A Warp-touched environment bears the lasting corruption of the Warp, and the veil that holds back the immaterium is thin here. A Warp-touched Zone has the following effects:
All Psychic Power Tests are made with Advantage.
Psychic Powers generate additional Warp Charge equal to the SL, regardless of if they succeed or fail.
This Zone is a source of Minor Exposure. When you end your turn in the Zone, you must make an Routine (+20) Fortitude Test (at the GM’s discretion) or gain 1 Corruption. Additionally, to represent the area’s unnatural state, the GM can choose to roll on the Psychic Phenomena Table and apply the result to this environment.