vizn3r/warhammer40k-lore huggingface dataset:
Psyk-Out Grenade - Psyk-Out Grenade: A Psyk-Out Grenade is a very rare type of grenade used by Grey Knights Astartes, high-ranking Inquisitors, Sisters of Silence and Assassins of the Culexus Temple as a potent anti-psyker weapon.Outwardly, a Psyk-Out Grenade looks much like one of the Frag Grenades in use by the many military forces of the Imperium. Its rarity and potency stems from the special additive that is laced within its explosive charge.The Adeptus Custodes reverently gather the dust that forms from the body of the Emperor of Mankind where He is entombed in the Golden Throne.This byproduct of the Golden Throne's arcane workings and the Emperor's metabolism possesses a strong negative anti-psychic charge and can produce an effect in psykers and Warp entities similar to those produced by a psychic Blank, a being afflicted with the Pariah Gene.The advantages of this unknown substance have not escaped the Ordos of the Imperial Inquisition, and the gathered dust is almost exclusively used for the construction of Psyk-Out grenades, although small amounts of the substance are sometimes bequeathed as holy relics to certain well-connected Cardinals of the Ecclesiarchy.When a Psyk-Out grenade detonates, the sacred dust is spread over the whole of the blast radius. Any psyker caught within it will find his or her link to the Warp violently severed, and any psychic power active in the radius will be terminated due to its sudden loss of Warp power.This traumatic experience will prevent psykers from using any of their powers for a certain time, depending on the psyker's strength, and interrupt the action of any psychic power with potentially fatal consequences for the user.The severing of the connection to the Warp is also a potent tool to be used in the fight against daemons: Lesser Daemons will be banished from realspace outright, unable to maintain their physical form, and even mighty Greater Daemons will find themselves severely weakened and liable to easy banishment.Most Psyk-Out Grenades are used offensively, thrown at the intended target by a Grey Knight, Inquisitor or Assassin to soften it up before moving in for the kill; but they can also be used defensively, to protect the user from hostile powers.This was demonstrated by Epistolary Melmoch of the Excoriators Chapter: He sprinkled himself with the sacred dust contained in one of Certus Minor's holy relics, which knocked him unconscious, but protected him from the psychic feedback of the Khornate Cholercaust Blood Crusade that would otherwise have slain him outright.
Psyk-Out Grenade - Psyk-Out Missile: The byproducts of the Emperor's metabolism can also be gathered in large enough amounts that they can be placed within a missile warhead.These Psyk-Out Missiles have a far greater range and radius of effect than Psyk-out Grenades.
Psyk-out Munitions - Psyk-out Munitions: Psyk-out Munitions were Psi-Reactive ammunition and anti-personnel explosive devices commonly found within the ranks of Legion Destroyer Squads during the Great Crusade and Horus Heresy eras.Originally an anti-psyker weapon solely produced and utilised by the Orders Militant of the Great Astronomican, the use of these munitions, whose payload was akin to psychically-charged ash, quickly spread to the more specialised echelons of the Space Marine Legions.By the later years of the Horus Heresy, the use of Psyk-out Munitions by Legion Destroyers was almost commonplace in war zones plagued by esoteric, Warp-related phenomenon or the rogue psykers sometimes deployed by Traitor forces in a manner similar to unguided bombs.
Psyker - Psykers of the Galaxy: Most of the intelligent species in the Warhammer 40,000 galaxy employ psykers on the battlefield; some of these psykers are inevitably more potent than others. There are three exceptions to this: the T'au, the Drukhari and the Necrons.The T'au Empire has yet to develop any psykers among their species because they have only recently evolved to fully sapient status. The Drukhari, though as possessed of inherent psychic ability as their Craftworld Aeldari counterparts, fear that the use of psychic powers only further hastens the loss of their souls to Slaanesh.The Necrons no longer possess souls since they transferred their consciousnesses into their necrodermis bodies through the process of biotransference and became creatures wholly of the physical universe like their former C'tan masters; as a result they no longer generate any presence within the Immaterium and cannot draw upon any form of psychic energy from that realm.
Psyker - Astropaths: Astropaths (short for "astro-telepath") serve throughout all the Imperium's many governmental divisions and make up a superluminal telepathic communication network designed to transmit and receive psychic messages through interstellar space.New astropaths are chosen from the multitudes of psykers who are born across the Imperium every standard year as part of the Imperial Tithe and brought to Terra on the Black Ships due to their great power. Once chosen, astropaths receive psychic training by the Adeptus Astra Telepathica's teaching division which is known as the Scholastica Psykana, before they are "soul-bound" to the Emperor. This psychic ritual transfers some of the Emperor's vast power -- and more importantly, His mental control -- to the psyker, by psychically rewiring a portion of their brains.Such an experience is quite physically traumatic for the psyker and not all survive or maintain their sanity. Even the survivors often suffer damage to their physical senses, especially their eyes, so that almost all astropaths are blind, their optical nerves burnt out during the soul-binding process.Their increased psychic senses, however, tend to make up for this loss of sight and most astropaths have the uncanny ability to see everything just as well as a sighted person despite their lack of vision.Being joined with the Emperor is necessary, as it greatly increases astropaths' already formidable powers, granting them full control over the ability for which they were chosen -- the transmission and reception of telepathic messages across hundreds of light-years of space.Due to the draining nature of their job and the costs incurred by soul-binding, many astropaths are physically frail and can die quite young due to sheer mental exhaustion.
Psyker - Astra Militarum: Some of the stronger and more mentally-disciplined psykers recruited into the Adeptus Astra Telepathica are trained to serve within the Astra Militarum as Sanctioned Psykers rather than as astropaths. These psykers may draw upon the power of the Warp, unleashing it upon their enemies as a weapon.They are also called upon to advise high-ranking Astra Militarum officers, though with varying degrees of success. Their limited training and equipment leads them to be more vulnerable to the perils of the Warp than the much more powerful battle-psyker Librarians of the Space Marine Chapters.Each time a Sanctioned Psyker utilises their power, they put themselves at considerable risk and are prone to have their minds destroyed in the process. Some psykers in rare cases have even literally exploded from overloading their bodies with Warp energy, taking out entire Imperial Guard squads nearby. That ever-present danger aside, they are still a potent force when deployed and used properly. On the battlefield, Sanctioned Psykers can advise an officer and guide their command, protect him from psychic attack, or fire bolts of lightning from their hands.Despite their uses, Sanctioned Psykers are at best tolerated, and at worst loathed, by their companions. They are never allowed to stray far from the ever-watchful gaze of the regiment's commissar, who can and will execute the psyker at the slightest sign of Warp taint, "for the psyker's own good!"  The fact that many Sanctioned Psykers meet their demise at the end of a commissar's Bolt Pistol has earned them the dubious nickname of "bolt-magnets" amongst the rank-and-file soldiers of the Astra Militarum.If a Sanctioned Psyker manages to survive a term of service in the Astra Militarum, they will be returned to the care of the Adeptus Astra Telepathica, who will then test the veteran psyker thoroughly for mental fortitude and psychic might. If the psyker survives those tests, they will be trained to become a Primaris Psyker, and taught how to harness the power of lesser psykers and make it subservient to their own. When they rejoin the Astra Militarum, the Primaris Psyker will be able to form a "circle" or "coven" with other Sanctioned Psykers.With the power of the circle at their disposal, the Primaris Psyker's precognitive predictions will be more accurate, their protective wards and abjurations more potent and their psychic attacks more devastating. And yet, for all their might and utility to the Imperium, even a Primaris Psyker is not spared the suspicious gaze of the commissar, and they too may one day find themselves executed by a Bolt Pistol shot swiftly and surely delivered to the back of the head.
Psyker - Space Marines: Psykers are employed by the Adeptus Astartes in the form of their Chapter Librarians. These individuals are chosen from among the most powerful psykers in the Imperium whose abilities are then further enhanced by the transhuman augmentation provided by their Astartes gene-seed.Librarians, as their name implies, are responsible for maintaining the records and histories of the Chapter they belong to, hence their name, and they can also use their talents to discern which psychic mutants are dangerous and which can be utilised by the Imperium as Sanctioned Psykers, astropaths, and even new Librarians.Librarians, having much better equipment (a Psychic Hood, etc.), willpower, protection and training, as well as the transhuman physical and mental genetic enhancements of a Space Marine, are much less prone to falling prey to the perils of the Warp than other Imperial psykers and therefore do not undergo the soul-binding ritual.On the battlefield, Librarians are fearsome opponents, able to unleash devastating psychic powers and psychically augment their own already formidable physical prowess. They are also skilled at defending themselves and their battle-brothers from psychic attack.
Psyker - Imperial Inquisition: Though they are tasked with hunting down Rogue Psykers and collecting latent ones for training to aid the Imperium among many other duties, many members of the Inquisition are psykers themselves, Inquisitor Gideon Ravenor being an especially potent example.Like so much about their organisation, one Inquisitor's psychic abilities can vary greatly from another's. Some are pyromancers who specialise in unleashing torrents of fire and other direct psychic weapons, while others, like Inquisitor Gregor Eisenhorn, are telepaths who specialise in powers that aid them in interrogations or to fool an enemy into stepping out from cover, dropping his weapon, or any number of other subtle "mind tricks."
Psyker - Grey Knights: The elite Grey Knights Chapter of Space Marines that serves as the Chamber Militant of the Inquisition's Ordo Malleus, the Daemonhunters, is wholly made up of psykers: being a psyker is a condition for recruitment into the Chapter.Due to the entire Chapter being composed of psykers, the rigorous process for becoming a Space Marine is made even more difficult, as all Grey Knight battle-brothers have no memory of their past due to a required mind-wipe and many fail before their gene-seed implantation can be complete.However, the difficult selection process and memory-wiping techniques employed by the Grey Knights to rid their recruits of those common Human frailties that the Ruinous Powers can prey upon to corrupt an individual has proven extraordinarily successful. Not a single Grey Knight has ever turned to Chaos, despite their psychic abilities making them more vulnerable than standard Space Marines.
Psyker - Craftworld Aeldari: Among all the intelligent species of the galaxy, the Craftworld Aeldari or Asuryani as they name themselves, possess some of the most powerful psykers in existence, using their precognitive ability to divine the future to shape their fate while also unleashing devastating telekinetic powers upon those that oppose them.However, the sheer power they generate when they combine their psychic strengths ensures they must be cautious to not attract the attention of Chaos and the other predatory entities of the Warp. They are forced to become highly disciplined and regulated in their usage of psychic power. Craftworld Aeldari psykers come in the form of either Farseers or Warlocks, the former being the more powerful psykers of the two.Farseers will lead an Asuryani warhost against the enemy and shape the course of battle with their powers. Warlocks, former Asuryani Aspect Warriors who possess potent psychic powers because they have begun to walk the Path of the Seer, typically serve as bodyguards for the Farseers and possess lesser, usually defensive-oriented psychic powers.The Ulthwé craftworld is said to possess the greatest number and the greatest quality of known Asuryani psykers due to its proximity to the Eye of Terror. They can divine much further into the future and with better clarity than the Farseers of the other craftworlds.Craftworld Iyanden has a variant of Warlocks called Spiritseers. They differ very little from their more mundane counterparts, save to guide all of those Asuryani wraithbone constructs that are empowered by the souls of fallen Aeldari encapsulated within Spirit Stones. Spiritseers will guide Asuryani Wraithguards in combat, better directing those wraithbone constructs' awesome firepower for optimum efficiency.
Psyker - Forces of Chaos: The forces of Chaos host a great many mutants among their number, including many with psychic potential. Chaos psykers, often called "sorcerers," can perform various tasks such as summoning Daemons and unleashing devastating weaponised psychic powers upon the enemy.The Chaos God Tzeentch, god of change and intrigue, is devoted to sorcery; Chaos Space Marine Legions and warbands worshiping Tzeentch such as the Thousand Sons possess a large number of psykers that can aid in battle.Other Traitor Legions such as the World Eaters who serve the psyker-hating Blood God Khorne denounce sorcery and psychic ability in favour of the wanton bloodshed of close combat. The Iron Warriors Traitor Legion often also sneers at the use of sorcery.Chaos Sorcerers can unleash potent powers and are fearsome individuals, often mutated beyond recognition. Tzeentch-worshipping sorcerers are especially potent, able to perform feats that would leave even an Asuryani Farseer making sure their Spirit Stone is firmly within their grasp.
Psyker - Orks: The Orks are an innately psychic species and they unconsciously generate a considerable amount of psychic "background noise," a psychic energy field known simply as "Da WAAAGH!". This field of gestalt psychic energy grows more potent and more intense as the number of nearby Orks increases and as the Orks themselves become more excited, particularly during battle, creating an almost palpable tension that accompanies Ork hordes.Weirdboyz are the psykers of the Ork species, absorbing the energy of Da WAAAGH! and expelling it in violent surges of luminescent green power. Weirdboyz have little control over their abilities, and as the potency of this energy increases with the number and enthusiasm of the Ork Boyz around them, so does the power that a Weirdboy must endeavour to control. Even when they manage to contain this violent and erratic force, bizarre phenomena commonly accompany Weirdboyz, ranging from flashing lights and strange noises to psychokinetic tremors and random fires.Should they fail to disperse, direct or emit this psychic energy in some controlled manner, a Weirdboy may cause even more dramatic phenomena, such as the explosion of nearby Ork heads. This is known as a " 'Eadbang" when the power is not discharged safely.Weirdboyz are also found in Feral Ork armies, where they are known as "Wyrdboyz." Warpheadz are those Weirdboyz that -- unlike normal Weirdboyz -- have survived enough battles for their minds to become saturated with the power of the Warp, and actually revel in and enjoy the use of their powers.
Psyker - Necrons: The Necrons cannot make use of psykers because, though a once-living species, they chose to have their living consciousnesses interred by the C'tan into Necron machine constructs composed of necrodermis for immortality at the cost of their souls. Since a soul is simply an individual's psychic imprint on the Immaterium, the Necrons are no longer capable of accessing its psychic power.The Necrons are now living machines, beings of pure material like their masters who leave no impression on the Immaterium. The C'tan are described as creatures entirely born of the material realm, and thus they cannot sense or influence the Warp in any way. Thus they hate and fear the Immaterium and all things strongly connected to or influenced by it such as psykers.The Necrons are notable for utilising technology specifically designed for destroying psykers, most prominently the Necron Pariahs. Necron Pariahs are an elite bodyguard that terrify any psykers in their proximity since no member of this group possesses a Warp signature and thus a soul. These Necrons, all of whom were once Human psychic "blanks," share the "Pariah Gene" in common with the Imperial Assassins of the Culexus Temple of the Officio Assassinorum, and both groups are the soulless victims of the insertion of the gene millions of Terran years ago into the proto-Human gene pool by the C'tan in the hope that they could be used as living weapons against the Old Ones and their psychic servant species like the Aeldari.The C'tan would sooner feed off the thermonuclear power of a sun than deign to consume a single soul with its foul taint of Warp energy. Hatred of the psychic does not bar some contradictory evidence about the Necrons' use of psychic abilities, as seen when the Necrons emitted a fear-inducing telepathic ability, from which the Commissar Ciaphas Cain was saved only because of the presence of a "psychic blank" with the Pariah Gene in the vicinity.
Psyker - Tyranids: The alien species of the Tyranids is one of the most psychically active races in the galaxy, if not the most, with every single Tyranid telepathically connected to all other members of its species through the psychic gestalt that is called the "Hive Mind." It is suspected that this constant and massive "psychic traffic" is what causes the "Shadow in the Warp," a phenomenon that makes Warp travel and astrotelepathy almost impossible in the vicinity of a large Tyranid hive fleet.Though the lesser Tyranid bioforms have no psychic abilities of their own, the larger Tyranid Warriors act as focal points for the Hive Mind called "synapse creatures," capable of mind-controlling all of the lesser Tyranid bioforms around them.Zoanthropes, creatures supposedly created by combining Tyranid DNA with genetic material from other psychically-active species like the Aeldari, are extremely powerful psykers. Their bodies have devolved into little more than a massively bloated head attached to an atrophied, fetus-like body incapable of even moving on its own power, therefore requiring the creature to use its psychic abilities to levitate across the battlefield.Hive Tyrants are also very powerful psykers, although not as powerful as Zoanthropes, and act as the core of the Hive Mind within the Tyranid swarms. Larger Tyranids, such as Dominatrixes and the mysterious Norn-Queens, are also psykers of immense power, though the full extent of their abilities is a matter of speculation within the Adeptus Mechanicus.
Psyker - T'au: The T'au have no known psykers. In the video game Warhammer 40,000: Fire Warrior, it is revealed that the T'au are naturally resistant to the mutating effects of Chaos, having almost no psychic presence in the Warp at all, though they are not soulless like the Necrons.However, this did not prevent the T'au Ethereal, Ko'Vash, from being blasted apart by a burst of Chaos energy. It is rumoured that the Ethereals are capable of utilising Warp power, as it is suggested that this is how they are able to cause such loyalty to the Greater Good in all of the T'au.However, it has been discovered by Adeptus Mechanicus researchers that the members of the Ethereal Caste possess a large, diamond-shaped, scent-emitting organ in their forehead which may allow them to control other T'au through the emission of pheromones or some other biological means, rather than the use of psychic abilities.
Psyker - Psychic Disciplines: Although the powers of psykers are many and varied, they usually fall into one of several "disciplines." The five most common psychic disciplines are: Biomancy, Divination, Pyromancy, Telekinesis and Telepathy.Each discipline has a particular character, which is reflected by the powers within it. The Telepathy Discipline, for example, is grounded in mind control, and its powers act through compelling and influencing the thoughts and actions of others.It should be noted that, whilst two different psykers may both use the same discipline, their powers are likely to manifest in unique, idiosyncratic ways. So for example, an Imperial psyker using the Pyromancy discipline may hurl blazing bolts of fire shaped like an avenging, two-headed eagle whilst a corrupt Chaos sorcerer might conjure multi-hued conflagrations of living Warp fire and an Ork psyker or "Weirdboy" could vomit cones of billowing green flames.Many of the other alien species and even different Imperial factions' psykers such as Astra Militarum Wyrdvane Psykers and Primaris Psykers or Space Marine Librarians also have access to their own, unique psychic disciplines and powers beyond what is listed here.Some psykers specialise in only one discipline, honing a few powers to the exclusion of all others. Others manifest a much broader range of psychic disciplines and abilities -- in such cases, the psyker will be able to generate powers from several psychic disciplines.
Psyker - Biomancy Discipline: Biomancers specialise in manipulating biological energy and metabolic processes with the power of their minds. They are masters of the flesh, learning to shape and influence the physical forms of themselves, their allies or their enemies, according to their will.Smite - Lethal bolts of bio-lightning leap from the psyker's fingertips, tearing their foes apart.Iron Arm - By transmuting their flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with their bare fists.Enfeeble - As the psyker channels their powers, tendrils of Warp energy lash over their victims, every caress sapping vitality from their bodies.Endurance - Reaching into the metabolic essence of their allies, the biomancer knits together bones, heals flesh and banishes fatigue so that they carry on the fight.Life Leech - With a twist of their gnarled hands, the wrathful psyker rips the life force from theirenemy, hoarding the stolen essence and using it to reinvigorate and restore their own injured flesh.Warp Speed - The powers of the Immaterium flow into the psyker, heightening their speed to supernatural levels. A blur is the psyker amongst their enemies, felling the unrighteous with blows too swift to see.Haemorrhage - Focussing their mutant mind, the psyker reaches forth and sets a fire within their victim's flesh. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing them asunder as it bursts from every pore.
Psyker - Divination Discipline: Diviners seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow diviners to look into the twisting strands of the Immaterium in search of the answers they seek, and sometimes even influence the outcome of fate itself.Prescience - The psyker can effortlessly predict the paths of bullets and swords alike. By focussing their witch-sight even more closely, they can guide their allies' aim, bringing a swift and merciless death to their foes.Foreboding - Thanks to their Warp-gifted insights, the psyker and their allies are aware that their foes are about to charge, even before the foes themselves have realised it, allowing them to prepare a staunch defence.Misfortune - With a click of their fingers, the diviner twists fate so that their followers' melee blows and ranged weapon shots punch through the weakest points in their opponents' armour.Perfect Timing - As soon as their consciousness pierces the veil of the Warp, a rush of images floods the diviner's mind, foretelling the actions of their enemies, down to the merest microsecond. Armed with this information, the diviner's allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal head shot.Precognition - Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, they are all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should their self-wrought prophecies fade, or turn false, they will surely be doomed to ignominious defeat.Scrier's Gaze - The diviner can see the whole battlefield clearly in their mind's eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is but the scurrying of ants beneath their omniscient gaze. Thus can the diviner direct exactly when and where they and their allies are most needed to turn the tide, leaving no clue behind as to how this trickery was achieved.
Psyker - Pyromancy Discipline: A pyromancer is a master of fire and flame, a psyker who is able to create searing infernos out of thin air powered by the energies of the Empyrean. Pyromancy is one of the most spectacular and destructive forms of psychic ability, and those who face a skilled pyromancer in combat are oft-reduced to nought but a pile of charred bones.Flame Breath - A torrent of psychically-generated flames pour forth from the psyker's eyes and mouth, engulfing the target.Fiery Form - Bullets and shells pass straight through the pyromancer as they transform into an incandescent being of living Warpfire, striking out at their foes and setting their souls ablaze.Fire Shield - With a sweep of their arms the psyker throws up a towering wall of flame to protect their allies.Spontaneous Combustion - Focussing their anger, the pyromancer can melt or incinerate their foes in a heartbeat. Yet when their rage boils over, the unfortunate victim's body explodes in a blast of ash and roaring flame. Who can say how many will fall victim to the pyromancer's wrath before it is sated?Sunburst - The psyker sings a wild song whose notes were old when the universe was young. As they do so, an incandescent aura appears about them, growing ever brighter and hotter with every refrain. Only when the song is ended does the aura explode, discharging its pent-up fury in a blinding, supernoval flash.Molten Beam - The pyromancer claps their hands together and turns them outward towards the foe. As they do so, a white-hot beam of blazing energy bursts from their palms. It melts armour to slag and vaporises flesh, leaving only ghastly shadows in its wake.
Psyker - Telekinesis Discipline: Telekines are able to manipulate the material world with the power of their minds, translating sheer mental power into physical force. These psykers can lash their foes with psychic energy, erect invisible force shields to protect themselves and even rend apart the fabric of reality.Assail - Using nothing but the power of their mind, the psyker tears a boulder or rock from the ground and hurls it at the foe.Crush - By reaching out their arm and clenching their fist, the psyker entraps their foe in a choking and crushing mass of psychic force. Gritting their teeth, the psyker continues the assault until flesh, armour and bone alike are ground to powder.Gate of Infinity - The psyker punches a corridor through the roiling Immaterium, allowing them to cross great distances in the blink of an eye.Objuration Mechanicum - Weapons jam and engines seize up as the telekine uses their powers to wrench and twist the inner workings at the hearts of nearby machines.Shockwave - The psyker slams their palms together and the noise is magnified a hundredfold, releasing a sonic shockwave of pure psychic force that snaps bones and knocks foes off their feet.Telekine Dome - Bullets bounce off of thin air and are deflected alarmingly towards enemy forces as the psyker erects a barrier of shimmering psychic energy about themselves.Vortex of Doom - The telekine opens a tear between the material realm and the howling destruction of the Warp, unleashing raw psychic energies that utterly consume his foes.
Psyker - Telepathy Discipline: Telepaths are psykers whose mental expertise lies with contacting and controlling the minds of others. With a single thought, a telepath can blast away their foe's sanity, induce states of numbing terror or possess their victim's thoughts and mould their actions as if they were the psyker's own.Psychic Shriek - The psyker breathes in deeply the power of the Warp before emitting a banshee howl of psychic energy that shreds the minds of their enemies.Dominate - The psyker reaches into their foe's mind, tramelling their soul and crushing the enemy's will to fight on, utterly dominating their psyche.Mental Fortitude - Despair is turned into fresh hope and courage into insane heroism as the telepth projects inspirational thoughts of victory into the minds of their allies.Puppet Master - The telepath possesses their victim's mind, controlling their movements, their aim and their trigger fingers as if they were marionettes.Terrify - Even the bravest of heroes quake in terror as the telepath assails them with images from their own darkest and most dreadful nightmares.Invisibility - Reaching into the minds of their foes, the psyker obscures themselves and their allies from the enemy's visual line of sight.Hallucination - Paranoia, confusion and panic are heightened to a debilitating degree as the telepath alters their foes' perceptions of reality, creating fearful visions, confusing or befuddling the enemy, or even generating the belief that their fellows are the true enemy.
Psyker - Witch-sight: Every psyker of every intelligent species possesses the ability known within the Imperium of Man as the "witch-sight" or "witchsight." Because psykers draw on the power of the Immaterium for their abilities, they can see the corona of psychic energy that surrounds every living being in realspace.For sapient beings, this means being able to glimpse the nature of any psychically unshielded person's psyche -- their psychic "aura" in ancient Terran terms. Every psyker's mind interprets or experiences this information differently based on the nature of their own cultural and psychological constructs.However, the one constant experienced by all is that individuals whose psyches are riven by the darker, more selfish emotions and motivations appear in witch-sight as degraded, Daemon-like monsters, while those of the opposite persuasion appear as pure or even angelic beings.Psychic Blanks are those rare individuals who possess no presence in the Immaterium and thus are immune to being affected by psychic abilities, such as those Humans who inherit the Pariah Gene. When seen by witch-sight, the perception of a Blank usually causes an adverse, almost painful reaction in psykers, since they do not possess an aura of any kind and therefore register as psychically disorienting, essentially "blank" space in the fabric of reality, hence their name.Aeldari psykers are known to possess much more penetrating witch-sight than even the most powerful of their Human counterparts.
Psyker - Anti-Psyker Weaponry: Several types of anti-psyker weaponry have been developed by the Imperium, Necrons and other advanced species to counter psykers. For the Imperium, these include the Culexus Assassins and their Psykout weapons, which have devastating effects on psykers. Weapons particularly effective against enemy psykers include the Psycannon, Warpswords, Force Weapons, Psyk-Out Grenades and the use of other psykers.The Necrons developed the blackstone Cadian Pylons that, once their network is complete, will completely separate the Warp from the material universe, thus rendering psykers powerless -- but also resulting in the slow, listless deaths of nearly every mortal race that possesses souls -- something the soulless Necrons need not fear.On a smaller scale there are the Human Blanks like the Sisters of Silence and the Culexus Assassins, who are soulless and therefore severely debilitating to nearby psykers.Lastly, the Drukhari, while not having any known psykers among their ranks, have developed weapons designed for psyker destruction to be used against their hated Asuryani counterparts. One of the most gruesome (and rare) is the Crucible of Malediction, a nightmarish device which contains the essence of a slain Asuryani psyker tortured into insanity. When the Drukhari use this weapon, the psyker's tormented soul is released and its power has the potential to consume any psyker on the battlefield as their minds are overloaded by the psychic cacophony of anguish.
Psyocculum - Psyocculum: The Psyocculum is a strange device worn over the eyes that allows the user to see psychic emanations, lighting up witches with a halo of unclean energies in even the darkest or most occluding conditions.It can dramatically enhance targetting for its user in even the darkest or most occluded conditions, and is a favorite device for the Inquisitors of the Ordo Hereticus. It is also found in the Armoury of the Grey Knights.A Psyocculum's visor contains an arcane assembly of mystically-treated lenses, image enhancement circuitry and low-light amplifiers. It allows the bearer to track psykers by their psychic emanations, rather than by vision alone.An invaluable tool for hunting down rogue psykers, the Psyocculum has also proven a device fit for more conventional battlefield work.With proper modification, its datastream can be linked into more conventional targeting devices, allowing for uncannily accurate firepower against psykers and those enemies foolish enough to shield them.
Pulsar Lance - Pulsar Lance: A Pulsar Lance is a starship-grade, directed-energy Lance weapon used by the voidships of the Craftworld Aeldari.Pulsar Lances have proved to be some of the most deadly weapons employed by Asuryani voidships for ship-to-ship combat. They fire pulsed bursts of multiple high-energy laser beams, hence the name, rather than the single beam produced by Imperial versions of the technology. However, the Aeldari version is far more accurate.
Pulse Accelerator - Pulse Accelerator: A Pulse Accelerator is a Tau device that emits a powerful induction field, which can accelerate the charges of nearby Pulse Weapons, thus increasing their effective range. This allows Pathfinder Teams to engage enemies more effectively from a longer range with their Pulse Carbines. The Pulse Accelerator was developed during the Third Sphere Expansion, and is only ever found carried by Pulse Accelerator Drones that have been deployed as part of Pathfinder reconnaissance teams. Pulse Accelerators can also be found as a attachable device for individual Pulse Weapons.
Pulse Accelerator Drone - Pulse Accelerator Drone: A Pulse Accelerator Drone (Kor’vesa in the Tau Lexicon) is a type of Tau Drone (small, sleek, disc-shaped, semi-sentient machines) employed extensively alongside Tau units in battle. Pulse Accelerator Drones have to date only been deployed as part of Pathfinder reconnaissance teams during the Third Sphere Expansion. All Pulse Accelerator Drones are equipped with a Pulse Accelerator, which is an advanced device that emits a powerful induction field. This field accelerates the speed of pulse charges fired by any Pulse Weapons in the vicinity, thereby increasing their overall range by a significant amount.Pulse Accelerator Drones consist of an advanced processor unit, which individually has only a basic intelligence (approximately that of a small animal such as a pterasquirrel), and moves about by way of a small anti-gravitic generator and a smaller and much modified version of a Tau Jetpack. This allows the Pulse Accelerator Drone to hover over the ground and skim over most obstacles. As they hover over landscapes, rotating back and forth, their sensor vane constantly transmits vital information about their surroundings.Pulse Accelerator Drones that are attached to a Tau squad can be controlled by a Drone Controller, whether it is in the form of a support system for a Tau Battlesuit, or a hard-wired piece of wargear for Tau infantry. A Drone Controller is an electronic device that can be used by the Tau to further enhance their control over their robotic companions. A Drone Controller acts as a hub of digital communications between the Drone's operator and any Drones that are nearby the user. It serves as an advanced interface between the operator and the artificial intelligence (AI) combat programs of the Drones, and is often used to direct the Drones’ firepower far more efficiently and with a level of accuracy far greater than would otherwise be possible on the battlefield.So deeply do the Tau believe in the Greater Good, that even their Drones are programmed with self-preservation protocols. In the face of what the AI deems to be hopeless odds, a Drone will attempt to escape rather than stand and fight. While in certain extreme circumstances Drones might be deployed on high-risk missions likely to lead to their destruction or purposefully moved to block enemy advances on units of Fire Warriors, the Tau do not consider Drones to be disposable units and the Drone artificial intelligence will analyse every possibility in order to ensure its own survival.
Pulse Accelerator Drone - Ordo Xenos Departmento Analyticus Technical Specifications: The technical specifications for this Tau unit have not been obtained or released by the Ordo Xenos.
Pulse Blastcannon - Pulse Blastcannon: The Pulse Blastcannon is one of the largest Pulse Weapons at the T'au's disposal, employing superheated plasma on a scale that leaves only glowing craters to mark where its targets once stood.Pioneered by the finest of T'au's Earth Caste weapons scientists, the Pulse Driver Cannon is a weapon so massive in size and power that it can only be borne into battle by a dedicated artillery Ballistic Suit such as the KV128 Stormsurge.The Pulse Blastcannon uses Aggressive Reactive Charge technology (A.R.C) to hyper-accelerate plasma energy. A stream of negatively-charged particles are fired from the gun milliseconds before the main plasma charge, accelerating the plasma blast into the target to explosive effect; a shot that disperses over a wider area the further away the target.
Pulse Blaster - Pulse Blaster: The Pulse Blaster, also known as a Pulse Shotgun, is a type of T'au Pulse Weapon, commonly used by Fire Warrior Breacher Teams who are intended to unleash close ranged assaults to clear enemy structures and fortified positions.Similar to the Imperial shotgun in function, the Pulse Blaster is designed to deliver powerful, close-range firepower. Though the T'au are historically disdainful of close-range warfare, the Pulse Blaster had to be developed due to T'au difficulties in urban combat on labyrinthine and confined Imperial Hive Worlds.The Pulse Blaster uses a two-stage firing process to enhance the lethality of its plasma-based ammunition. When the trigger is pulled halfway, an invisible volley of negatively charged particles paint the target, followed by the full plasma payload. This causes victims to glow with a ghostly light moments before they are struck by the weapon's discharge.
Pulse Bomb Generator - Pulse Bomb Generator: A Pulse Bomb Generator is a form of T'au Pulse Weapon that utilises pulsed induction fields to generate lethal bombs of plasma and drop them over enemy targets. A Pulse Bomb Generator is a primary weapon system for a Sun Shark bomber, and is mounted underneath the aircraft's rear hull.When activated, a Pulse Bomb Generator produces a ball of deadly plasma beneath the aircraft in the course of spinning its generating mechanisms. At the pilot's command, a pulsed electromagnetic induction field propels the glaring energy ball towards targets on the battlefield below.Sizzling the air around it, the Pulse Bomb explodes on the ground with an incandescent fury, spreading destruction over a wide radius.An extremely effective weapon against infantry, once fired, a Pulse Bomb Generator will immediately begin to form another destructive charge, ready to be dropped when another suitable target is reached.Sometimes, however, a persistent glitch from the weapon's early days as a prototype results in a power failure, meaning the Sun Shark cannot drop further Pulse Bombs until Earth Caste engineers can reconfigure the weapon's micro-power plant.
Pulse Carbine - Pulse Carbine: A Pulse Carbine is a T'au Pulse Weapon that utilises pulsed induction fields to propel lethal micro-bursts of plasma over long ranges. A Pulse Carbine is a shorter and more lightweight version of the Tau Pulse Rifle, and has a damage output greater than the standard weapons of every other intelligent race the Tau have yet encountered.The Pulse Carbine sacrifices the Pulse Rifle's longer range for greater portability and an underslung Photon Grenade Launcher. This allows the weapon to fire a Photon Grenade over a short distance, a capability that is especially useful in close quarters where the weapon can then be used to pin down those enemies affected by the Photon Grenade's disorienting effect.Pulse Carbines are most commonly issued to Pathfinder scouts and to Fire Warriors when the situation dictates their need, such as during special operation missions. Gun Drones also feature twin-linked Pulse Carbines as their standard armament, whilst DX-11 Exploratory Drones are armed with a single Pulse Carbine as a basic self-defence weapon.Pulse Carbines were first developed during the Tau Empire's Campaign of Cleansing from 606.M38 to 792.M38, the first prolonged war of the Tau against the Orks. Whilst the Tau suffered many defeats early on, they were ultimately able to eradicate the Greenskins, thanks in part to the Earth Caste refinement of the first Pulse Weapons. As a result of this campaign, the Dal'yth Sept was successfully founded.
Pulse Carbine - Construction: The bulk of a Pulse Carbine's barrel is surrounded by coils of conductive material, visible in some patterns along the top of the weapon, which produce a solenoid. When current is passed through them, these coils generate a magnetic field oriented along the barrel. At the front of the weapon are its two muzzles, just behind which is a circular apparatus that resembles a large bolt head and that serves as a recoil stabiliser. Behind the barrel mechanism is the primary magazine, and behind that the trigger assembly and stock. Within the stock is the secondary magazine, or power cell, which is able to provide up to 24 shots before it needs to be replaced. A remote thermal sight adorns most models of Pulse Carbine, atop and slightly forward of the trigger assembly. This sight combines with the weapon's advanced stabilisers and recoil reduction to make it highly accurate during aimed fire. Unlike Pulse Rifles, a Pulse Carbine features an underslung Photon Grenade Launcher underneath its muzzle. However, it must be reloaded after each grenade is fired.
Pulse Carbine - Theorised Operation: The Pulse Carbine works by electromagnetically accelerating a plasma shell down its barrel. In effect, it is a miniature mass accelerator. On firing, a ferromagnetic, solid slug is chambered from the magazine and turned into plasma by electromagnetic induction, as it would be relatively easy to alternate the coil current at frequencies sufficient enough to heat the coil to an extreme temperature while keeping it in the chamber. The solenoid is then charged fully, propelling the newly produced plasma out of the gun at an extreme velocity while keeping it cohesive. Though this electromagnetic field continues to keep the plasma together until impact, residual plasma is expelled from the barrel to produce the weapon's considerable muzzle flash. Maintenance of the field is also aided by a bolt-like apparatus, which increases the field strength and therefore the range. The weight of the bolt also serves to dampen the recoil from firing. Without the electromagnetic field, the fired plasma would all dissipate at the barrel mouth, producing a weapon with a range of approximately twenty centimetres. As it is, residual energy and waste plasma, together with the heat produced by energizing the coil, necessitates two barrels to avoid overheating.The power required to generate these immense electromagnetic fields comes from the secondary magazine which is effectively a very powerful and dense rechargeable battery in the weapon's stock. It is changed less frequently than the primary power pack, and can be recharged from the firer's suit or combat armour. Vehicle-mounted Pulse Weapons are usually connected directly to a suitable power source, allowing higher rates of fire with sufficient heat dispersal and eliminating the secondary magazine. Pulse Weapon rounds do a great deal of damage on impact, mostly due to the extreme thermal energy of the plasma mass and the speed with which the projectile impacts, which helps ensure that armoured targets are more heavily damaged. The electromagnetic field that holds the charge together flattens on impact slightly before breaking, which causes the resulting impact to spread over a wider area than would otherwise be possible. The speed at which the plasma projectile is launched is so extreme, that in some cases, it has been known to "light the air on fire".
Pulse Carbine - Source: Codex: Tau (3rd Edition), pg. 19Codex: Tau Empire (4th Edition), pg. 29Codex: Tau Empire (6th Edition), pp. 28, 37-38, 66-67Deathwatch: Core Rulebook (RPG), pg. 366Imperial Armour Volume Three - The Taros Campaign, pp. 80-81Rogue Trader: Into the Storm (RPG), pg. 121The Regimental Standard - Tau Technology Inferior
Pulse Disintegrator - Pulse Disintegrator: The Pulse Disintegrator is a particle beam weapon deployed by the Drukhari on many of their more powerful vehicles, such as the Tantalus assault skimmer.These weapons fire rapid pulses of unstable subatomic matter, vaporising their targets. Unlike the crude, directed-energy Plasma Weapons of more primitive species like Humanity, Drukhari Pulse Disintegrators are able to maintain a high rate of fire without overheating.