TEXT: Lectures On The Wych 
  Part 1 of house rules for Rogue Psykers in Inquisitor.
  By Ben Hulston
  INTRODUCTION  
  One particularly dark, and in my opinion, interesting corner of
  the Imperium that has only been scraped upon in the wider 40k
  gaming universe is the concept of rogue psykers, the Black Ships
  and the process of capture and incarceration of the psykers. 
  They are desperate individuals with powers they can barely
  contain or understand; they struggle through the Imperium
  vilified, despised and hunted by rabidly fanatical authorities and
  not-so-just, darker individuals with just as dark and clouded
  agendas. 
  … all of which makes them absolutely perfect for Inquisitor!
  In the first part of this series of articles, I will highlight my own
  thoughts on rogue psykers, give some brief background on
  psykers, a character archetype “Rogue Psyker”, new talents and
  powers for psykers, gain for players to use, abuse and
  experiment with.
  “Of all the problems our Ordo, the great and most venerated
  Hereticus, faces in His most holy realm, the Imperium of Man,
  rogue psykers must surely be the most terrifying and potent of
  them all; abhumans who can turn a man inside out through
  force of mind and will, who can cast dark spells on whole
  legions of men, and worst of all those who are in league with
  the dark, insidious forces of the Immaterium. Yes, ladies and
  gentlemen, this is no small threat I speak to you about.”
  Inquisitor Ratzsinger, 'Lectures on the Witch', 
  Conclave of Groeningen IV, 947.M40
  PSYKERS
  Psykers are one of the most prized resources in the Imperium.
  Useful in numerous roles, they form a backbone across the
  Imperium as Astropaths, in the Astronomicon and as Navigators.
  They also keep the Emperor alive on the Golden Throne,
  allowing His continued guidance and beneficence to shine down
  on the Imperium at large. 
  Another great portion of psykers end up the in the Scholastica
  Psykana, learning to control and direct their gifts so they may
  serve the Emperor as adjutants to Inquisitors, as battle-psykers in
  the Imperial Guard, 'intelligence' agents in the Adeptus Arbites,
  or perhaps even be chosen for continued tutelage under an
  Inquisitor on the road to becoming an Inquisitor.
  However, as good a job as the Black Ships of the Inquisition may
  do in collecting psykers from all planets from all corners of the
  Imperium, there will always be those who slip through the net. 
  ROGUES
  Psykers are considered a high priority menace if they have not
  been collected and corralled to be taken away by the Black Ships.
  There is a palpable sense of fear when it is reported that a rogue
  psyker is on the loose. 
  Tales of “wychmagic” spread like wildfire through human
  settlements of any size and technological accomplishment, the
  Ecclesiarchy more often than not fanning the flames of prejudice
  with scathing sermons and fanatical diatribe. 
  On some planets superstition takes over with people placing
  warding symbols and placatory gifts outside their homes, in the
  hope that the wych will pass over their abode and leave them
  alone. 
  On other worlds, large scale panic can set in, with riots, hysteria
  on the streets and chaos ensuing in the aftermath of the news.
  Mass PDF deployments are sometimes necessary in order to quell
  the panic quickly. 
  However, this panic and level of superstition surrounding rogue
  psykers is not surprising. 
  Rogue psykers can devastate whole cities, ruin minds and even
  worse become vulnerable to daemonic possession, possibly
  resulting in a chaos incursion on the planet where the psyker
  currently is.
  RENEGADES
  The life of the rogue psyker is generally short and
  overwhelmingly unpleasant. They will be hunted like dogs by
  fanatics, bounty hunters, the local authorities or the Inquisition.
  The odds will almost certainly be stacked in favour of the
  hunters; through sheer force of numbers, experience of the hunt
  or technological superiority a rogue psyker will quickly find
  themselves cornered, captured or killed. 
  Those who are captured will invariably be tortured in publicly
  screened trials. These trials can include any of a number of
  horrors, from simple tests such as the “Trial by Blade”, “Trial by
  Water”, or worse, darker horrors. They will be forced to admit
  crimes from petty thievery to high treason and treachery, crimes
  for which the Imperium demands the life and soul of the
  convicted. 
  Inevitably and in no small amount of agony, the psyker will end
  up dead. 
  Those who are cornered are sometimes offered another path. 
  There are a number of groups who are interested in the
  liberation of psykers from the Imperial yoke. Several hidden, but
  quite active, groups exist to help rogues flee from the clutches of
  the Black Ships. 
  Speculation runs rife as to who is sponsoring and supporting
  these groups. Some point to the radical elements within the
  Inquisition, primarily the Thorians and the hated Horusians. It is
  speculated Inquisitors may sponsor these groups to have access
  to possible bodies for their Horusian/Thorian avatar ideals. 
  Other, darker speculation whispers that chaotic cults are
  responsible, using the psykers in dark rituals to fuel their sorcery.
  This theory has many merits and has often been proven correct,
  through investigations by such luminaries as Inquisitor
  Ratzsinger and Dosdamt; indeed, on more than one occasion
  cults trafficking the psykers have been caught and exterminated
  by both Inquisitors. 
  More recently, it has come to light that there is an underground
  movement calling themselves “The Renegades” who are
  liberating psykers and allowing them to use their talents
  
  wantonly in open Imperial society. This group is thought to make
  ample use of the special abilities of its members, making money
  through gambling circuits, underground fighting clubs and
  through other criminal activity. 
  Talented psykers can find gainful employment with the criminal
  element of the Imperium. The underworld values those who can
  see through lies, read people like books and rip information
  from minds, though for those without proper training and
  discipline this can be just as dangerous for them as it is for their
  victim. 
  It is this lack of training and discipline which makes the
  unsanctioned psyker such a fearful and potent threat - without
  correct training, their powers fluctuate wildly resulting in
  massive psychic accidents and incidents.
  THE INQUISITION
  As is stated in their mandate, it is the Ordo Hereticus who are
  primarily responsible for dealing with the threat posed by rogue
  psykers within the Imperium, with secondary responsibility
  being fielded by the Ordo Malleus though their responsibility
  centres on investigations involving daemonic activity and rogue
  psykers. 
  The Ordo Hereticus deploys several specialist forces and
  weapons to deal with rogue psykers. Many Inquisitors rely on
  their own expansive network of informants and information
  gathering systems. They will employ contacts on the Black Ships,
  in the Arbites and PDF, and in the Administratum to ensure they
  have as much knowledge as possible. 
  Others will use bounty hunters to help them track down psykers.
  Some bounty hunters even specialise in this line of work,
  deploying horrifyingly debilitating weapons in order to bring
  down their prey as quickly as possible. 
  Some Inquisitors will call on the vast reserves of the Imperium
  itself, recruiting psykers from the Scholastica Psykana to help
  them track down the psykers. The Scholastica has specially
  trained psychics they attach to the Black Ships to aid the process
  of tracking down and incarcerating rogue psykers. These psykers
  are often seconded to an Inquisitor's staff. They have a great
  dedication to their cause, take great pleasure in the hunting
  process and have been nicknamed “Soulhounds” as a result. 
  Other Inquisitors, however, take a more liberal stance when it
  comes to rogue psykers. As noted previously, some inquisitors
  will take on these rogues for their own nefarious purposes. In
  these cases, diplomacy, outright blackmail and bribery are just as
  effective as forcefully capturing the psyker.
  “Know your enemy, friends and colleagues. Know the wych as
  well as you know the man next to you, as well as you know
  yourself even! For your faith will keep your resolve against
  heresy strong!”
  Inquisitor Ratzsinger, 'Lectures on the Witch', 
  Conclave of Groeningen IV, 947.M40
  NEW TALENTS FOR PSYKERS
  A Quick Note on the Following Talents – These talents are
  designed with Rogue Psykers in mind, using the profile
  suggested above. They are not exactly balanced, and it is
  suggested that you seek permission or guidance from your GM
  before seeking to use any of these talents on your PC. The author
  very strongly suggests none of the following talents be used by a
  PC such as an Inquisitor or any other trained psychic character.
  Pyromancer
  'Flames danced on his fingertips and in his eyes, smoke drifted
  from his nostrils, and a breath later those chasing him were
  immolated.”
  The psyker may only take powers from the pyromancy discipline.
  The psyker classes all powers within the pyromancy discipline as
  difficulty 0. All range modifiers still apply. However there is a 10%
  chance the psyker, when using this talent, will set D3 locations
  on him on fire as per the rules for flamers.
  Puppetmaster
  'She warped their minds, turning friend against friend, laughing
  all the while at us, puppets on her strings.'
  The psyker may only take powers from the Telepathy discipline.
  The psyker counts all powers in the Telepathy discipline, except
  “Enforce Will”, as difficulty 0. All ranged penalties still apply. The
  difficulty for “Enforce Will” is counted as 1/10 of the target's
  willpower. Where any test is required to resist the effects of one
  of the telepath's powers, such as Puppet Master, the target counts
  as having willpower.
  Any psychic feedback penalty will deduct the same amount from
  sagacity, nerve and leadership as it does from willpower.
  Talented Psyker
  'He flung his powers about with reckless abandon, knowing the
  perils of using his wychery were virtually non-existant.'
  A psyker with this power never classes using a psychic ability as
  a Risky Action and halves any willpower deductions from psychic
  feedback. This talent may not be taken with any of the other
  talents listed here.
  Equipment: Generally, an unsanctioned psyker will not be able to lay their hands on much more than common gear.
  However, if they are resourceful or well supported, rare or exotic gear is certainly not out of the question.
  Special Abilities: Undisciplined Psyker
  Undisciplined Psyker
  An undisciplined psyker must make a willpower test with each action they use to concentrate, or lose any bonus they
  have accumulated. In addition, they will lose double the willpower from any failed psychic test. 
  Unsanctioned Psykers
  An unsanctioned psyker is an individual with psychic talent who has not been taken by the Black Ships for testing on
  Terra. Their powers are unrefined, haphazard but potentially devastating for themselves and any unlucky enough to be
  caught in their wake. 
  The common profile of an unsanctioned psyker varies wildly. One thing runs in common, however; they are
  resourceful, cunning people with a knack for escape, especially the experienced ones who have been on the run for
  more than a few months.
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Unsanctioned Psyker
  45
  45
  35
  35
  50
  65
  60
  40
  50
  Random
  40+D10
  40+D10
  30+D10
  30+D10
  40+2D10
  45+5D10
  50+2D10
  35+D10
  45+D10
  
  Natural Psyker
  'As she fled from us, she flung fire and baleful glares of death at
  us. Climbing the ladder, she blasted us with an arc of lightning
  before she made good her escape.'
  A psyker with this power may perform a psychic power as a
  combined action, using his full willpower on the test. Any
  psychic powers performed, using this talent, will not gain any
  bonus for concentrating. This talent may be used to cast two
  psychic powers in one action, at a penalty of -20 in addition to
  any other penalties associated with the powers. 
  This talent may not be combined with any of the other talents
  listed here.
  Alpha
  'And they whispered amongst themselves in fear, for an
  abomination had come… Alpha…'
  The psyker classes all psychic powers they use as having 1/2 the
  stated difficulty. Any persistent powers maintain themselves
  without further willpower tests. Any range penalties are also
  discounted. No line of sight is required for any power, though
  psychic bolts may not pass through any physical barriers. A
  character with the Alpha talent must also take the “Unstable”
  talent.
  Monstrous Telekinetic
  'Through the sheer force of his mind, he plucked the fuel tank
  from its couplings. We ran, and didn't look back.'
  A psyker with this power classes any object they attempt to move
  using the power “Telekinesis” as 1/10 of the objects normal
  weight. The object may be moved one yard per point of
  willpower the psyker possesses. 
  Any psychic feedback penalties suffer an additional penalty equal
  to the weight of the object. 
  Warpshield
  'We emptied clip after clip at her, but all the bullets seemed to do
  was vanish inches from the damn wych…'
  The psyker counts as having a D10 psychic force-field on all
  locations at all times. This shield may stack with Psychic Shield
  and Psychic Ward.
  Unstable
  'We saw him clawing at things that weren't there, screaming at
  voices we couldn't hear. His eyes glowed for but a moment,
  before he returned back to the moment…'
  The psyker must take a willpower test at the beginning of each
  turn, and an additional test if they fail any psychic test. If they fail,
  the psyker is subject to testing on the following table…
  1-2 Possessed! – Randomly choose D3 of the Daemonic
  properties within the Inquisitor rulebook on page 62, with an
  equal chance of each of the properties. The psyker is now subject
  to GM control, if they weren't before, who is instructed to act as
  per the instructions for daemon-weapon possession.
  3-4 Hallucinations! – Roll once on the table on page 89 of the
  Inquisitor rulebook and apply the effects.
  5-6 Storm! – All characters, including the character, within 3D10
  yards and line of sight of the psyker are targeted by the “Storm of
  Lightning” psychic power. 
  7-8 Power! – The psyker is racked with sorcerous power. The
  psyker is hit in D3 locations for D6 damage, but doubles their
  willpower for D3 turns.
  9-0 Vortex! – The psykerhas ripped a hole into the Warp. Treat
  this as the psychic power “Vortex of Chaos”, with radius 2D10.
  The psyker is automatically sucked into the vortex.
  NEW PSYCHIC POWERS
  Telepathy
  Mindshock
  Difficulty – 25
  The psyker launches a crippling barrage on the mind of their
  target, attempting to ruin the mind of their foe.
  Mindshock is a ranged power, and also requires line of sight. The
  target deducts the amount the psychic test used to cast the
  power is passed by from their willpower for D3 turns, is stunned
  for D3 turns and falls prone.
  Mental Fortress
  Difficulty – 20
  The psyker steels himself against telepathic onslaught, his mind
  becoming a fortress in which he can hide his sanity.
  Steel Mind is a persistent power and may only ever target the
  psyker themselves. Any attempt to use a telepathy discipline
  power against the psyker is at a -20 penalty. 
  Whisper
  Difficulty – 20
  The psyker whispers dark nothings into the mind of the target,
  robbing them of their resolve.
  Whisper is a ranged power. The target deducts the amount the
  psychic test is passed by from their nerve. In addition, they lose
  any of the following abilities if they have them - Nerves of Steel,
  Force of Will, Heroic or Leader, for D3 turns.
  Spiked Mind
  Difficulty – 30
  The psyker wraps their mind in a coating of raw warp energy,
  causing an unwelcome intruder to suffer dire consequences, but
  at a potential cost to themselves…
  Spiked Mind is a persistent power. Any attempt to use a
  telepathic power on the psyker will immediately suffer psychic
  feedback - however, the psyker must take a willpower test or also
  suffer psychic feedback. 
  Biomancy
  Iron Skin
  Difficulty – 20
  The psykers skin gains a strange metallic hue, seems much
  harder and cold to the touch, and yet retains all the supple
  movement it had before.
  Iron Skin is a persistent power. For each full 10% the psychic test
  is passed by, the psyker gains 1 point of armour on all locations.
  Cloud Senses
  Difficulty – Target's toughness
  The psyker confuses and confounds the target, blurring their
  senses from within.
  Cloud senses is a ranged and persistent power and requires line
  of sight. The target is knocked prone, their intiative, weapon and
  ballistic skill are halved and all movement actions become Risky
  Actions. Any awareness tests are taken at a -30 penalty.
  Lashes
  Difficulty – 30
  The psyker reaches out with his mental powers causing brutal
  and bleeding wounds all over the body of their target.
  Lashes is a ranged power and requires line of sight. Lashes causes
  D10 damage to D3 locations on the target model, which ignore
  armour. Additionally, the locations affected all begin bleeding, as
  per the rules on page 48 of the Inquisitor rulebook.
  
  Annihilate
  Difficulty – Target's toughness
  The psyker reaches into the targets innards, churning them and
  pulling them from the inside out!
  Annihilate is a ranged power and requires line of sight. The
  target must take a toughness test at a penalty equal to the
  amount the psyker passed their psychic test, or suffer acute
  injuries on D3 random locations, the minimum required damage
  being applied to take the target to those levels. If the same
  location is hit more than once in the same casting, no further
  effects are applied.
  Pyromancy
  Inferno
  Difficulty – 10
  Summoning great gouts of flame from their hands, the psyker
  drowns the immediate area ahead of him in searing fire.
  Treat the psyker as having fired a heavy flamer, as detailed on
  page 70 of the Inquisitor rulebook, in any direction out from the
  model. This power may be used as a combat action in hand to
  hand combat at arms length.
  Conflagration
  Difficulty – 20
  The psyker draws in a great ball of warp energy, expelling it as
  a huge fiery explosion from his current location.
  Conflagration is an explosion, centred on the psyker, with Area:
  2D10, Blast: 5, 2D10 damage.
  General
  Fragment Image
  Difficulty – 10
  By altering the air around the psyker, they are able to distort the
  view any enemy may have of them, causing them to be much
  harder to hit with ranged weapons.
  Fragment Image is a persistent power. After the power has been
  activated, all shooting actions against the psyker are at a -20
  penalty, in addition to any other penalties.
  Chameleon
  Difficulty – 30
  The psyker creates a complex illusion, allowing them to stand
  still and undetected by all around them. 
  Chameleon is a persistent power. The psyker becomes, for all
  intents and purposes, invisible to visual and aural detection
  when using this power when standing still. They may still be
  detected using auspexes and psychic detection methods, but at a
  -30 penalty. If the psyker moves, they may be spotted by
  conventional means at a -30 penalty. 
  CONCLUSION
  Rogue psykers are an uncontrollable, unpredictable but most
  importantly fun element for players to throw into their games of
  Inquisitor. The rules given here are intended to provide a
  framework and a seed of inspiration for any who read them.
  NEXT TIME...
  Part two in the “Lectures on the Wych” series will cover some
  specialist equipment for hunting psykers, some scenario ideas to
  use rogue psykers in, and some special abilities for Witch
  Hunters.
  ABOUT THE AUTHOR
  Ben indulges his various passions rather more frequently than he should while attempting to complete his education at
  Loughborough University. He can be found ranting and raving on the Conclave and is generally rated as a nuisance by the
  other, more decent folk who grace the forum.
  Ben would like to thank Stefan, Rob, Dave, Thom and many others for their help in creating this article.
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/FO57Inqwytch1.pdf