psyker, etc. To give you an idea of how likely this is, here is a table summarizing your chances. </div></div>
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