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Psychic Phenomena

512 bytes removed, 18:07, 13 October 2020
Removing gameplay information.
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 sometimes yields unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who are drawn to psykers.
==Tabletop game==Every time When a unit with psychic abilities psyker uses a power, he/or she must make a Psychic Test by rolling two diceruns the risk of incurring psychic phenomena, proportional to the amount of power they choose to expend; more powerful effects are thus riskier. If the result Most psychic phenomena do little harm, but there is either a double 1 or a double 6 (a 1 in 18 slim chance) that they will may suffer Perils of the Warp. This means it suffers 1 Wound, no save alloweda category of phenomena that are very harmful indeed.
==Roleplaying game==The roleplaying games set in the Warhammer 40,000 universe (Dark Heresy, Rogue Trader, etc.) use a more sophisticated set of rules and a more diverse range of peculiar mishaps than the tabletop game. When a psyker uses a power, she runs the risk of incurring psychic phenomena, proportional to the amount of power she chooses to expend; more powerful effects are thus riskier. Most psychic phenomena do little harm, but there is a slim chance that she may suffer Perils of the Warp, a category of phenomena that are very harmful indeed. ===Known Psychic Phenomena===
The potential '''psychic phenomena''' have been been identified and catalogued by [[Imperial]] [[Inquisitors]].{{Fn|1}}
{{Cite}}
*{{Endn|1}}: [[Dark Heresy Rulebook]], {{Cite This}}
*{{Endn|2}}: [[Fallen Angels (Novel)]] by [[Mike Lee]], {{Cite This}}
*{{Endn|3}}: [[Codex: Imperial Guard (5th Edition)]], {{Cite This}}
 
[[Category:Psychic Powers]]
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