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Talk:Psyker

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Psyker additions....

2nd Edition 'Grey' Codex and later...

Astropaths were available.

Inquisitors are and were powerful psykers

Grey Knights could wield psychic powers collectively

Ork Weirdboy Warpheads

Eldar Harlequins had a psyker- the Shadowseer.

Chaos have / had Daemons with psychic powers

Singularly through the Keeper of Secrets, Great Unclean One and Lord of Change.

Collectively through Flamers etc.

Chaos cult Demagogue and Magus.

Genestealer Magus (can be used today with the Rogue Psyker in the Witch Hunter Adversary option) Squat Ancestor Lord.


4th Edition Witch Hunter Adversaries options allow you to add a psychic power to an existing HQ choice in order to recreate one of the above if desired.



"The Tyranid forces are highly interconnected and linked to each other using psychic powers. The Hive Tyrant acts as a node for the other forces on the ground. The Dominatrixes act as relays between the Norn-Queens and the other ground forces, helping to co-ordinate attacks from orbit.

They use the warp to communicate and travel, spending a good deal of their time in the warp, travelling between planets to find sustenance. Tyranids tend not to use their psychic powers offensively, except by the Zoanthrope, whose psychic blasts are devastating to almost every unit in the game."

If I'm not wrong; Wasnt the tyranids using a non-warp traveling technology based on disruption of gravity? --Vinctum 18:32, 22 October 2010 (UTC)

Aye, the Narvhals. I'm removing that information; will replace it with information from the new 5th edition codex about their psychic abilities. Commisar Gegnillum 18:14, 13 June 2011 (CEST)