Rogue Psyker
A dangerous unsanctioned or escaped psychic threat.
Threat File — Rogue Psyker
TR 7 · Renegade Imperials and Imperial AdversariesSaves: Willpower +7
Senses: Witch-Sense detects minds within 60 feet regardless of sight
Unshielded Mind. Psychic phenomena trail the psyker's powers; each use risks minor warp omens at GM discretion, and pushing risks full Perils.
Desperation Scaling. While bloodied, the psyker's psychic attacks deal one extra die of damage, but its Perils risk doubles.
Telekinetic Slam. One creature within 60 feet makes a Strength Save DC 14. On a failure, it takes 2d8 + 2 bludgeoning damage and is thrown 10 feet, landing Exposed or Pinned against terrain. On a success, it takes half damage and stays put.
Mind-Scream. Each creature in a 10-foot-radius zone within 60 feet makes a Willpower Save DC 14. On a failure, it takes 2d6 psychic damage and is Frightened until the end of its next turn; a natural 1 also risks Corruption exposure.
Push Beyond. The psyker doubles the dice of one psychic action this turn, then immediately rolls for Perils.
Morale: Panics rather than fights coolly — and its panic is a weapon. Cornered, it may lose control entirely, at everyone's expense.
Tactics: Escalate. Start with frightened defensive powers and let the psyker slide toward catastrophe as the party closes in. The tactical question should shift from how to kill it to how to end this before it Perils. Capture is safer for the Imperium and worse for the party.
Loot / Evidence / Hooks: Black-ship manacle scars and a psy-dampener collar someone removed on purpose; its serial number is a lead.
Enemy Dossier
GM ReferenceA Rogue Psyker is an unsanctioned or escaped psychic mind under pressure, leaking warp with every hard decision. The danger is not just the powers — it is what answers when the powers fail.
Use this enemy when an encounter needs unstable psychic escalation: manhunts, containment failures, and fights that can end in Perils instead of victory.
Threat Profile: Low durability, high psychic damage and control, fear and Corruption pressure, self-destructive escalation — every round it lives, the warp gets closer.
Unshielded Mind. Psychic phenomena trail its powers; each use risks minor warp omens, and pushing risks full Perils.
Desperation Scaling. While bloodied, its psychic attacks deal +1 die but Perils risk doubles.
Witch-Sense. Detects minds within 60 feet regardless of sight.
Telekinetic Slam. Psychic ranged attack; on a failed Strength Save the target is thrown Exposed or Pinned against terrain.
Mind-Scream. Zone attack on will; failed Willpower Saves cause Frightened and possible Corruption exposure.
Push Beyond. Doubles a power's effect this turn and rolls immediately for Perils.
Morale: Panics rather than fights coolly — and its panic is a weapon; when cornered it may lose control entirely, at everyone's expense.
Tactics: Escalate. Start with frightened defensive powers and let the psyker slide toward catastrophe as the party closes in. The tactical question should shift from 'how do we kill it' to 'how do we end this before it Perils.' Capture is safer for the Imperium and worse for the party.
Full Stat Block Priority: High