A fighter with the Psyker keyword is a sanctioned witch of the Inquisition — a licensed astropath, sanctionite or warp-sighted Mystic, and in some warbands the warded Inquisitor itself. It may manifest the Wyrd Powers of the Sanctioned Psychic discipline it has access to, one working at a time, and every attempt courts the price of over-reaching the sanction. Among the Ordo Xenos the keyword belongs to the Mystic by default and to a psyker-built Inquisitor by exception; no Acolyte, Crusader or Servitor bears it. The powers are drawn free at creation — the gift is baked into the sanctioned-psyker's cost — because the seal does not sell witchcraft, it merely permits it.
Rules5
Jokaero Alien-Tech is the bound artisan's whole contribution to the fight, and it is entirely its own. The Jokaero carries no purchasable wargear; it fights with digital finger-lasers of its own making, a ring of alien craft that spits a las-bolt able to core armour and re-rolls a failed Wound. Around the creature hangs an aura of the same tech: one friendly ranged weapon within Short may re-roll one failed Wound each round, the alien's impossible augmetics turning a graze into a kill for whichever gun stands nearest. Between battles the Jokaero re-forges one gang weapon, banking a permanent uplift onto a single profile value — a campaign of guns that only ever get better. The benefit is the creature's proximity and its survival both: a weapon carried away from the Jokaero loses the aura, and a Jokaero taken down takes the alien-tech with it.
The Inquisitor's Authority. The mandate an Inquisitor carries is not a symbol but a weapon — a will that steadies lesser souls and bends them to the master's purpose. While the Inquisitor is Standing and Active, friendly fighters within Short of the master may re-roll a failed Nerve test, for no true servant breaks while the Inquisitor watches. Once per battle, the master may spend that authority absolutely: name a friendly group activation and compel it, taking the fighters in hand and acting them at once regardless of the ordinary order of play. Each Ordo dresses the aura in its own creed, but the power beneath is the same — the seal made flesh, driving the retinue where the enemy would break it.
Requisitioned native rules. A body pressed into the retinue serves as what it already is, not as some lesser copy of itself. When a fighter is requisitioned from an allied Imperial force, it is fielded with the supplier's own statline, wargear and rules unchanged — a Grey Knight brings his Aegis, his Smite and his Nemesis force weapon; a Battle Sister her Shield of Faith and her Acts of Faith; a Deathwatch Veteran his kill-team doctrines. Nothing of the borrowed fighter is re-drawn or re-worked for the Inquisition's sake. It joins the retinue at its own home cost, raised only by the seal-toll owed for the summons, and otherwise fights precisely as it fights beneath its own banner.
Sanctioned discipline. Throne Agents are chosen and tempered against fear as surely as against the enemy — schooled to hold where an untrained soul would break and to think clearly when terror crowds in. The Inquisitor and every native Agent of the retinue carry improved Nerve and Cool, standing firm through the horrors that scatter lesser fighters. This hard-won steadiness is the psychology of a disciplined elite, the exact opposite of a fragile mass that routs at the first blow. It is the quiet foundation beneath the seal: a retinue small in number but sure of nerve, which does not flinch when the hunt turns bloody.