I'll be brief :)
Our killteam is behind enemy lines, deep within heavily controlled enemy territory.
We've learned of a guy with psychic powers who used to fight against the planets current occupants.
Presently we're looking for this person with the hopes that he might provide intel, or be used to make attacks on the enemy to draw them away from our goal. But what do we do if he does not wield the mark of sanction? What if he's "Just a sorcerer"? Do we still employ this unsanctioned time-bomb of witchcraft (The enemy of my enemy is my friend), or do we stamp on the weed?
Thanks in advance.
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could you please remember me, how in the w40k universe are treated the psiker?
(i heard about, sanctioned, non sanctioned, black ship…etc..)
thanks and regards
seraching here and there…
Ordinary humans fear and hate psykers because, without special training, they are prone to insanity and daemonic possession. Psykers are so hated that they risk being lynched if they are not taken into custody of the state. Psykers who practice their powers without the sanction of the state are termed "witches". Under Imperial law, all planets must round up their psykers and hand them over to the Inquisition, who make regular visits in their Black Ships. Those psykers who are deemed corrupt or uncontrollable are summarily destroyed; those who are too weak to be of practical use are sacrificed to the Emperor; those who display both power and control are trained become servants of the state. Imperial Guard Regiments and Space Marine Chapters use psykers in combat roles. Astropaths provide faster-than-light psychic communication. Navigators are needed to pilot starships through Warp space. Most humans do not appreciate the critical roles that sanctioned psykers play in the Imperium, because most do not come into contact with them and are not even aware of their existence (ignorance is common in the Imperium).
Pyskers who are too weak to fulfill the aforementioned roles are sacrificed to the Emperor. The Emperor feeds on their souls and uses this energy to project a psychic beacon, the Astronomican, through the Warp. Imperium starships need this beacon to travel through the Warp, which otherwise has no fixed reference points for navigation. Thousands of psykers die daily in this fashion. Because the Astronomican is critical to the Imperium's infrastructure, this is seen as a small price to pay.
if he is warp tainted, use the rule of two (one bolt in chest and one in head) :)
if he is not wap tainted, ask him to help…(and always take ready one bolt shell for him, just in case…)
if he won't help, try to have an agreement…
"I personally reccomen you to the inquisitor….You can became a grey knight, a menber of the astartes a sanctioned….etc…etc…..
hope this help
Being a Black Templar, my answer would be chainsword to the face upon meeting the warp beast. :)
But Deathwatch as a whole is a lot more pragmatic that your usual chapter marines. They do have to work with xenos occasionally so a temporary alliance is not out of the question. Whether the psyker survives after his usefulness is at an end is another matter.
"No Pity! No Remorse! No Fear!"
"The Heraldic Cross stands proud on my chest, where the Astartes of lesser chapters wear the Emperor's Aquila. We do not wear His symbol we are His symbol." - Reclusiarch Grimaldus of the Black Templars, Hero of Helsreach
yeah , use this as a roleplaying opportunity for your marine group - have them hash it out amongst themselves just exactly what to do and when. There is no set-in-stone answer: each chapter could handle this differently, depending on their chapter 'culture' and the needs of the mission at hand. Generally, there is no problem whatsoever in using every tool at yer disposal for the benefit of the glorious Emperor…..just be sure to kill it when yer done and leave no witnesses…… ;)
Basically this is one of those chances to really explore your character's beyond their chapter and specialisation. Think about your characters history and how you think they would feel about it (not how you would feel, or how a SM is supposed to feel). Discuss it in character with your squad mates as it happens (baring in mind that a non sanctioned Psyker is actually potentially a huge risk to the group as he will invite the presence of deamons) and remember their answers. If you want to be really draconian then a Puritan SM should report radicalism to your inquisitor, but thats assuming the inquisitor in question shares the views of your battle brother.
As a player of a Black Templar I would execute him, after he has been fully interrogated for all he knows. To use him as a weapon is just inviting chaos and the warp into your soul, I'd no sooner use him as a weapon as I would use any other weapon with the taint of chaos on it.
I would also be very wary of any of the kill team who thought it was a good idea to use his witchcraft, they'd certainly be getting a visit from the chaplain when we got back home.
Rule of 3 bolt to the chest, bolt ot the head, then light it on fire. use him. then rule of 3. Its your job and sole reason you egsist in this gloryuss Imperium of Man.Dont like it, make for the malstrom, we dont want you here in the Deathwatch. DEATH TO THE WARP SPAWN!!!!!!!!!
LIGHT UM UP!!!
The rule of thumb is that: if you're in a room with 2 xenos and 1 psyker and got only 2 bolt rounds, you shot the psyker - 2 times (and then proceed to beat the crap out of xenos).
Well, regular space marines don't ally much with xenos, or other bad things like unsanctioned psykers and such, but deathwatch are a bit special. Some of them use xenos weapons if they need to, others would rather die. Some are allied with others, though of course never the likes of chaos space marines, other aren't.
It's all in the situation, had things been going better for your group you might have just found him and killed him, or let a black ship take him, but now you need him.
My group was trapped on a space hulk and got aided by a nurgle heretic commander of a huge ship, but didn't know until it was too late who he was and how we were helping him. In our defence we were really tired at that point and should've stopped before. On the other hand, we (at least my ultramarine) will hunt him down no matter the cost now, or die trying. To gain back our honour. We put a stop to a tyranid hive fleet, but let a chaos ship go.
Sometimes you have to risk your name and status to get the job done. And sometimes you have to deal with the consequenses.
Find the psyker, use him, be wary of him and his intentions, keep a clear mind, and complete your mission. Then take responsibility for it.
While the Deathwatch does something on the side that wouldn't be entirely ok to let a witch live. So there's basically two acceptable scenarios as far as I am concerned here.
1. Kill the witch. End of story.
2. Use the witch, then kill it. End of story.
Everything else is heresy and will be treated as such.
Motto to life: Let the galaxy burn!
Number of Chapters I'm working on: ~60
Finished Chapters: Smoking Fists
Other projects: Feras (Xenos race)
Touched by the Alien (Dark Heresy Campaign)
My own Kill-Team are even jumpy around the party's Librarian; he keeping on getting messed up by the Perils of the Warp and generally racking up the Insanity and Corruption points. He is playing it all very carefully and keeping it as low key as possible especially since his Watch-Captain is a Black Templar.
I personally prefer the burning of the Witch, but I am sure that is just the Red Redemptionist teaching coming out.
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