Warhammer 40,000/Tactics/Psychic 101(8E)

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This page indexes how the Psychic Phase works in 8th edition Warhammer 40K. 7th, 2nd

Psychic Phase in General[edit]

Psychic powers are used in their own phase, after moving but before shooting. Every psyker knows some set of powers, can attempt to manifest some number of powers per friendly Psychic phase, and can attempt to deny some number of psychic powers in each enemy Psychic phase. In Matched Play, only the Smite power, which all psykers know by default unless their rules say otherwise, can be spammed; all other powers can only be attempted once per turn.

How It Works[edit]

0: Generate Psychic Powers[edit]

Psychic powers are generated before the game starts, but after list construction (you do not need to commit to your known powers until after you know your enemy's list). A given psyker has access to a certain number of powers from some Discipline, with the Discipline ordinarily set by the model's faction; in addition, unless its rules explicitly say otherwise, all psykers know the Smite power. A Discipline has three powers in it, and you may generate your powers by rolling D3s (re-rolling duplicates), or you can simply pick the power(s) your psyker knows, which is what you should always do, as you should be building your list with a clear role for each psyker in it.

1: Choose Psyker and Power[edit]

Each psyker in your army may attempt to cast some number of powers, as specified on their datasheet; this number typically varies between 1 (particularly weak) and 3 (particularly strong, and the current maximum).

2: Casting Powers[edit]

Roll some number of dice; the number is typically 2, but your psyker's datasheet may say otherwise, such as rolling only 1 die, and various abilities may modify this. Rarely, you may add or subtract a constant from the rolled value - as usual, your datasheets will indicate this (or, if other models are modifying your rolls, their datasheets). If you equal or exceed the power's warp charge value, and you live through the attempt (see below), you succeed at the power; otherwise, the power fizzles.

Make sure you record somehow (such as by putting the dice aside, although any additive modifiers do also apply) the result of the dice roll if you succeed; some powers resolve (see below) differently based on your roll.

Perils of the Warp[edit]

Perils of the Warp occurs on any pair of 1s or 6s, aside from any special rules saying otherwise. When a psyker suffers perils of the warp for any reason, he suffers 1D3 mortal wounds. If this kills him, the power fizzles and each unit within 6" suffers D3 mortal wounds.

Note: If you have an embedded Sorceror, like the Rubric Marines, you can distribute these mortal wounds to the models in the unit.

3: Deny the Witch[edit]

Any model capable of denying a psychic power (which is any psyker, and certain other models with special rules) within range (24", unless otherwise specified) can attempt to Deny the Witch, up to the number of times specified on their datasheet. The opposing player can nominate any eligible model to attempt to Deny. Regardless of the number of models that can attempt a Deny, the opposing player can only try once to deny each successfull casting. The opposing player rolls their Deny the Witch test - typically 2 dice - and has to exceed the total the caster got. If the opposing player does so, the power fizzles.

4: Resolve Power[edit]

If you made it this far (cast successfully, psyker lived, not denied), resolve the power as specified in the power's rules, as modified by the rules on the psyker, etc. To give you an idea of how likely this is, here is a table summarizing your chances.

Psychic Disciplines[edit]

By and large, each Faction has its own Discipline, although exceptions abound. Accordingly, the Disciplines below are sorted by Faction. The range of a power is always measured from the psyker casting it. When the target is "Closest X", that means the closest X that is also within range - when Closest is not specified, the controlling player may choose any X within range. Visible, similarly, always means this power is restricted to X within Line of Sight of the casting psyker. "Aura" abilities are bubbles - legal target units are affected when and only when they are within the bubble (the psyker is always within the bubble).

  • Remember that "Closest Visible" powers can be manipulated by, during Movement, rotating the caster to manipulate what units he can and cannot see.
    • Psychic powers of the same name are considered the same power across multiple disciplines, but powers with identical rules are not.

Smite[edit]

Overview
Smite is not actually in a discipline, and all Psykers know it by default unless otherwise noted. Many psykers, such as Zoanthropes, Warlocks or Grey Knights, have special rules that modify how it works.
Smite
Number Name Range Target Description Charge
0 Smite 18 Closest Visible Enemy Unit The closest visible enemy unit within 18" of the psyker suffers 1D3 mortal wounds, 1D6 if the warp charge is greater than 10. Average mortal wounds inflicted, casting with 2D6, first time being used in the phase, and no denial, caster has 4+ wounds remaining: 1.79. 5, adding 1 each time a unit uses it in a given psychic phase (e.g. 5 for the first use, 6 for the second, etc.) up to a maximum of 11. Units with Brotherhood of Psykers/Sorcerers ignore this penalty, but RAW still contribute to it.

Chaos[edit]

Chaos Daemons[edit]

Unlike with most factions, Chaos Daemons subdivide their psykers, with Daemons of the three non-Khorne deities taking different disciplines. Be'Lakor, the only Daemonic psyker not of any deity, uses the Dark Hereticus discipline.

Nurgle[edit]
Nurgle
Number Name Range Target Description Charge
1 Stream of Corruption 7 Closest Visible Enemy Unit Target takes 1D3 mortal wounds if it has less than 10 models, or 1D6 if it has 10 or more. 5
2 Fleshy Abundance 18 Friendly Nurgle Daemon Unit One model in the target unit recovers 1D3 wounds. 5
3 Nurgle's Rot 7 All Units (except Nurgle Units) Roll 1D6 for each affected unit. On a 4+, the unit suffers 1D3 mortal wounds. 7
4 Shrivelling Pox 18 Visible Enemy Unit Until the start of your next Psychic Phase, target takes -1 toughness. 6
5 Virulent Blessing 18 Friendly Nurgle Daemon Unit Target unit may add +1 to all wound rolls in the Fight phase, and wound rolls of 7+ for that unit in the Fight phase inflict double damage. 7
6 Miasma of Pestilence 18 Friendly Nurgle Daemon Unit Until the start of your next Psychic Phase, your opponent must subtract 1 from all hit rolls against the target unit. 6
Slaanesh[edit]
Slaanesh
Number Name Range Target Description Charge
1 Cacophonic Choir 18 Closest Visible Enemy Unit Roll 2D6 (add 2 to the result if the psychic test result is more than 10). Target unit suffers a mortal wound for each point rolled above its highest Leadership value. The target needs to have Ld4 or less to make this better than Smite, which virtually nothing in the game has. 7
2 Symphony of Pain 18 Closest Visible Enemy Unit Target unit subtracts 1 from all hit rolls until the start of your next Psychic phase. 6
3 Hysterical Frenzy 18 Friendly Slaanesh Daemon Unit Target unit must also be within 1" of an enemy unit. It can pile in and attack as if it were the Fight phase. 8
4 Delightful Agonies 18 Friendly Slaanesh Daemon Unit Until the start of your next Psychic Phase, roll 1D6 each time a model in the target unit loses a wound. Ignore the wound on a roll of 6. 5
5 Pavane of Slaanesh 18 Visible Enemy Unit Roll a D6 for each model in the target unit. That unit suffers a mortal wound for each roll of 6. 6
6 Phantasmagoria Aura 12 Enemy Units Until the start of your next Psychic Phase, all affected units take -1 Leadership. 6
Tzeentch[edit]
Tzeentch
Number Name Range Target Description Charge
1 Boon of Change 18 Visible Friendly Tzeentch Daemon Unit Roll a D3 on the table below; all models in the target unit receive the listed bonus until the start of your next Psychic phase.
D3 Boon
1 +1 Attack
2 +1 Strength
3 +1 Toughness
7
2 Bolt of Change 18 Visible Enemy Unit Target unit suffers D3 mortal wounds; if a Character is slain by this, you can add a Chaos Spawn to your army. Set it up within 1" of the character before it is removed. If your Heralds cast this, you can expect to succeed 27.78% of the time (less than a third!), dealing 0.56 mortal wounds, on average. Much more reliable from a healthy Lord of Change, at 58.33% / 1.17 (1 1/6) mortal wounds dealt, but still rather shabby. 8
3 Gaze of Fate N/A N/A Re-roll a single dice roll later during your turn. 6
4 Treason of Tzeentch 18 Visible Enemy Non-Warlord Character Roll 2D6; if the result is greater than the target's Leadership, you can treat the model as Friendly in your Shooting, Charge, and Fight phases, until the end of your Fight phase. 8
5 Flickering Flames 18 Friendly Tzeentch Daemon Unit Until your next Psychic phase, add 1 to any wound rolls made for the targets shooting weapons. 5
6 Infernal Gateway 12 Closest Visible Enemy Model Target's unit and every other unit (friend or foe) within 3" of the target suffer 1D3 mortal wounds each. The number of mortal wounds inflicted is 1D6 per unit instead if the power is manifested with a Psychic test of 12+. 8

Heretic Astartes[edit]

Except for the Death Guard, all Legions share this Discipline, which they also, curiously, share with Be'Lakor. As Be'Lakor does not have the Heretic Astartes keyword or a way to get it, he only uses the offensive/debuffing powers from this list.

Dark Hereticus
Number Name Range Target Description Charge
1 Infernal Gaze 18 Visible Enemy Unit Roll 3 dice. The target suffers a mortal wound for each 4+. Average mortal wounds inflicted, casting with 2D6 and no denial, caster has 4+ wounds remaining: 1.25 (less than Smite). 5
2 Death Hex 12 Visible Enemy Unit Until the start of your next Psychic phase, the target cannot take invulnerable saves. 8
3 Gift of Chaos 6 Visible Enemy Unit Roll a D6. If the result is greater than the target’s Toughness, it suffers D3+3 mortal wounds. If a Character is slain by this power, you can add a Chaos Spawn to your army and set it up within 1" of the character before it is removed. 6
4 Prescience 18 Friendly Heretic Astartes Unit Target may add +1 to all hit rolls until the start of your next Psychic phase. 7
5 Diabolic Strength 12 Friendly Heretic Astartes Model Until the start of your next Psychic phase, add 2 to the target's Strength characteristic and 1 to its Attacks characteristic. 6
6 Warptime 3 Friendly Heretic Astartes Unit Target unit may move now, as if it were its Movement phase. A unit cannot have this cast on it more than once per turn. 6
Death Guard[edit]

Death Guard Sorcerers, Sorcerers in Terminator Armour and Malignant Plaguecasters use the Contagion discipline.

Contagion
Number Name Range Target Description Charge
1 Miasma of Pestilence 18 Visible Friendly Death Guard Unit Until the start of your next Psychic phase, all hit rolls targeting target unit subtract 1. 6
2 Gift of Contagion 18 Visible Enemy Unit Roll a D3 on the table below; all models in the target unit suffer the listed penalty, to a minimum of 1, until the start of your next Psychic phase.
D3 Penalty
1 -1 Attack
2 -1 Strength
3 -1 Toughness
7
3 Plague Wind 18 Visible Enemy Unit Roll 1 die for each model in target unit; the unit suffers a mortal wound for each 6. Average mortal wounds inflicted per model, casting with 2D6 and no denial, caster has 4+ wounds remaining: 0.139 (5/36). 5
4 Blades of Putrefaction 18 Visible Friendly Death Guard Unit Add 1 to all wound rolls it makes in the fight phase. Rolls of 7+ using melee plague weapons inflict a mortal wound. 5
5 Putrescent Vitality 18 Visible Friendly Death Guard (Infantry) Unit Unit gains +1S and +1T. 6
6 Curse of the Leper 14 Closest Enemy Unit Roll 7d6, target takes a mortal wound for each roll that exceeds its toughness characteristic. 7
Thousand Sons[edit]

Thousand Sons Sorcerers, Exalted Sorcerors and Sorcerers in Terminator Armour use either the Dark Hereticus or Change disciplines. Thousand Sons Daemon Princes and Magnus the Red can use the Dark Hereticus, Change, or Tzeentch (See Daemons) disciplines. Furthermore, their special rule Brotherhood of Sorcerers adds 6" to the range of all their powers (including Smite) and removes the penalties associated with casting Smite repeatedly.

Change
Number Name Range Target Description Charge
1 Tzeentch’s Firestorm 18 Visible Enemy Unit Roll 9 dice; the enemy unit you selected suffers a mortal wound for each roll of a 6. 7
2 Boon of Mutation 3 Friendly Thousand Sons Character (no Daemons) Roll 2D6 and consult the chart below to see what effect this power has on that character for the rest of the game.
2D6 Boon
2 Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to your army. If you do so, set up the Chaos Spawn within 6" of the character before removing them.
3 Add 6" to the Range of all of the character’s shooting weapons.
4 Add 3" to the character’s Move characteristic.
5 Each time the character loses a wound, roll a D6; on a 6, they do not lose that wound. If the character already has an ability with a similar effect, add 1 to any dice rolls you make for them to avoid losing wounds instead.
6 Add 1 to any Psychic tests you take for the character.
7 Choose a boon of your choice (you cannot choose Spawndom or Daemonhood).
8 Subtract 1 from hit rolls that target the character in the Fight phase.
9 Add 1 to the Damage characteristic of the character’s melee weapons.
10 Add 1 to the character’s Toughness characteristic.
11 Add 1 to the character’s Wounds characteristic.
12 Your character is slain. However, before removing the model as a casualty, you can add a Daemon Prince of Tzeentch to your army. If you do so, set up the Daemon Prince within 6" of the character before removing them.
7
3 Glamour of Tzeentch 12 Friendly Thousand Sons Unit Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for models that target that unit. 7
4 Doombolt 18 Visible Enemy Unit The targeted unit suffers D3 mortal wounds and in their following Movement phase must halve their Move characteristic and cannot Advance. 9
5 Temporal Manipulation 12 Friendly Thousand Sons Model The target heals D3 wounds. 6
6 Weaver of Fates 18 Thousand Sons Unit Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save. 6

Heretics and Renegades[edit]

Renegade Psyker Covens and Malefic Lords utilize their own unique set of powers.

Renegades and Heretics
Number Name Range Target Description Charge
1 Warp Flux 12 Visible Enemy Unit The targeted unit suffers D3 mortal wounds, increased to D6 if the targeted enemy is a Vehicle. 7
2 Creeping Terror 12 Visible Enemy Unit The target unit suffers a -D3 penalty to Leadership during the next Morale phase. 7
3 Unholy Vigor 6 All Friendly R&H Units All affected units reroll all failed Charge rolls and all failed Hit and Wound rolls in the Fight phase. Affected units also suffer D3 mortal wounds. 10

Eldar[edit]

Craftworld Eldar[edit]

Warlocks and Spiritseers use the Runes of Battle. Each is two effects - you choose one after casting the power successfully. For the purposes of the Rule of One, each effect is considered to be a separate power. All other Craftworld psykers utilize the Runes of Fate, with the exception of the Wraithseer, who use their own seperate powers.

Runes of Battle
Number Name Range Target Description Charge
1 Conceal/Reveal 18 Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit Until the start of your next Psychic phase, ranged weapon hit rolls against target must subtract 1 / target unit gains no bonus to its saves from cover against Asuryani units from the psyker's army. 6
2 Embolden/Horrify 18 Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit Until the start of your next Psychic phase, target has +2/-1 Leadership. 6
3 Enhance/Drain 18 Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit Until the start of your next Psychic phase, target has +1/-1 to hit rolls in the Fight phase. 7
4 Protect/Jinx 18 Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit Until the start of your next Psychic phase, target has +1/-1 to their saving throws against Asuryani units from the psyker's army. 7
5 Quicken/Restrain 18 Friendly Asuryani (Biker or Infantry) Unit / Enemy Unit Target unit can immediately move as if it were the Movement phase. You cannot use Quicken on a single unit more than once per Psychic phase / Until the start of your next Psychic phase, target unit must halve their Move characteristic. 7
6 Empower/Enervate 18 Friendly Asuryani (Biker and Infantry) Units / Enemy Unit Until the start of your next Psychic phase, target adds 1 to wound rolls in the Fight phase / subtracts 1 from all wound rolls in the Fight phase. 6
Runes of Fate
Number Name Range Target Description Charge
1 Guide 24 Friendly Asuryani Unit Until the start of your next Psychic phase, target unit can re-roll failed ranged weapon hit rolls. 7
2 Doom 24 Enemy Unit Until the start of your next Psychic phase, Asuryani units from the psyker's army can re-roll failed wounds against the target. 7
3 Fortune 24 Friendly Asuryani Unit Until the start of your next Psychic phase, whenever the target unit suffers a wound, roll 1D6 - on a 5+, ignore the wound. If a unit already has an ability with a similar effect (e.g. Ulthwé’s Foresight of the Damned attribute, or the Avatar of Khaine’s Molten Body ability) then the effect of Fortune replaces that of the ability until your next Psychic phase. "Similar" is not defined past Molten Body, so discuss with your opponent any other abilities you encounter where interpretations might differ, although it "seems" clear that e.g. Fuegan is immune to this. 7
4 Executioner 18 Closest Enemy Unit Target suffers D3 mortal wounds. If a model in the target unit is slain as a result of this, the target unit suffers an additional D3 mortal wounds. 7
5 Will of Asuryan Aura 6 Friendly Asuryani Unit Until your next Psychic Phase, affected units automatically pass Morale tests. Additionally, you can add 1 to all Deny the Witch tests that you make for the casting psyker until your next Psychic phase. 5
6 Mind War 18 Enemy Character Each player rolls 1D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If the psyker’s score is higher, the target suffers a number of mortal wounds equal to the difference between the two scores. 7
Wraithseer Runes
Number Name Range Target Description Charge
1 Enliven 12 Friendly Visible Wraithguard, Wraithblade or Wraithlord Unit Until the start of your next Psychic phase, target unit rolls twice for Advance and Charge rolls and discards the lowest. 6
2 Foreboding 6 All Enemy Units As long as they remain within 6" of the Wraithseer, all affected enemy units have -1 Leadership. 8
3 Deliverance 12 Friendly Visible Wraithguard, Wraithblade or Wraithlord unit Until the start of your next turn, whenever target unit takes a wound, roll a D6. On a 6+, the wound is ignored. 7

Harlequins[edit]

Shadowseers use Phantasmancy.

Phantasmancy
Number Name Range Target Description Charge
1 Twilight Pathways 3 Friendly Harlequins Unit Target unit may move now, as if it were its Movement phase, and it is immune to this power until the end of the phase. Direct copy/paste of Warptime from Dark Hereticus, with the Factions swapped. 6
2 Fog of Dreams 18 Visible Enemy Unit Until the start of your next Psychic phase, target unit subtracts 1 from all hit rolls targeting Harlequin Infantry units. 7
3 Mirror of Minds 24 Enemy Unit Both players roll a die. If the caster's player rolls higher or draws, target unit suffers a mortal wound and repeat the process. Continue until the target unit is destroyed or the target's player rolls higher. Expected number of mortal wounds: 0.583, much worse than Smite; this power has greater range and you can choose the target, rather than being forced to pick the closest, but WC 8 is really not easy to pull off, so Smite plus other powers may serve you better. 8
4 Veil of Tears 18 Friendly Harlequins Unit Until the start of your next Psychic phase, subtract 1 from all hit rolls made against the target unit. 7
5 Shards of Light 18 Visible Enemy Unit Target unit suffers D3 mortal wounds and until the start of your next Psychic phase, target unit subtracts 1 from its Leadership. 7
6 Webway Dance 6 All Friendly Harlequins Units Until the start of your next Psychic phase, whenever a unit within range suffers a wound, roll a D6. On a 6+, the wound is ignored. 8

Ynnari[edit]

In the initial XENOS 1 Index, the Yvraine and the Yncarne used the following Revenant Discipline. Released 2017.

Revenant
Number Name Range Target Description Charge
1 Gaze of Ynnead 18 Visible Enemy Unit Roll a die. Target suffers 1 mortal wound on a 1, 1D3 mortal wounds on a 2-5, and 1D6 mortal wounds on a 6. Average mortal wounds inflicted, casting with 2D6 and no denial, caster has 4+ wounds remaining: 0.868. Terrible, particularly compared to other powers in the same vein, like Infernal Gaze from Dark Hereticus. 8
2 Ancestors' Grace 18 Friendly Ynnari Unit Until the start of your next Psychic phase, target unit can re-roll hit rolls of 1. 5
3 Word of the Phoenix 18 Friendly Ynnari infantry, biker, or Yncarne. Target must not have made a Soulburst action this turn. Target unit can immediately make a Soulburst action. 8

Under the new Ynnari Index, released April 2019

Revenant
Number Name Range Target Description Charge
1 Gaze of Ynnead 18 Visible Enemy Unit Roll 1d6. Target suffers 1 mortal wound on a 1, 1D3 mortal wounds on a 2-5, and 1D6 mortal wounds on a 6. Average mortal wounds inflicted, casting with 2D6 and no denial, caster has 4+ wounds remaining: 1.51 mortal wounds (worse than Smite). 6
2 Storm of Whispers 6 All Enemy Units Roll 3D6 for each enemy unit within range. For each result of 6, the unit being rolled for suffers a mortal wound. Mathematically identical to rolling 1d6 per unit and dealing a mortal wound on a 4+, or, on average, dealing each one half a mortal wound. Needs to target at least 4 units to be worthwhile over Gaze of Ynnead or Smite. 6
3 Word of the Phoenix 18 Friendly YNNARI Infantry or Biker Unit Heals D3 lost wounds on a single model. If no models in the unit are wounded, you can instead return a dead model to the unit with 1 wound remaining. 5
4 Unbind Souls 18 Enemy Unit You can re-roll wound rolls against the target for melee attacks made by YNNARI models. 6
5 Shield of Ynnead Aura 6 All Friendly YNNARI Units Targets gain a 5++ invulnerable save whilst within 6" of the caster. 7
6 Ancestor`s Grace 18 Friendly YNNARI Unit You can re-roll hit rolls of 1 for the target until the beginning of your next Psychic phase. 7

Imperium of Man[edit]

Adeptus Astartes[edit]

"Codex" Astartes[edit]

Space Marine chapters drawn from the "stock" Space Marine codex all share the same Discipline, Librarius.

Librarius
Number Name Range Target Description Charge
1 Veil of Time 18 Adeptus Astartes Unit Until the start of your next Psychic phase, target unit can re-roll charge and Advance rolls, and always fights first in the fight phase, even when not charging. 6
2 Might of Heroes 12 Adeptus Astartes Model Until the start of your next Psychic phase, target model has +1 Strength, Toughness, and Attacks. 6
3 Psychic Scourge 18 Visible Enemy Unit Roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens. 6
4 Fury of the Ancients 3D6 Visible Enemy Model Draw an imaginary straight line between the psyker and the target; each enemy unit that this line passes over or through suffers a mortal wound. 7
5 Psychic Fortress 18 Friendly Adeptus Astartes Unit Until the start of your next Psychic phase the target automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored. 5
6 Null Zone Aura 6 Enemy Models Until the start of your next Psychic phase, affected models cannot take invulnerable saves and must halve the results of all Psychic tests (rounding up). 8
Blood Angels[edit]

Blood Angels psykers lose Librarius and instead use Sanguinary.

Sanguinary
Number Name Range Target Description Charge
1 Quickening 0 Self Add 3 to Advance and charge rolls you make for the psyker, and make D3 additional attacks with them in the Fight phase, until the start of your next Psychic phase. 7
2 Unleash Rage 12 Friendly Blood Angels Unit Until the start of your next Psychic phase, target has +1 Attack. 6
3 Shield of Sanguinius 12 Friendly Blood Angels Unit Until the start of your next Psychic phase, target unit has a 5+ invulnerable save. 6
4 Blood Boil 6 Visible Enemy Unit Roll 2D6. If the total exceeds the highest Toughness characteristic in the target unit, the unit suffers 1D3 mortal wounds; if the total rolled is more than double that of the highest Toughness characteristic in the target, it suffers 3 mortal wounds instead. 6
5 Blood Lance 12 Visible Enemy Model Draw a line between the target and the psyker. Roll a D6 for each model the centre of the line passes over. For each roll of 5+ that model’s unit suffers a mortal wound. Similar to Gaze of the Emperor that Psykana psykers can cast; has reliable range, but even worse mortal wound output. 6
6 Wings of Sanguinius 0 Self The psyker can immediately move as if it were your Movement phase, but his Move characteristic is also increased to 12" and he gains the FLY keyword until the start of your next Psychic phase (this means he can shoot if he Fell Back in his Movement phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. 5
Dark Angels[edit]

Dark Angels psykers lose Librarius and instead use Interromancy.

Interromancy
Number Name Range Target Description Charge
1 Mind Worm 12 Visible Enemy Unit Target unit suffers a mortal wound. Until the end of your turn, it can only be chosen to attack in the Fight phase last. 6
2 Aversion 24 Visible Enemy Unit Until the start of your next Psychic phase, target unit has -1 to hit. 6
3 Righteous Repugnance 12 Friendly Dark Angels Unit Until the start of your next Psychic Phase, target unit can re-roll all failed hit and wound rolls for melee weapons. 7
4 Trephination 18 Closest Visible Enemy Unit Roll 2D6, adding 2 to the total if the psychic test was more than 10. The target unit suffers a mortal wound for each point over the units highest Leadership value. 7
5 Engulfing Fear Aura 6 Enemy Units Until the start of your next Psychic Phase, target units must roll 2 dice and discard the lowest when taking Morale tests in the Morale phase. 6
6 Mind Wipe 18 Visible Enemy Model Each player rolls a D6 and adds their model’s Leadership characteristic to their result. If your opponent scores higher, or if the scores are drawn, nothing happens. If the psyker’s score is higher, the target takes -1 WS, BS and Ld for the rest of the battle. 7
Grey Knights[edit]

Grey Knights psykers lose Librarius and instead use Sanctic. Additionally, they are not subject to the penalties for repeatedly using Smite.

Sanctic
Number Name Range Target Description Charge
1 Purge Soul 12 Visible Enemy Unit Both players roll a die - the psyker's player adds the psyker's unit's highest Leadership, while the target's player adds the target's highest Leadership. If the psyker's player rolls higher, the target suffers mortal wounds equal to the difference. 5
2 Gate of Infinity 12 Friendly Grey Knights Unit Remove target unit from the battlefield, then set it up anywhere on the battlefield more than 9" from any enemy models. Unit counts as having moved. Basically Da Jump from the Waaagh! Discipline, only at -1 charge. 6
3 Hammerhand 12 Friendly Grey Knights Unit Until the start of your next Psychic phase, target unit has +1 to all wound rolls made with Melee weapons. 6
4 Sanctuary 12 Friendly Grey Knights Unit Until the start of your next Psychic phase, target unit gains a 5++ or +1 to invuln save rolls if it already has one. 6
5 Astral Aim 18 Friendly Grey Knights Unit Until the start of your next Psychic phase, target unit ignores cover with shooting attacks and can target enemy units out of line of sight. 5
6 Vortex of Doom 12 Closest visible enemy unit and units within 3" of target Target units suffer 1D3 mortal wounds, increased to 1D6 if the psychic test result was 12+. 8
Space Wolves[edit]

Space Wolves psykers use Tempestas; they do not technically lose Librarius, as Space Wolves take their own, distinct psykers. Broadly speaking, all of these powers are inferior to at least one power in at least one other discipline; a Space Wolves psyker's best power will usually be Smite.

Tempestas
Number Name Range Target Description Charge
1 Living Lightning 18 Enemy Unit Deals 1d3 mortal wounds to the nearest visible enemy unit. If the targeted unit is destroyed by this power, the closest enemy unit within 18" of the last enemy model to be removed by the power also takes 1d3 mortal wounds. This repeats until either a unit is not destroyed by the power or when there are no units close enough to a destroyed unit for it to spread. 6
2 Tempest's Wrath 24 Enemy Unit Until the start of your next Psychic phase, target unit has -1 to hit. Copied and pasted from Aversion from the Interromancy discipline, but because the two powers have different names, they stack. 6
3 Murderous Hurricane 18 Visible Enemy Unit Roll 1d6 for each model in the target; target suffers 1 mortal wound for each roll of a 6. Not overly reliable, but it's rare that anything scales with unit size in 8e. 5
4 Fury of the Wolf Spirits 0 Self Until the next psychic phase, the user gains a bonus 6 melee attacks with S5 AP-3 D1. 7
5 Storm Caller Aura 6 Psyker and Friendly Space Wolves Units Until the start of your next Psychic phase, targets gain the benefit of being in cover. 8
6 Jaws of the World Wolf 18 Enemy Non-Vehicle Unit Roll 2D6. Target unit suffers a mortal wound for each point rolled above its Move. Random compared to smite, but potentially more powerful, and you can pick a target, including characters trying to hide. Becomes pretty useless above M6.
Average mortal wounds inflicted, accounting for casting with 2D6 and no denial, caster has 4+ wounds remaining.
Move 0 1 2 3 4 5 6 7 8 9 10 11 12+
Mortal Wounds 4.08 3.50 2.92 2.35 1.81 1.33 0.91 0.57 0.32 0.16 0.06 0.02 0.00
7

Adeptus Astra Telepathica[edit]

Psykana
Number Name Range Target Description Charge
1 Terrifying Visions 18 Enemy Unit Until the start of your next Psychic phase, target unit has -2 Leadership. Combined with the odds of casting this, the expected result is -7/6 to leadership, which will, at best, result in fewer than that probably fleeing from the unit as a result of the power, so this is another power which is inferior to Smite against single-wound targets - but against multi-wound targets, such as Ogryn, it can do much better, because a fleeing model takes all of its wounds with it; in addition, this bypasses most FNPs (although not the AdMech Dogma one), as well as most repairs (including Necron RP), so it can be situationally useful. 7
2 Gaze of the Emperor 2D6 Models Draw a straight line 2D6" long from the psyker's base. For each model the center of the line "passes over", roll a die. On a 4+, that model's unit suffers a mortal wound. "Passes over" is not a game term, but RAI appears to be all models the line touches except for the caster. 6
3 Psychic Barrier 12 Friendly Astra Militarum Unit Until the start of your next Psychic phase, target unit has +1 to saves, including invulnerable saves. Cast this on Bruteshield Bullgryn for a 3+/3++, or Slabshield Bullgryn near Celestine for a 1+/3++. 6
4 Nightshroud 12 Friendly Astra Militarum Unit Until the start of your next turn, any enemy unit that targets the chosen unit with a ranged weapon suffers a -1 penalty to hit rolls. Generally speaking, even better than Psychic Barrier, provided you know you don't have to worry about melee. Thanks to the wording, it's also persistent - if a unit targets the Nightshrouded unit with a ranged weapon, it'll keep that penalty until the power expires, so if the targeting unit charges after shooting, it'll retain the penalty (it's not a penalty to BS or to ranged weapon hit rolls, it's a penalty to all hit rolls triggered by targeting). 6
5 Mental Fortitude 12 Friendly Astra Militarum Unit Until the start of your next Psychic Phase, target unit automatically passes Morale Tests. Lifted directly from the Inquisition's Telepathica Discipline, the real claim to fame here is the very low Warp Charge on it, meaning you can generally rely on it to go off outside of Deny the Witch, if you're low on other sources of Morale buffs. 4
6 Psychic Maelstrom 18 Enemy Unit Roll a D6. On a 2+, target unit suffers a mortal wound. Unless the wound is negated, you can then roll another die. On a 3+ the target unit suffers another mortal wound. Continue the process, adding 1 to the required die roll each time, until you fail to cause a mortal wound, or the target unit is destroyed. Generally speaking, worthless - even if you couldn't stop the power with FNP, and even if it wasn't 2 WC harder to cast than Smite, it would still deal fewer mortal wounds. Even Gaze of the Emperor will usually outperform this. 7

The Inquisition[edit]

Inquisition Psykers all use the Telethesia Discipline, regardless of Ordo.

Telethesia
Number Name Range Target Description Charge
1 Terrify 18 Visible Enemy Unit Until the start of your next Psychic phase, target unit has -1 Leadership and cannot fire Overwatch. 6
2 Mental Fortitude 18 Visible Imperium Unit Until the start of your next Psychic phase, target unit automatically passes Morale tests. 4
3 Dominate 18 Enemy Character Model Target unit can immediately shoot an enemy unit with a single weapon or make a single close combat attack against it, as if target model were Friendly. Models cannot attack themselves but can attack other models in their own unit. 7

Orks[edit]

Ork Psykers all use the Power of the Waaaagh! Discipline, regardless of Clan.

Power of the Waaaagh!
Number Name Range Target Description Charge
1 'Eadbanger 18 Closest Visible Enemy Model Roll a die and compare it to the Toughness of the target model. If the die roll is higher, the target model is slain. 8
2 Warpath 18 Friendly Ork Unit Until the start of your next Psychic phase, target unit has +1 Attack. 7
3 Da Jump 12 Friendly Ork Infantry Unit Remove target unit from the battlefield, then set it up anywhere on the battlefield more than 9" from any enemy models. The unit counts as having moved. 7
4 Fists of Gork 12 Friendly Visible Ork Character Model Until the start of your next Psychic phase, target model has +2 Strength and +2 Attacks. 6
5 Da Krunch 18 Enemy Unit Roll a die for each model in the target unit. For each 6, target takes one mortal wound. Then, roll 2d6, and on a result of 10+, roll another die for each model in the target unit. For each 6, target takes one mortal wound. 8
6 Roar of Mork Aura 18 Enemy Units Affected units have -1 Leadership until the start of your next Psychic phase. 8

Tyranids[edit]

Tyranids have two Disciplines, one for Genestealer Cult psykers and one for everything else.

Hive Mind
Number Name Range Target Description Charge
1 Dominion 36 Friendly Tyranid Unit with Instinctive Behaviour Until the end of your next Psychic phase, target ignores its Instinctive Behaviour ability and automatically passes Morale tests. 5
2 Catalyst 18 Friendly Tyranids Unit Until the start of your next Psychic phase, each time a model in target unit suffers a wound or mortal wound, roll a die; on a 5+, the model does not lose a wound. 6
3 The Horror 24 Visible Unit Until the start of your next Psychic phase, target unit has -1 to hit rolls and Leadership. 6
4 Onslaught 18 Friendly Tyranids Unit Target unit can Advance, shoot, and charge this turn, without suffering any penalties to Ballistic Skill, including the usual ones for Heavy and Assault weapons. Note that since you can't cast this until after the Movement phase, you will generally have to Advance the unit you hope to buff, then hope you can get this power onto them. 6
5 Paroxysm 18 Enemy Unit Until your next Psychic phase, target cannot fight in the Fight phase until all other units that are able to have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. 5
6 Psychic Scream 18 Closest Enemy Unit Target suffers D3 mortal wounds. In addition, if that unit is a Psyker, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power. 5

Genestealer Cults[edit]

Broodmind
Number Name Range Target Description Charge
1 Mass Hypnosis 18 Visible Enemy Unit Until the start of your next Psychic phase, target cannot fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from hit rolls. 7
2 Mind Control 12 Enemy Model Roll 3D6; if you roll equal to or greater than target model's Leadership, you can make it immediately shoot an enemy unit or make a single close combat attack against it, as if the target were Friendly. Models cannot attack themselves, but can attack other models in their own unit. 6
3 Psionic Blast 18 Visible Enemy Unit Roll 2d6. If the result is lower than the highest Leadership in the target, it suffers a mortal wound. Otherwise, it suffers 1d3 mortal wounds. 5
4 Mental Onslaught 18 Visible Enemy Model Caster and Target each roll 1d6+Ld; if the caster wins, inflict 1 mortal wound on the target and repeat the process if the target survives and its roll was not a 6. 6
5 Psychic Stimulus 18 Friendly Genestealer Cults Unit Target can charge after advancing and always fights first. 6
6 Might From Beyond 18 Friendly GENESTEALER CULTS INFANTRY or BIKER Unit Until the start of your next Psychic phase, target unit has +1 Strength and Attack. Easily the best power of its kind in the game, having superior range to all of them and a better ratio of return to risk than any of them bar, perhaps, Unleash Rage from Sanguinary (which is -1 Charge for a 12" Attack-only buff). 7

T'au[edit]

HAHAHAHAHAHAHAHA!!!!!!

Lol nope. Look elsewhere, no psionics here.