Psyhic Power Cards
Biomancy
Smite Range 12" - is a Witchfire
Iron Arm -something about Toughness
Enfeeble within 24" - suffers a -1, treats all terrain
Endurance within 24" - gains the Fe (Feel no Pain?), special rule
Life Leech Range 12" - If Life Leech, immediately, to his starting
Warp Speed - Attacks (Roll
6.
Haemorrhage - Haemorrhage is a focussed witchfire power with a range of
12". The target must pass a Toughness test or suffer a Wound with no
armour or cover save allowed. If the target is slain, randomly select
another model (friend or foe) within 2" of him. That model must pass a
Toughness test or suffer a Wound with no armour or cover saves allowed.
If that model dies, continue the process until a model survives or there
are no suitable targets within range.
Divination
Prescience - within 12, can reroll
Foreboding - this power is, Counter-attack, full Ballistic, this does not, Overwatch
Forewarning - within 12", a 4+ invulnerable
Endurance from Biomancy listed....
Perfect Timing - have the Ig
Precognition - Hit and To Wound
6.
Scrier's Gaze - Scrier's Gaze is a blessing that targets the Psyker.
Whilst the power is in effect, you can roll three dice and chose the
result you want when rolling for Reserves, Outflank and mysterious
terrain.
Pyromancy
Flame Breath - Template
Fiery Form - +2 strength, Blaze special
Fire Shield - within 24"
Inferno - Range 24"
4. Spontaneous Combustion
Sunburst - Range 6
6. Molten Beam - is a beam with the following profile Range 12" S8 AP1 Assault 1, Melta
Telekinesis
Assail - Range 18"
Crush - is a f, Roll 2D6, equal to the, automatically, automatic, of a separate
Gaze of Infinity - 24", Deep Strike
3. Objuration - a single enemy, rolls a 6, squadron)., with the H, for each).
Shockwave - Range 12"
Telekine Dome - within 12", invulnerable, power is in effect, AP equal
6.
Vortex of Doom - is a witchfire power with the following profile: Range
12" S10 AP1 Heavy 1, Blast* If, when using this power, the Psyker fails
his Psyhick test, centre the Vortex of Doom blast marker on the Psyker -
in this case, the template does not scatter.
Telepathy
Psyhic Shriek - Roll 3D6, unit suffers, Armour and, caused by
Dominte - within 24", must pass a, shoot, Run, action is fo
Mental Fort(ification) - unit within, regroups
Puppet Master - of 24", as if it was, the Psyker, players control
Terrify - is a malediction, unit within, the Fearless, having the, Furthermore
Invisibility - within 24", Stealth special, gain no benefit, don't see it, Skill 1
6.
Hallucination - is a malediction that targets a single enemy unit
within 24". Roll immediately to determine the manner of hallucinations
the target is suffering from (roll once for the whole unit).
D6 Result
1-2
Bugs! I Hate Bugs! Something unspeakable has gotten under the victims
armour and has begun to crawl around. The unit is automatically Pinned,
unless it would normally automatically pass Pinning tests or is locked
in close combat, in which case there is no effect.
3-4 Ermmm? All
sense of urgency is lost, and the befuddled warrior just stare
listlessly into space. The unit cannot shoot, Run, declare charges or
strike blows in close combat whilst the power is in effect.
5-6 You!
You're a Traitor! Paranoia set in and the panicked warriors lash out at
thei comrades. Every model in the unit immediately inflicts a single
hit on his own unit, resolved at that model's own Strengths, but using
the Strength bonuses, AP values and special rules of their most powerful
close combat weapons (if they have any).
Codex: Blood Angels
A BA Lib (inc Mephiston) may use the psychic
disciplines found in the Warhammer 40,000 rulebook, instead of those in
Codex: Blood Angels. If he does so, generate two new powers from the
Biomancy, Divination, Telepathy or Telekinesis disciplines (in any
combination) before armies are deployed.
Codex: Chaos Space Marines
Any
model with psychic powers may use the psychic disciplines found in the
40K rulebook, instead of those in Codex: CSM. If he does so, for each
psychic power he has purchased from Codex:CSM, generate a new power from
the Pyromancy, Telekinesis or Telepathy discipline before armies are
deployed. A model can generate powers from different disciplines if you
wish. Typhus generates two new powers. Ahriman generates three.
Codex: Dark Angels
A
DA Lib (inc Ezekiel) may use the psychic disciplines found in the 40k
rulebook. Generate 2 new powers from Div, Pyro, Telepathy or
Telekinesis.
Codex: Eldar
Farseer (inc Eldrad), for each power bought, generate a new power from Div or Telepathy. Eldrad generates 4.
Codex: GK
A
GK Lib (no mentions of anyone else), generate a number of powers equal
to mastery level from Div, Pyro or Telekinesis. If he does so he may not
purchase additional powers. Hammerhand cannot be exchanged in this
manner.
An Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.
Coteaz can generate 2 powers from Div, Pyro or Telekinesis.
Codex: IG
Primaris Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.
Codex: SM
SM Lib (inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis. Tigurius generates 3.
Codex: SW
Rune Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis
Codex: Tyranids
Any
model with psychic powers, for each psychic power it has, including
those purchased, generate a new power from either Bio, Telekinses or
Telepathy. (I'm glad they dont have Pyromancy as 3 Zoanthropes casting
Molten Beam would be real nasty).