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From Warhammer 40k - Lexicanum
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When a [[Psyker]] uses one of their [[Psychic Powers|powers]], they invariably draw from the essense of the [[Warp]], to manifest fantastic abilities that would be otherwise impossible to perform. However, using psychic powers can have sometimes yields unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who prey on are drawn to psykers.
==Tabletop game==
Every time a unit with psychic abilities uses a power, he/she must make a Psychic Test by rolling two dice. If the result is either a double 1 or a double 6 (a 1 in 18 chance) it will suffer Perils of the Warp. This means it suffers 1 Wound, no saveallowed.
==Roleplaying game==