Warhammer 40,000/Tactics/Psychic 101(8e): Difference between revisions

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| Target units must roll 2 dice and discard the lowest when taking Morale tests in the Morale phase.  RAW, this power has no duration and never expires, so presumably it lasts until the end of the game.
| Target units must roll 2 dice and discard the lowest when taking Morale tests in the Morale phase.  RAW, this power has no duration and never expires, so presumably it lasts until the end of the game.
| 6
| 6
|}
</div>
<div style="margin-left: 1em;>
=====Space Wolves=====
Space Wolves psykers use Tempestas; they do not technically lose Librarius, as Space Wolves take their own, distinct psykers.
{| class="wikitable sortable"  style="margin-left: auto; margin-right: auto; text-align: center;"
|+ Tempestas
! Number !! Name !! Range !! Target !! Description !! Charge
|-
! 1 !! Storm Caller
| Aura 6 || Psyker and Friendly Space Wolves Units
| Until the start of your next Psychic phase, targets count as being in cover.
| 6
|-
! 2 !! Tempest's Wrath
| 18 || Enemy Unit
| Until the start of your next Psychic phase, target unit has -1 to hit.  Copied and pasted from Aversion from the Sanguinary discipline, only with 6" less range.
| 6
|-
! 3 !! 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.
| 7
|}
|}
</div>
</div>

Revision as of 19:08, 12 June 2017

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

Psychic Phase in General

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

0: Generate Psychic Powers

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

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). In addition, in Matched Play, attempting a power blocks out the power for the rest of your army for the turn, except for Smite. Any psyker who knows a power which has not been blocked and has not reached their attempt limit yet is available to attempt.

2: Casting Powers

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

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.

3: Deny the Witch

Any model capable of Deny the Witch (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 (whose Psychic Phases it is not) can nominate any eligible model to attempt to Deny, but only gets one chance to do so. The Denier rolls their Denial dice - typically 2 - and has to exceed the total the caster got. If the Denier does so, the power fizzles.

4: Resolve Power

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.

Warp Charge Tables

The following tables show what chance you can expect to cast a power with a given number of warp charges, opposed by a given number of denial dice. Your base chance of getting perils of the warp on one die is always 0, and on two dice is always 5.56%. Whether or not you live through perils depends, of course, on how many wounds you have remaining, which directly impacts whether or not you succeed at the power.

Chances of Success, Caster vs Denier vs Charges, Caster has 4+ Wounds
Caster Dice Denier Dice WC4 WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 100.00% 97.22% 91.67% 83.33% 72.22% 58.33%
2D6+2 1D6 98.15% 96.30% 91.67% 83.33% 72.22% 58.33%
2D6+2 2D6 76.08% 75.62% 74.07% 70.60% 64.12% 54.09%
2D6+1 0D6 97.22% 91.67% 83.33% 72.22% 58.33% 41.67%
2D6+1 1D6 93.98% 90.28% 83.33% 72.22% 58.33% 41.67%
2D6+1 2D6 66.20% 65.28% 62.96% 58.33% 50.23% 38.19%
2D6+0 0D6 91.67% 83.33% 72.22% 58.33% 41.67% 27.78%
2D6+0 1D6 87.04% 81.48% 72.22% 58.33% 41.67% 27.78%
2D6+0 2D6 55.09% 53.70% 50.62% 44.83% 35.11% 25.08%
2D6-1 0D6 83.33% 72.22% 58.33% 41.67% 27.78% 16.67%
2D6-1 1D6 77.31% 69.91% 58.33% 41.67% 27.78% 16.67%
2D6-1 2D6 43.52% 41.67% 37.81% 30.86% 22.76% 14.74%
2D6-2 0D6 72.22% 58.33% 41.67% 27.78% 16.67% 08.33%
2D6-2 1D6 64.81% 55.56% 41.67% 27.78% 16.67% 08.33%
2D6-2 2D6 32.41% 30.09% 25.46% 19.68% 13.19% 07.18%
2D6-3 0D6 58.33% 41.67% 27.78% 16.67% 08.33% 02.78%
2D6-3 1D6 50.46% 39.35% 27.78% 16.67% 08.33% 02.78%
2D6-3 2D6 22.45% 19.68% 15.82% 11.19% 06.33% 02.31%
2D6-4 0D6 41.67% 27.78% 16.67% 08.33% 02.78% 00.00%
2D6-4 1D6 35.19% 25.93% 16.67% 08.33% 02.78% 00.00%
2D6-4 2D6 14.12% 11.81% 08.72% 05.25% 02.01% 00.00%
2D6-5 0D6 27.78% 16.67% 08.33% 02.78% 00.00% 00.00%
2D6-5 1D6 22.69% 15.28% 08.33% 02.78% 00.00% 00.00%
2D6-5 2D6 08.10% 06.25% 03.94% 01.62% 00.00% 00.00%
2D6-6 0D6 16.67% 08.33% 02.78% 00.00% 00.00% 00.00%
2D6-6 1D6 12.96% 07.41% 02.78% 00.00% 00.00% 00.00%
2D6-6 2D6 04.09% 02.70% 01.16% 00.00% 00.00% 00.00%
1D6+2 0D6 83.33% 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 75.00% 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 36.11% 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 66.67% 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 58.33% 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 24.07% 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 50.00% 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 41.67% 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 14.35% 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 33.33% 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 25.00% 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 07.41% 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 16.67% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 11.11% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 02.78% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
Chances of Success, Caster vs Denier vs Charges, Caster has 3 Wounds
Caster Dice Denier Dice WC4 WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 98.15% 96.30% 90.74% 82.41% 71.30% 57.41%
2D6+2 1D6 96.60% 95.37% 90.74% 82.41% 71.30% 57.41%
2D6+2 2D6 75.00% 74.69% 73.15% 69.68% 63.19% 53.16%
2D6+1 0D6 96.30% 90.74% 82.41% 71.30% 57.41% 40.74%
2D6+1 1D6 93.06% 89.35% 82.41% 71.30% 57.41% 40.74%
2D6+1 2D6 65.28% 64.35% 62.04% 57.41% 49.31% 37.27%
2D6+0 0D6 90.74% 82.41% 71.30% 57.41% 40.74% 26.85%
2D6+0 1D6 86.11% 80.56% 71.30% 57.41% 40.74% 26.85%
2D6+0 2D6 54.17% 52.78% 49.69% 43.90% 34.18% 24.15%
2D6-1 0D6 82.41% 71.30% 57.41% 40.74% 26.85% 15.74%
2D6-1 1D6 76.39% 68.98% 57.41% 40.74% 26.85% 15.74%
2D6-1 2D6 42.62% 40.77% 36.91% 29.96% 21.86% 13.84%
2D6-2 0D6 71.30% 57.41% 40.74% 26.85% 15.74% 07.41%
2D6-2 1D6 63.89% 54.63% 40.74% 26.85% 15.74% 07.41%
2D6-2 2D6 31.56% 29.24% 24.61% 18.83% 12.35% 06.33%
2D6-3 0D6 57.41% 40.74% 26.85% 15.74% 07.41% 01.85%
2D6-3 1D6 49.54% 38.43% 26.85% 15.74% 07.41% 01.85%
2D6-3 2D6 21.68% 18.90% 15.05% 10.42% 05.56% 01.54%
2D6-4 0D6 40.74% 26.85% 15.74% 07.41% 01.85% 00.00%
2D6-4 1D6 34.26% 25.00% 15.74% 07.41% 01.85% 00.00%
2D6-4 2D6 13.45% 11.14% 08.05% 04.58% 01.34% 00.00%
2D6-5 0D6 26.85% 15.74% 07.41% 01.85% 00.00% 00.00%
2D6-5 1D6 21.76% 14.35% 07.41% 01.85% 00.00% 00.00%
2D6-5 2D6 07.56% 05.71% 03.40% 01.08% 00.00% 00.00%
2D6-6 0D6 15.74% 07.41% 01.85% 00.00% 00.00% 00.00%
2D6-6 1D6 12.04% 06.48% 01.85% 00.00% 00.00% 00.00%
2D6-6 2D6 03.70% 02.31% 00.77% 00.00% 00.00% 00.00%
1D6+2 0D6 83.33% 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 75.00% 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 36.11% 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 66.67% 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 58.33% 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 24.07% 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 50.00% 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 41.67% 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 14.35% 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 33.33% 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 25.00% 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 07.41% 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 16.67% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 11.11% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 02.78% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
Chances of Success, Caster vs Denier vs Charges, Caster has 2 Wounds
Caster Dice Denier Dice WC4 WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 96.30% 95.37% 89.81% 81.48% 70.37% 56.48%
2D6+2 1D6 95.06% 94.44% 89.81% 81.48% 70.37% 56.48%
2D6+2 2D6 73.92% 73.77% 72.22% 68.75% 62.27% 52.24%
2D6+1 0D6 95.37% 89.81% 81.48% 70.37% 56.48% 39.81%
2D6+1 1D6 92.13% 88.43% 81.48% 70.37% 56.48% 39.81%
2D6+1 2D6 64.35% 63.43% 61.11% 56.48% 48.38% 36.34%
2D6+0 0D6 89.81% 81.48% 70.37% 56.48% 39.81% 25.93%
2D6+0 1D6 85.19% 79.63% 70.37% 56.48% 39.81% 25.93%
2D6+0 2D6 53.24% 51.85% 48.77% 42.98% 33.26% 23.23%
2D6-1 0D6 81.48% 70.37% 56.48% 39.81% 25.93% 14.81%
2D6-1 1D6 75.46% 68.06% 56.48% 39.81% 25.93% 14.81%
2D6-1 2D6 41.72% 39.87% 36.01% 29.06% 20.96% 12.94%
2D6-2 0D6 70.37% 56.48% 39.81% 25.93% 14.81% 06.48%
2D6-2 1D6 62.96% 53.70% 39.81% 25.93% 14.81% 06.48%
2D6-2 2D6 30.71% 28.40% 23.77% 17.98% 11.50% 05.48%
2D6-3 0D6 56.48% 39.81% 25.93% 14.81% 06.48% 00.93%
2D6-3 1D6 48.61% 37.50% 25.93% 14.81% 06.48% 00.93%
2D6-3 2D6 20.91% 18.13% 14.27% 09.65% 04.78% 00.77%
2D6-4 0D6 39.81% 25.93% 14.81% 06.48% 00.93% 00.00%
2D6-4 1D6 33.33% 24.07% 14.81% 06.48% 00.93% 00.00%
2D6-4 2D6 12.78% 10.47% 07.38% 03.91% 00.67% 00.00%
2D6-5 0D6 25.93% 14.81% 06.48% 00.93% 00.00% 00.00%
2D6-5 1D6 20.83% 13.43% 06.48% 00.93% 00.00% 00.00%
2D6-5 2D6 07.02% 05.17% 02.85% 00.54% 00.00% 00.00%
2D6-6 0D6 14.81% 06.48% 00.93% 00.00% 00.00% 00.00%
2D6-6 1D6 11.11% 05.56% 00.93% 00.00% 00.00% 00.00%
2D6-6 2D6 03.32% 01.93% 00.39% 00.00% 00.00% 00.00%
1D6+2 0D6 83.33% 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 75.00% 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 36.11% 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 66.67% 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 58.33% 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 24.07% 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 50.00% 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 41.67% 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 14.35% 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 33.33% 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 25.00% 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 07.41% 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 16.67% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 11.11% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 02.78% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
Chances of Success, Caster vs Denier vs Charges, Caster has 1 Wound
Caster Dice Denier Dice WC4 WC5 WC6 WC7 WC8 WC9
2D6+2 0D6 94.44% 94.44% 88.89% 80.56% 69.44% 55.56%
2D6+2 1D6 93.52% 93.52% 88.89% 80.56% 69.44% 55.56%
2D6+2 2D6 72.84% 72.84% 71.30% 67.82% 61.34% 51.31%
2D6+1 0D6 94.44% 88.89% 80.56% 69.44% 55.56% 38.89%
2D6+1 1D6 91.20% 87.50% 80.56% 69.44% 55.56% 38.89%
2D6+1 2D6 63.43% 62.50% 60.19% 55.56% 47.45% 35.42%
2D6+0 0D6 88.89% 80.56% 69.44% 55.56% 38.89% 25.00%
2D6+0 1D6 84.26% 78.70% 69.44% 55.56% 38.89% 25.00%
2D6+0 2D6 52.31% 50.93% 47.84% 42.05% 32.33% 22.30%
2D6-1 0D6 80.56% 69.44% 55.56% 38.89% 25.00% 13.89%
2D6-1 1D6 74.54% 67.13% 55.56% 38.89% 25.00% 13.89%
2D6-1 2D6 40.82% 38.97% 35.11% 28.16% 20.06% 12.04%
2D6-2 0D6 69.44% 55.56% 38.89% 25.00% 13.89% 05.56%
2D6-2 1D6 62.04% 52.78% 38.89% 25.00% 13.89% 05.56%
2D6-2 2D6 29.86% 27.55% 22.92% 17.13% 10.65% 04.63%
2D6-3 0D6 55.56% 38.89% 25.00% 13.89% 05.56% 00.00%
2D6-3 1D6 47.69% 36.57% 25.00% 13.89% 05.56% 00.00%
2D6-3 2D6 20.14% 17.36% 13.50% 08.87% 04.01% 00.00%
2D6-4 0D6 38.89% 25.00% 13.89% 05.56% 00.00% 00.00%
2D6-4 1D6 32.41% 23.15% 13.89% 05.56% 00.00% 00.00%
2D6-4 2D6 12.11% 09.80% 06.71% 03.24% 00.00% 00.00%
2D6-5 0D6 25.00% 13.89% 05.56% 00.00% 00.00% 00.00%
2D6-5 1D6 19.91% 12.50% 05.56% 00.00% 00.00% 00.00%
2D6-5 2D6 06.48% 04.63% 02.31% 00.00% 00.00% 00.00%
2D6-6 0D6 13.89% 05.56% 00.00% 00.00% 00.00% 00.00%
2D6-6 1D6 10.19% 04.63% 00.00% 00.00% 00.00% 00.00%
2D6-6 2D6 02.93% 01.54% 00.00% 00.00% 00.00% 00.00%
1D6+2 0D6 83.33% 66.67% 50.00% 33.33% 16.67% 00.00%
1D6+2 1D6 75.00% 63.89% 50.00% 33.33% 16.67% 00.00%
1D6+2 2D6 36.11% 33.33% 28.70% 21.76% 12.04% 00.00%
1D6+1 0D6 66.67% 50.00% 33.33% 16.67% 00.00% 00.00%
1D6+1 1D6 58.33% 47.22% 33.33% 16.67% 00.00% 00.00%
1D6+1 2D6 24.07% 21.30% 16.67% 09.72% 00.00% 00.00%
1D6+0 0D6 50.00% 33.33% 16.67% 00.00% 00.00% 00.00%
1D6+0 1D6 41.67% 30.56% 16.67% 00.00% 00.00% 00.00%
1D6+0 2D6 14.35% 11.57% 06.94% 00.00% 00.00% 00.00%
1D6-1 0D6 33.33% 16.67% 00.00% 00.00% 00.00% 00.00%
1D6-1 1D6 25.00% 13.89% 00.00% 00.00% 00.00% 00.00%
1D6-1 2D6 07.41% 04.63% 00.00% 00.00% 00.00% 00.00%
1D6-2 0D6 16.67% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 1D6 11.11% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-2 2D6 02.78% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-3 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-4 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-5 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 0D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 1D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%
1D6-6 2D6 00.00% 00.00% 00.00% 00.00% 00.00% 00.00%

Psychic Disciplines

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).

Smite

Overview
Smite is not actually in a discipline, and all Psykers know it by default unless otherwise noted.
Force
Number Name Range Target Description Charge
N/A Smite 18 Closest Visible Enemy Unit The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds - D6 if manifested on 10 or more. 5

Chaos

Chaos Daemons

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
Nurgle
Number Name Range Target Description Charge
1 Stream of Corruption 7 Closest Enemy Unit The closest enemy unit within 7" suffers 1D3 mortal wounds if it has fewer than 10 models in it, otherwise 1D6. While it can hit units the psyker cannot see and will scale up to 1D6 in a controlled fashion rather than rolling for it, you're usually better off relying on Smite for this and picking another power - its range is superior and it's spammable, unlike Stream; it's probably more useful to spread out access to one of the other two powers in this Discipline, instead. 5
2 Virulent Blessing 18 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. 6
3 Fleshy Abundance 18 Friendly Nurgle Daemon Unit Target unit recovers 1D3 wounds. 5
Slaanesh
Slaanesh
Number Name Range Target Description Charge
1 Cacophonic Choir 18 Closest Visible Enemy Unit Roll 2D6. Target unit suffers a mortal wound for each point rolled above its Leadership. 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
Tzeentch
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 Penalty
1 +1 Attack
2 +1 Strength
3 +1 Toughness
7
2 Bolt of Change 18 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. 9
3 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

Heretic Astartes

Except for the Death Guard, all Legions share the same Discipline, which they also, curiously, share with Be'Lakor.

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: 1.5. 5
2 Warptime 3 Friendly Heretic Astartes 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. 6
3 Prescience 18 Friendly Heretic Astartes Unit Target unit may add +1 to all hit rolls until the start of your next Psychic phase. 7
Death Guard

Death Guard Sorcerers use Dark Hereticus, but Plaguecasters use Contagion.

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. 5

Eldar

Craftworld Eldar

Warlocks and Spiritseers use the Runes of Battle. Each is two effects - you choose one after casting the power successfully.

Runes of Battle
Number Name Range Target Description Charge
1 Conceal/Reveal Aura 3/18 Psyker and Friendly Asuryani (Biker and Infantry) Units / Enemy Unit Until the start of your next Psychic phase, ranged weapon hit rolls against affected unit(s) must subtract 1 / target unit gains no bonus to its saves from cover. 6
2 Embolden/Horrify Aura 3/18 Nurgle Daemon Unit Until the start of your next Psychic phase, affected unit(s) has/have +2/-1 Leadership. 6
3 Enhance/Drain Aura 3/18 Friendly Nurgle Daemon Unit Until the start of your next Psychic phase, affected unit(s) has/have +1/-1 to hit rolls in the Fight phase. 7
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, you can re-roll failed wounds against target unit. 7
3 Fortune 24 Friendly Asuryani Unit Until the start of your next Psychic phase, whenever the target unit suffers a wound, roll a 1D6 - on a 5+, ignore the wound. Units with "similar" abilities, such as the Avatar of Khaine's Molten Body, are immune to this power. "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

Harlequins

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: 1.4, so 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

Ynnari

Yvraine and the Yncarne use the Revenant Discipline.

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: 2.08333..... 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 Unit that has not made a Soulburst action this turn. Target unit can immediately make a Soulburst action. 6

Imperium of Man

Adeptus Astartes

"Codex" Astartes

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 Mental Fortitude 12 Adeptus Astartes Model Until the start of your next Psychic phase, target model has +1 Strength, Toughness, and Attacks. 6
3 Dominate 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

Blood Angels psykers lose Librarius and instead use Sanguinary.

Sanguinary
Number Name Range Target Description Charge
1 Blood Boil 18 Visible Enemy Unit Three times, roll a die and compare it to the "Toughness of the target unit". If the die roll is higher, the target unit suffers a mortal wound. 5
2 Shield of Sanguinius 12 Friendly Blood Angels Unit Until the start of your next Psychic phase, target unit has a 4+ invulnerable save. Note that this sets the value, so it will override invulnerable saves from "before" the power applied, such as from Storm Shields. 6
3 Unleash Rage 12 Friendly Blood Angels Unit Until the start of your next Psychic phase, target unit has +1 Attack. Copy and paste of Warpath from the Waaagh! discipline, only double the range and at -1 Charge, so way, way better. 6
Dark Angels

Dark Angels psykers lose Librarius and instead use Interromancy.

Interromancy
Number Name Range Target Description Charge
1 Mind Worm 12 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 Enemy Unit Until the start of your next Psychic phase, target unit has -1 to hit. 6
3 Engulfing Fear Aura 6 Enemy Units Target units must roll 2 dice and discard the lowest when taking Morale tests in the Morale phase. RAW, this power has no duration and never expires, so presumably it lasts until the end of the game. 6
Space Wolves

Space Wolves psykers use Tempestas; they do not technically lose Librarius, as Space Wolves take their own, distinct psykers.

Tempestas
Number Name Range Target Description Charge
1 Storm Caller Aura 6 Psyker and Friendly Space Wolves Units Until the start of your next Psychic phase, targets count as being in cover. 6
2 Tempest's Wrath 18 Enemy Unit Until the start of your next Psychic phase, target unit has -1 to hit. Copied and pasted from Aversion from the Sanguinary discipline, only with 6" less range. 6
3 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. 7

Adeptus Astra Telepathica

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.
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. 6

The Inquisition

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

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 9 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. 6
2 Warpath 6 Friendly Ork Unit Until the start of your next Psychic phase, target unit has +1 Attack. 7
3 Da Jump 6 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

Tyranids

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

Hive Mind
Number Name Range Target Description Charge
1 The Horror 24 Visible Unit Until the start of your next Psychic phase, target unit has -1 to hit rolls and Leadership. 6
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 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

Genestealer Cults

Broodmind
Number Name Range Target Description Charge
1 Mass Hypnosis 18 Visible Enemy Unit Until the start of your next Psychic phase, target unit 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 target model were Friendly. Models cannot attack themselves but can attack other models in their own unit. 6
3 Might From Beyond 18 Friendly Genestealer Cults Infantry Unit Until the start of your next Psychic phase, target unit has +1 Strength and Attacks. 7