Astartes Psychic Powers

LIBRARIAN models included in an Adeptus Astartes detachment can select powers from any of the disciplines below if they so choose. They can also pick the Force Vortex power below:

Force Vortex

The Librarius creates a globe of coruscating psychic energy that tears apart the molecular bonds of anything it touches.

Warp Сharge: 4

Force Vortex is a witchfire power with the following profile:

Range S AP Type
24" D 1 Heavy 1, Large Blast, Vortex

Fulmination Discipline

Electrosurge

(Primaris Power)

Electrokinetic energy surges through the psyker’s veins and arcs between his fingertips. With a gesture, it leaps forth to transform flesh into charred meat.

Warp Сharge: 1

Electrosurge is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault 6

1

Electroshield

With a thought, the psyker summons a crackling shield of electrokinetic energy to ward away the bullets and blows of the enemy.

Warp Сharge: 1

Electroshield is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has a 3+ invulnerable save.


2

Electropulse

The psyker concentrates his power into a raging cyclone of electromagnetic energy that spirals outwards before detonating in a shock wave that causes machine circuits to sputter and die.

Warp Сharge: 1

Electropulse is a nova power with the following profile:

Range S AP Type
9" 1 - Assault 1, Haywire

3

Lightning Arc

Bolts of Warp lightning leap forth from the psyker’s eyes and mouth, arcing violently among the enemy forces and leaving death in their wake.

Warp Сharge: 2

Lightning Arc is a witchfire power with the following profile:

Range S AP Type
18" 5 4 Assault D6, Lethal Discharge

Lethal Discharge: After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are Randomly Allocated.


4

Fists of Lightning

The psyker summons crackling coronae of living lightning that surround his fists. Whenever enemies are struck, incandescent arcs of lethal energy leap forth to course through their ranks.

Warp Сharge: 1

Fists of Lightning is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker adds 1 to both his Strength and Attacks. In addition, each time the Psyker hits an enemy unit in close combat, that unit suffers two additional Strength 5 AP- hits.


5

Magnetokinesis

The psyker surrounds his allies in a bubble of magnetokinetic force before levitating them across the battlefield to a tactically superior position.

Warp Сharge: 2

Magnetokinesis is a blessing that targets a single unit within 18". Unless the target is Zooming, Swooping or is locked in combat, it can immediately make a move of up to 18". The unit can move over all other models and terrain as if they were open ground, but it cannot end its move on top of other models or impassable terrain. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The unit cannot charge in the same turn that it was moved using this power, and all models in the unit count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.


6

Electrodisplacement

The psyker bends the power of the Warp and an eldritch bolt of lightning flashes across the battlefield. In an instant, the psyker has displaced himself, switching his location with that of his allies.

Warp Сharge: 2

Electrodisplacement is a blessing that targets a single non-vehicle unit within 24". Remove all models in the target unit except one, then swap the position of the Psyker with that model. Then, set up all models from the Psyker’s unit (if any) within 6" and unit coherency of the Psyker, and set up all remaining models from the swapped model’s unit within 6" and unit coherency of that model.

If either unit was locked in combat, the displaced unit is now locked in combat with that enemy - models cannot otherwise be placed within 1" of an enemy model.

Unless locked in close combat, these units can charge in the same turn.


Geokinesis Discipline

Chasm

(Primaris Power)

The psyker slams his hands together, and then pulls them slowly apart. As he does so, a wide chasm filled with lava opens under an enemy unit.

Warp Сharge: 2

Chasm is a psychic power that targets an enemy unit within 18" of the Psyker that is not locked in combat. All models in the enemy unit must immediately take a Dangerous Terrain test with no armour saves allowed (invulnerable saves can be taken normally). This psychic power has no effect on Swooping or Zooming units.


1

Earth Blood

The psyker draws on the very life force of the planet upon which he treads, sending forth a surge of healing energy that spreads up from the ground and into those standing nearby.

Warp Сharge: 1

Earth Blood is a blessing that targets a single friendly non-vehicle character within 18". The target immediately regains D3 wounds lost earlier during the battle. In addition, whilst the power is in effect, the target and all models in their unit have the It Will Not Die special rule.


2

Scorched Earth

The psyker focusses his mental powers on an area of nearby ground. The once-solid surface begins to writhe and burn, spewing rocks and lava into the air and turning the area into a quagmire of fire and magma.

Warp Сharge: 1

Scorched Earth is a malediction that targets a point on the battlefield within 24" of the Psyker. Choose the point when the power is manifested. Each unit within 6" of that point immediately suffers a single Strength 5 АР4 hit with the Ignores Cover special rule (hits are Randomly Allocated). In addition, whilst the power is in effect, all terrain (including open ground) within 6" of the point chosen is treated as being dangerous terrain.


3

Landquake

The psyker stamps down hard upon the ground, triggering a violent shock wave that ripples outwards and knocks enemy warriors from their feet.

Warp Сharge: 1

Landquake is a malediction that targets all enemy units within 18". Whilst this power in effect, the targets move as though they were in difficult terrain. Furthermore, whilst this power is in effect, the targets cannot Run, Turbo-boost, or move Flat Out. This psychic power has no effect on Swooping or Zooming units.


4

Phase Form

The psyker creates an anomaly that pushes an ally out of sync with reality. Objects lose some of their substance, alloiving the ally to pass through them when it moves or see through them when it attacks.

Warp Сharge: 1

Phase Form is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the unit has the Move Through Cover special rule and all of its weapons have the Ignores Cover special rule. In addition, the unit does not need line of sight in order to attack an enemy unit in the Shooting phase - as long as the target is in range, it can be shot at.


5

Warp Quake

The psyker focusses on a building and balls his hand into a tight fist. As his hand starts to shudder, so too does the building, until it starts to crumble and collapse.

Warp Сharge: 1

Warp Quake is a witchfire power that targets either a single building or a single piece of Ruins terrain within 24".

If you targeted a building, roll a dice; on a roll of 1-3, the building suffers a glancing hit, and on a roll of 4-6, it suffers a penetrating hit.

If you targeted a piece of Ruins terrain, roll a dice for each unit that is even partially within those ruins: on a 4 or more, that unit suffers D6 Strength 6 AP- hits as they are struck by falling debris. These hits are Randomly Allocated.


6

Shifting Worldscape

The psyker tears the landscape asunder, raising up an area of ground and everything standing upon it, and moving it through the air to a new location.

Warp Сharge: 3

Shifting Worldscape is a psychic power that targets a single terrain feature within 24" of the Psyker and in their line of sight. The terrain feature must be one that can be physically picked up and placed in a different location on battlefield. Move the terrain to an area of open ground anywhere on the battlefield within 24" of its starting position, so long as it is more than 1" away from any other models or other terrain features after the relocation is complete.

Any units that have all of their models on the piece of terrain are moved with it. If a unit has only a portion of its models on the terrain feature, then the models that occupy the terrain piece are immediately moved off it by their player, in the same manner as a model disembarking from a vehicle (treating the edge of the terrain as an Access Point and ending this move wholly within 6” of the terrain and in coherency).Models moved in this way must then take a Dangerous Terrain test.


Librarius Discipline

The Emperor’s Wrath

(Primaris Power)

Crackling bolts of psychic force leap from the Librarian’s gauntlet, tearing through armour to annihilate the enemies of the Imperium.

Warp Сharge: 1

The Emperor’s Wrath is a witchfire power with the following profile:

Range S AP Type
18" 5 3 Assault 1, Blast

1

Veil of Time

The psyker projects his will beyond the regular passage of time, taking in the strands of fate before returning to the present to sway the tide of battle.

Warp Сharge: 2

Veil of Time is a blessing that targets the Psyker’s unit. Whilst the power is in effect, the Psyker and his unit can re-roll all failed saving throws.


2

Fury of the Ancients

Calling upon the myths and legends of his Chapter’s home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.

Warp Сharge: 1

Fury of the Ancients is a beam with the following profile:

Range S AP Type
20" 6 4 Assault 1, Pinning

3

Psychic Fortress

Drawing on boundless reserves of inner strength, the psyker shields his mind - and those of his brethren - from the threat of sorcerous assault.

Warp Сharge: 1

Psychic Fortress is a blessing that targets the Psyker. Whilst the power is in effect, all friendly units within 12" of the Psyker have the Fearless and Adamantium Will special rules. In addition, whilst this power is in effect, all friendly units within 12" of the Psyker have a 4+ invulnerable save against any Wounds caused by witchfire powers.


4

Might of Heroes

The psyker cages the immense power of the Immaterium within his physical form and becomes the Emperor’s vengeance made manifest.

Warp Сharge: 1

Might of Heroes is a blessing that targets the Psyker. Whilst the power is in effect, add 2 to the Psyker’s Strength, Toughness, Initiative and Attacks.


5

Psychic Scourge

The psyker pits his superhuman willpower against that of an enemy sorcerer in a battle of mental fortitude, seeking to scour arcane knowledge from the foul witch’s mind.

Warp Сharge: 1

Psychic Scourge is a malediction that targets an enemy Psyker within 24". The Psyker manifesting this power rolls two dice and adds their Mastery Level to the highest result. The other Psyker rolls a single dice and adds their Mastery Level to the result.

  • If the enemy Psyker’s result is higher, there is no effect.
  • If the scores are drawn, or your result is higher than the enemy Psyker’s, the target suffers a Wound with no saves of any kind allowed and, whilst this power is in effect, can only successfully manifest Warp Charge points on the roll of a 6.
  • Finally, if your result is at least 3 points higher than that of the enemy Psyker’s, then they also lose a randomly chosen psychic power - they cannot use it for the rest of the battle.

6

Null Zone

The psyker unleashes the full might of his mind to cast down his target’s defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.

Warp Сharge: 2

Null Zone is a malediction that targets an enemy unit within 24". Whilst the power is in effect, all models in the target unit suffer a -2 penalty to any invulnerable saves they have. This is cumulative with any other modifiers to a model’s invulnerable save, but cannot make it worse than 6+.


Technomancy Discipline

Subvert Machine

(Primaris Power)

The psyker imposes his will upon an enemy machine spirit, forcing it into a state of dormancy or confusion, or even causing it to fire upon its own allies.

Warp Сharge: 1

Subvert Machine is a malediction that targets a single enemy vehicle within 18". If this power is successfully manifested, randomly select one of the vehicle’s weapons (do not include Bombs, weapons with the One Use Only/One Shot Only special rule that have already fired, and weapons that have been destroyed). Then, you and your opponent each roll a dice and look up the result below:

  • If your opponent rolls higher, nothing happens.
  • If the results are drawn, then that weapon can only fire Snap Shots whilst this power is in effect.
  • If you roll higher, you can immediately shoot with that weapon at another enemy unit - the weapon fires using the vehicle’s Ballistic Skill, unless the vehicle is Crew Stunned or Shaken, in which case the weapon can only fire Snap Shots.

1

Blessing of the Machine

A dormant machine spirit is coaxed into vital life by the psyker’s mental impulse. Though granted only fleeting animus, when such a spirit is roused from its slumber, it will not hesitate to lash out at those it deems a threat.

Warp Сharge: 1

Blessing of the Machine is a blessing that targets a single friendly vehicle within 24". Whilst the power is in effect, the target vehicle ignores the effects of Crew Shaken and/or Crew Stunned damage results and has the Power of the Machine Spirit special rule. If the vehicle already has this special rule, it instead increases its Ballistic Skill by 1 whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.


2

Machine Curse

The psyker’s otherworldly vision penetrates the vehicle’s armoured shell, laying bare its vulnerable inner workings to his destructive manipulation.

Warp Сharge: 1

Machine Curse is a focussed witchfire power that targets a single enemy vehicle unit within 18". The target model immediately suffers D3 Strength 1 АР- hits with the Haywire special rule.


3

Reforge

The psykers mind communes with the machine spirit of a damaged vehicle, soothing its pain as otherworldly energies reforge its wounded hull.

Warp Сharge: 1

Reforge is a blessing that targets a single friendly vehicle within 24". The controlling player can choose for the target vehicle either to immediately recover one Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. In addition, the target vehicle has the It Will Not Die special rule whilst this power is in effect.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.


4

Warpmetal Armour

At the psyker’s command, Warp energy temporarily coalesces into a steely metal, bolstering the armour of nearby tanks or wrapping allies in a second skin capable of turning aside bullet and blade alike.

Warp Сharge: 2

Warpmetal Armour is a blessing that targets a single friendly unit within 24". If this power targets a vehicle unit, then whilst it is in effect add 1 to all the Armour Values (Front, Sides and Rear) of models in that unit. If this power targets a non-vehicle unit, then whilst it is in effect add 1 to the Toughness of all models in the target unit.

If the Psyker is embarked on a Transport vehicle, he may still attempt to manifest this psychic power, but may only target the vehicle he is embarked upon.


5

Fury of Mars

The psyker channels the mechanical wrath of the Omnissiah into an enormous, Warp-fuelled pulse that surges forth in an invisible wave to unleash ruin upon the impure technology of the foe.

Warp Сharge: 1

Fury of Mars is a beam with the following profile:

Range S AP Type
18" 1 - Assault 1, Haywire

6

Machine Flense

The psyker’s mind lashes out at an enemy war machine to shred its armoured hull. Not yet satisfied with the damage he has wrought, the psyker redirects the jagged fragments he has torn free to assail yet more of his foes.

Warp Сharge: 2

Machine Flense is a focussed witchfire that targets a single enemy vehicle unit within 18". The target immediately loses D3 Hull Points. For each Hull Point that the vehicle loses, the Psyker inflicts D6 Strength 4 AP6 hits with the Rending special rule on a single enemy unit within 12" of the target vehicle. You can choose a different target for each Hull Point lost in this way if you wish.