Psychic Doctrines & Rules

From Lore to Tabletop

The psychic might of psykers in the Warhammer 40K universe is represented through specific game mechanics. This section provides rules references and detailed explanations of how psychic abilities function on the tabletop.

Perils of the Warp

While channeling the raw energy of the warp, psykers risk attracting malevolent entities or losing control of their powers. This is represented in the game by the "Perils of the Warp" mechanic.

Triggering Perils of the Warp

When a player rolls double 1 or double 6 when making a Psychic test, the psyker suffers Perils of the Warp.

Core Rules Reference: p.94

Perils of the Warp Table

D6 Roll Result Effect
1 Mental Backlash The psyker suffers D3 mortal wounds.
2 Psychic Drain The psyker cannot attempt to manifest any more psychic powers this phase.
3 Warp Surge The nearest friendly unit within 6" suffers D3 mortal wounds.
4 Unstable Energies The psyker suffers D6 mortal wounds.
5 Warp Rift All units within 3" suffer D3 mortal wounds.
6 Daemonic Possession The psyker is slain. Before removing the model, place one Daemon unit of your choice within 6" of the psyker. This unit cannot be placed within 1" of any enemy models.
Extended Rules Reference: Psychic Awakening p.32

Sanctic Empowerment

The Grey Knights are the Emperor's specialized daemon hunters, with unique psychic abilities and protection from the corrupting influence of the warp.

Divine Protection

Grey Knight Psykers with the Sanctic Empowerment ability do not suffer Perils of the Warp when rolling double 1 or double 6 on Psychic tests.

Additionally, they add +1 to Psychic tests when attempting to manifest powers from the Sanctic discipline.

Grey Knights Codex: p.63

Anti-Daemon Specialists

When targeting DAEMON units with psychic powers, Grey Knights add an additional +1 to their Psychic tests and inflict an additional mortal wound if the power is successfully manifested.

Grey Knights Codex: p.64

Static Discipline

The dreaded Culexus Assassins are specifically engineered to hunt and eliminate psykers, using their unique anti-psychic abilities.

Psychic Abomination

Enemy PSYKER units subtract 2 from Psychic tests while they are within 18" of any models with this ability. Additionally, if an enemy PSYKER unit suffers Perils of the Warp within 18" of any models with this ability, they suffer an additional D3 mortal wounds.

Talons of the Emperor: p.29

Soulless Horror

This model cannot be targeted or affected by psychic powers. When a Psychic test is taken for an enemy model within 18" of this model, the controlling player must roll one additional D6 and drop the highest result.

Talons of the Emperor: p.29

Quick Reference Cards

Download these printable reference cards to use during your games:

Core Psychic Phase

  1. Select a PSYKER unit
  2. Select a psychic power
  3. Make a Psychic test (2D6)
  4. Enemy Deny the Witch (if applicable)
  5. Resolve power effects
Download PDF

Common Test Modifiers

  • +1: Brotherhood of Psykers
  • +1: Sanctic Empowerment vs. Daemons
  • -1: For each previously manifested power
  • -2: Near Culexus Assassin
  • -1: Per Warp Charge over 6
Download PDF

Perils Reference

Quick guide to Perils of the Warp results with specific faction modifiers.

  • Thousand Sons: Re-roll 1s
  • Grey Knights: Immunity to Perils
  • Tyranid: Shadow in the Warp effects
Download PDF