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10 July 2012

Reading 6th Edition - Psychic disciplines

Nick speaking,

There are five Psychic Power Disciplines that Psykers are able to Generate powers from. Armies are limited to which disciplines they can use, if any at all. The five Disciplines are, Biomancy, Divination, Pyromancy, Telekinesis and Telepathy. Within each Psychic Discipline are six powers, which are randomly chosen, with the quantity equal to your Mastery level of your Psyker. If you have two or more disciplines to choose from, you are able to mix your random powers from any of the Disciplines you can take.


The powers in each Discipline all have different abilities, as you would expect, with most of them being pretty useful. Each discipline also has a Primaris Power, which is a fixed power that you are able to swap your randomly generated power for, if you should so wish. You can only do this once, per Discipline, but it does at least let you drop any power you roll that you think might not be useful to you. As we discussed in the Psykers post, each power takes up a certain amount of Warp Charge when you use it.

If a Psyker rolls the same power twice, you must re-roll until you roll a different power, although it is possible for two different Psykers to have the same power in one army. I will let you pick the bones out of whatever Psychic Disciplines and Powers are available to your armies, but personally, I think I will wait until I have a good few games under my belt before I start to experiment. I am still not convinced that swapping fixed powers, that you know how to use, like Doom and Fortune, for some randomly generated powers that are going to be different each game, but I have to say, I am liking the Divination powers...

The Psychic powers themselves are categorised to make it easy to know when the power actually happens. The categories are known as, Blessing (start of the movement phase and friendly models gain), Witchfire (shooting attack), Focussed Witchfire (Shooting attack that hits individual models), Beam (shooting attack using a line), Malediction (start of the movement phase, weakens your enemy with no line of sight needed, even in if in close combat) and Nova (Shooting attack that automatically hits all enemy units, even in if in close combat). Obviously, most of the powers listed will only last for that turn and not the whole game, unless you re-cast the power... 

Biomancy

Primaris Power: Smite
Witchfire, Warp Charge 1
12" S4 AP2 A4

1 - Iron Arm
Blessing, Warp Charge 1
Psyker gains +D3 Strength and Toughness and gains Eternal Warrior

2 - Enfeeble
Malediction, Warp Charge 1
Enemy unit within 24", -1 Strength and Toughness and treat all terrain as difficult

3 - Endurance
Blessing, Warp Charge 1
One friendly unit within 24" gains Feel no Pain, It will not Die and Relentless

4 - Life Leech
Witchfire, Warp Charge 1
12" S6 AP2 A2

5 - Warp Speed
Blessing, Warp Charge 1
Psyker gain +D3 to Initiative and Attacks, and gains the Fleet Special rule

6 - Haemorrhage
Focussed Witchfire, Warp Charge 1
12" Toughness test, no armour or cover saves allowed, if dead, randomly select another model within 2" (Friend or foe), if that one is slain, continue the process until the test is saved

Divination

Primaris Power: Prescience
Blessing, Warp Charge 1
12" target unit can re-roll all failed to hit rolls

1 - Foreboding
Blessing, Warp Charge 1
Psyker and unit has Counter Assault and shoot Overwatch at normal ballistic skill

2 - Forewarning
Blessing, Warp Charge 1
12" target unit has 4++ save

3 - Misfortune
Malediction, Warp Charge 1
24" one enemy unit re-rolls all successful saves

4 - Perfect Timing
Blessing, Warp Charge 1
Psyker and units weapons ignore cover special rule

5 - Precognition
Blessing, Warp Charge 1
The Psyker can re-roll all failed to hit and wound rolls, as well as saves

6 - Scrier's Gaze
Blessing, Warp Charge 1
Roll three dice and chose the result you want when rolling for reserves, Outflank and Mysterious terrain

Pyromancy

Primaris Power: Flame Breath
Witchfire, Warp Charge 1
Template S5 AP4 A1 Soul Blaze

Soul Blaze:
If the unit suffers one or more unsaved wound, at the end of each turn roll a D6, On a three or less the flames die out, on a four or more the flames continue. The unit takes D3 S4 AP5 hits. The wounds are allocated by the controlling player and cover saves are not allowed

1 - Fiery Form
Blessing, Warp Charge 1
Psyker gains 4++ save and +2 strength, his close combat attacks are Soul Blaze

2 - Fire Shield
Blessing, Warp Charge 1
One friendly unit has a 4+ cover save from shooting attacks, plus a form of Hammer and Wrath

3 - Inferno
Witchfire, Warp Charge 1
24" S4 AP5 A1, Soul Blaze, Blast, Ignores cover

4 - Spontaneous Combustion
Focussed Witchfire, Warp Charge 1
18" target model suffers a wound with no armour or cover saves allowed, if dead, has an extra Blast attack

5 - Sunburst
Nova, Warp Charge 1
6" S4 AP5 Assault 2D6, Blind, Ignores cover

Blind:
Any unit hit by a blind weapon must take an initiative test, if failed, all models in the unit are reduced to weapon skill and ballistic kill one

6 - Molten Beam
Beam, Warp Charge 1
12" S8 AP1 A1, Melta

Telekinesis

Primaris Power: Assail
Beam, Warp Charge 1
18" S6 AP- A1, Strikedown

Strikedown:
Any model that suffers one or more unsaved wounds or passes one or more saving throws from this attack. They will half their Initiative and move as if in difficult terrain. Vehicles and monstrous Creature are immune

1 - Crush
Focussed Witchfire, Warp Charge 1
18" 2D6, target receives a hit equal to result rolled, if more than ten rolled auto wound or penetrating hit

2 - Gate of Infinity
Blessing, Warp Charge 1
Psyker and unit can move via deep strike up to 24"

3 - Objuration Mechanticum
Malediction, Warp Charge 1
24" one target unit must re-roll to hit ans wound rolls of a six, vehicles are hit with a Strength 1 Haywire hit

4 - Shockwave
Nova, Warp Charge 1
12" S3 AP- Assault D6, Pinning

5 - Telekine Dome
Blessing, Warp Charge 1
12" friendly unit has a 5++ against shooting attacks, every save is deflected back to any unengaged unit with 6"

6 - Vortex of Doom
Witchfire, Warp Charge 1
12" S10 AP1 H1, Blast which will hurt the Psyker also if he fails his Psychic test.

Telepathy

Primaris Power: Psychic Shriek
Witchfire, Warp Charge 1
12" Roll 3D6 and subtract targets leadership, a number of wounds are received equal to the result with no armour or cover saves allowed

1 - Dominate
Malediction, Warp Charge 1
24" One unit must pass a leadership test each time it moves, shoots, runs or assaults or they do nothing

2 - Mental Fortitude
Blessing, Warp Charge 1
24" One friendly unit that is falling back automatically regroups and gains the fearless special rule

3 - Puppet Master
Focussed Witchfire, Warp Charge 1
24" The target shoots at one of it's own forces, but not into his own unit

4 - Terrify
Malediction, Warp Charge 1
24" Loses the Fearless Special rule if it has it, and treats all enemy units as having the Fear Special rule

5 - Invisibility
Blessing, Warp Charge 2
24" Friendly unit has Shrouded and Stealth Special rule. if the unit charges, enemy cannot make use of Counter Assault and are at Weapon Skill one

6 - Hallucination
Malediction, Warp Charge 2
24" One enemy unit suffers one of the following hallucinations...

1-2 - Bugs! I hate bugs!
Unit is pinned unless they ignore it or are locked in close combat

3-4 - Ermmm?
The unit cannot shoot, run declare charges or strike blows in close combat

5-6 - You! You're a Traitor!
Every model inflicts a single hit on his own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of their most powerful close combat weapons if they have any

Lastly in this series, fluff... and other!

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons 
Reading 6th Edition - Characters & Challenges
Reading 6th Edition - Psykers
Reading 6th Edition - Vehicle basics
Reading 6th Edition - Vehicle types
Reading 6th Edition - Terrain
Reading 6th Edition - Your army & Allies
Reading 6th Edition - Missions

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