“It seems that no matter how low I set my expectations, it can always get worse... A lifetime spent in the mire, hiding from the witchseekers and the bigots in the most desolate places the Imperium of Man has to offer.” -Anonymous Loner Psykinetic
Psykers’ abilities are tied to the disciplines they learn to stave off madness and control their otherworldly gifts. Such disciplines run the gamut from showstopping to subtle, depending on the Psyker’s personality and tutelage. Psykinetics manipulate empyrean forces with the power of their mind, repurposing it to crush heads and inflict gnawing agony on their victims. They leave a trail of mangled bodies in their wake--most of whom never had a chance to react to their danger.
Gameplay[]
Peril[]
A Pysker's prowess runs through the Warp, an etheral otherworldly realm whose energies can be drawn into the real world and used to conduct terrific and dangerous powers. Due to relying on the warp, Pyskers have little need for physical munitions such as Grenades and ammunition for Staffs (a unique Secondary Weapon)
However, drawing from the Warp does have its risks. Each time you use an ability or weapon that draws from it, you'll accumulate Peril, which is displayed onscreen. Once Peril reaches 100%, there is a slight tolerance where the Pysker will stop using their ability but, should they continue to do so, you will emit an explosive blast and immediately downed.
Peril will passively decay after 3 seconds when not conducting an ability but it can further dispelled with the Quell ability, accessed using the reload key. Psykinectic's Wrath can consume Peril as an offensive weapon while some passive abilites can delay or decrease it. On Brain Burst, and some Force Weapons, include their own Warp Resistance bonuses and the class feat, Inner Tranquility grants bonus Peril resistance across the board per Warp Charge you have.
Some Feats of this class utilize a unique damage over time effect called Soulblaze. This is shared by the class' Purgatus Staff.
Abilities[]
Abilities replace Grenades for Pyskers and thus do not benefit from Grenade pickups.
Brain Burst[]
A singular telekinectic burst that executes the enemy.
Primary: Activated by holding down Primary Attack button, which will lock onto the target, you are currently looking at, and begin charging. After 3 seconds, it will instantly kill most small targets. This method ignores cover and will still attack the target even if they leave line of sight. This works well on fast targets such as Pox Hounds and Trappers.
Secondary: Activated by holding down Secondary Attack Button. Upon doing so, the ability will charge without locking on a target. When it charges fully, after 4 seconds, it will not release until you to focus on a target and release the button.
Assail[]
Summon and throw seeking shards, note that there is a finite number of throws before replenishing.
Primary: Activated by holding down the Primary Attack, and throw one Psychic Shard that locks on and tracks the target you're looking at, mostly one-shotting them on impact.
Secondary: Lock onto a target by holding down the Secondary Attack and then release a shard that will home on them. Much like the Primary Attack, the shard will ignore low cover.
Smite[]
Cast Warp Lightning that can chain up to 5 targets.
Primary: Hold down the Primary Attack to continously damage and immobilise enemies, chaining up to additional nearby attacks. Releasing causes them to stagger.
Secondary: Holding down the Secondary Attack will begin a 2-second charge delay and cast a much more powerful lightning that can hook to additional targets. Releasing causes enemies to stagger.
Weaponry[]
Primary[]
Weapon | Icon | Unlocked? | Type | Special Action |
---|---|---|---|---|
Achlys Mk VIII Combat Axe | Rank 11 | Combat Axe | Special Melee Attack | |
Antax Mk V Combat Axe | Rank 3 | Combat Axe | Special Melee Attack | |
Atrox Mk II Tactical Axe | Rank 9 | Tactical Axe | Special Melee Attack | |
Atrox Mk IV Tactical Axe | Rank 11 | Tactical Axe | Special Melee Attack | |
Atrox Mk VII Tactical Axe | Rank 10 | Tactical Axe | Special Melee Attack | |
Cadia Mk IV Assault Chainsword | Rank 14 | Assault Chainsword | Activate | |
Catachan Mk I "Devil's Claw" Sword | Rank 1 | Sword | Parry | |
Catachan Mk III Combat Blade | Rank 2 | Combat Blade | Punch | |
Catachan Mk IV "Devil's Claw" Sword | Rank 9 | Sword | Parry | |
Catachan Mk VII "Devil's Claw" Sword | Rank ?? | Sword | Parry | |
Deimos Mk IV Blaze Force Sword | Rank 6 | Force Sword | Warp Charged | |
Illisi Mk V Blaze Force Sword | Rank 15 | Force Sword | Warp Charged | |
Maccabian Mk II Duelling Sword | Rank 2 | Duelling Sword | Special Melee Attack | |
Maccabian Mk IV Duelling Sword | Rank 12 | Duelling Sword | Special Melee Attack | |
Maccabian Mk V Duelling Sword | Rank 8 | Duelling Sword | Special Melee Attack | |
Obscurus Mk II Blaze Force Sword | Rank 2 | Force Sword | Warp Charged | |
Rashad Mk II Combat Axe | Rank ?? | Combat Axe | Special Melee Attack |
Secondary[]
Weapon | Icon | Unlocked? | Type | Special Action |
---|---|---|---|---|
Accatran MG Mk II Heavy Laspistol | Rank 1 | Heavy Laspistol | Push | |
Accatran Mk II Recon Lasgun | Rank 12 | Recon Lasgun | Torch | |
Accatran Mk VId Recon Lasgun | Rank 13 | Recon Lasgun | Torch | |
Accatran Mk VIIa Recon Lasgun | Rank 14 | Recon Lasgun | Torch | |
Agripinaa Mk I Infantry Autogun | Rank 2 | Infantry Autogun | Torch | |
Agripinaa Mk IX Headhunter Autogun | Rank 13 | Headhunter Autogun | Bash | |
Columnus Mk V Infantry Autogun | Rank 11 | Infantry Autogun | Torch | |
Equinox Mk III Trauma Force Staff | Rank 4 | Force Staff | Strike | |
Equinox Mk IV Voidstrike Force Staff | Rank 11 | Force Staff | Strike | |
Graia Mk VIII Infantry Autogun | Rank 8 | Infantry Autogun | Torch | |
Ius Mk III Shredder Autopistol | Rank 2 | Autopistol | Torch | |
Kantrael MG Ia Infantry Lasgun | Rank 2 | Infantry Lasgun | Torch | |
Kantrael MG IV Infantry Lasgun | Rank 5 | Infantry Lasgun | Torch | |
Kantrael MG XII Infantry Lasgun | Rank 7 | Infantry Lasgun | Torch | |
Nomanus Mk VI Surge Force Staff | Rank 8 | Force Staff | Strike | |
Rifthaven Mk II Purgatus Force Staff | Rank 15 | Force Staff | Strike | |
Vraks Mk III Headhunter Autogun | Rank 4 | Headhunter Autogun | Bash | |
Vraks Mk VII Headhunter Autogun | Rank 10 | Headhunter Autogun | Bash | |
Zarona MK IIa Quickdraw Stub Revolver | Rank 7 | Stub Revolver | Bash |
Media[]
Melee[]
Force Sword[]
Ranged[]
Surge Force Staff[]
Trauma Force Staff[]
Purgatus Force Staff[]
Voidstrike Force Staff[]
To be added.
Strategies[]
- The Psyker can pull off three brain burst actions in succession without overloading their peril and exploding themselves, as beginning an action below 98% will not trigger the explosion even if 100% is hit mid-charge. If using the right-mouse method, locking on must be done below 98%.
- As locking onto an enemy with the right-mouse will instantly stagger them, it can be used to quickly interrupt problematic enemies. Note that ogryn, trappers, bombers, ragers, and shotgunners cannot be staggered this way.
- Melee helps keep you safe, staves keep your team safe and brainburst keeps everyone safe from enemies that are tougher.
- On uprising and below, you can use brain burst to two shot most tougher enemies, helping your team a lot!
- Brainburst can be used to keep snipers and hard to reach enemies off your team's back. It helps a lot that brainburst's primary ability can be used to kill an enemy even if they go behind cover.
- You can dash (dodge) while performing brain burst, this will help you steer clear of enemies within your immediate vicinity as you perform the ability.
Character Creator: Lore[]
Backstory options within the Character Creator that are specific to the character's class: Veteran, Zealot, Psyker, or Ogryn.
Personalities[]
Personality | Introduction | Voice Actors |
---|---|---|
Seer | "I've dreamed many dreams before, but never like this. They're normally... Well, they're normally nicer, with delicious food and flowers and comforting colours. Ooh! And the songs to warm the heart and lighten the soul. I like songs. But there isn't any music in this dream. Everything's loud, and angry, and has sharp teeth. My Beloved insists that I am not to worry. That the dream, and everything within it, will unfold precisely as it should. I'm sure it will." | Dan Starkey |
Rachel Atkins | ||
Savant | "I should have known the enforcers would not tolerate me forever. My skills, they valued, but my nature? That they despised. I was a convenience. One who could glean truths they could not. Who could follow a trail of evidence like a shining path when all others remained blind to its existence, and all of it asking nothing in return. That I brought closure to the grieving and the guilty to the penitent's pyre was my reward." | Tashinga Bepete |
Jess Nesling | ||
Loner | "It seems that no matter how low I set my expectations, it can always get worse... A lifetime spent in the mire, hiding from the witchseekers and the bigots in the most desolate places the Imperium of Man has to offer. Forced to sell my incomparable skills to smugglers, hive gangers, bounty hunters and all their blockheaded ilk merely to survive. If we are not slain out of hand, dissected, drafted, or dragged aboard unmarked vessels never to be seen again..." | Greg Jones |
Zehra Naqvi |
Defining Moments[]
"DEFINING MOMENT: You've been through a lot. This struggle you call "life" demanded it. But through all the hardships, and all the triumphs, one incident stand out in your memory, which has shaped you more than anything." Unique options for psykers.
- Spell of Madness: Unsanctioned Psykers are considered to be the most serious threat to the Imperium, and they are ruthlessly hunted. Some go on to be pressed into service by the Scholastia Psykana, but for most, a darker fate awaits.
- You developed mental powers and sought seclusion to avoid persecution, but were eventually captured, and trained by the Scholastia Psykana.
- Declared a Witch: Unsanctioned Psykers are rounded up and handed over to the Adeptus Atra Telepathica, where their fate is decided. Most are either selected for training by the Scholastia Psykana, or sent on the Black Ships to feed the Astronomican.
- Tipped off by locals, the enforcers arrived and declared you an unsanctioned psyker. You were arrested and handed to the Scholastia Psykana.
- The Black Ships: Rogue psykers - oft-called "witches" - that are not slain outright are either sent to the Emperor's table via the Black Ships, or taught to control their powers under the gruelling regime of the Scholastia Psykana.
- After being subjected tp rigorous (and painful) tests, you were slated for deportation upon one of the Black Ships. However, at the elevanth hour, an agent of the Adeptus Astra Telepathica spotted your potential, and granted you a training place in the Scholastia Psykana.
- Mutant Incident: Whether by genetic defect or Chaos-taint, mutants are reviled by the Imperium. Most Imperial agencies teach intolerance of the mutant as a key tenet, and see mutation as a curse that leads only to corruption.
- You were attacked by a mutant, and saw first-hand the true horrors of their aberrations.
- Captured: Citizens and loyal defenders of the Imperium understand that there are many fates worse than death. For some, there is no nightmare like being captured by cultists, rival gangers, or even foul xenos. Whether taken for study, hard labour, or interrogation, the results are always grim.
- Ambushed and captured, you worked in terrible conditions in a prison camp, before your liberation by a regiment of the Astra Militarum.
- The Voices (Zealot and Psyker): In most occupations, hearing voices would be considered a sign of madness. However, to some members of the Ecclesiarchy and the Scholastia Psykana, such messages are a source of inspiration, for they are perhaps a sign of blessed communion with the God-Emperor.
- One day the voice of the Emperor spoke in your mind, and told you to dedicate your life to His service.
Growing Up[]
"There aren't a lot of option for folk like you growing up. But you had to find a way to overcome the trials of youth, by fair means or foul." Unique options for psykers.
- Escaped to the Wastes: The needs of the Imperium exact a heavy toll, with mass industry creating wastelands - vast dead zones that are often home to outcast mutants, but also attract settlers who dream of freedom beyond the hive's imposing walls.
- You broke free from the structured confines of your youth, surviving a nomadic lifestyle in the unforgiving wastelands.
- Isolated (Zealot and Psyker): The arbitrary bureacratic decrees of the Adeptus Adminitstratum can draft or displace the populace of an entire hab-block, often for no discernible reason.
- After an enforced relocation to new hab-dwellings, you lost contact with all known associates.
- Self-reliance (Zealot and Psyker): Even the most civilised sectors of the Moebian Domain are subject to all manner of threats, from mutants, rogue psykers, cultists, and more. In the dog-eat-dog world of the lower hives, everyone must find a way to navigate these myriad perils.
- After surviving both the Sump Rat Scourge and the Cult of the Red Death uprising, you became a self-confident survivalist, able to emerge relatively unscathed from any situation.
- Forged by Toil (Psyker and Ogryn): The Imperium is built upon the backs of Strong labourers, who man mines, farms, manufactorums and loading docks throughout the galaxy. Some never know life beyond backbreaking toil, growing strong beneath the arduous demands of their overseers.
- As a powerful specimen, you were pressed into service as a heavy lifter in a factorum.
- Grinding Toil (Psyker and Ogryn): In the Imperium, manufactorums care only about output, and if workers die due to overwork or lack of safety conditions, then so be it. More workers are readily available as grist for the mill. As long as the Imperium endures, no sacrifice is too great.
- Since you came of age, you worked in the baking-hot factorum, until day and night were indistinguishable, and life felt like one endless shift.
- Outcast (Psyker and Ogryn): Imperial Citizens are taught to hate and fear mutants and witches, and in such an atmosphere, any who show even minor inexplicable malady are avoided like a plague, or even ostracized by their communities.
- As you came of age, you became subject to strange fits that sometimes had you speaking in tongues. It was not long before you were shunned by all who knew you.
- Visions: It is possible to make a living telling fortunes in the seedy underbelly of Moebian society, but such is the mistrust of witches that it is only a matter of time before the unsanctioned use of psychic powers is reported.
- About the time of your coming of afe, you began to see murky visions of the future.