Adeptus

Force 1
Range: 18"

The Carmine Assassin

Red light runs from the psyker's eyes, ears, nose and mouth, gathers around one model within 18", and closes on it. The victim rolls under its Toughness on 1D6 or dies outright, however many wounds it had, and no armour saving throw applies. A single crewman may be attacked this way; where the vehicle is enclosed, that crewman rolls two D6 and keeps the lower.

Force 1
Range: 36"

Scan

The psyker opens their mind and feels for every enemy within 36". Hidden models inside that range are found automatically, their positions passed on to nearby friends. Where an enemy psyker is in range, their hand of warp cards may be examined, along with one psychic power of each enemy psyker in range, chosen at random.

Force 1
Range: 24"

Assail

Something huge and unseen takes hold of one model within 24" and knocks it about. The caster may shift that model up to 6" in any direction and set its facing as they like—into hand-to-hand combat, onto a blast marker, into dangerous ground, anywhere the terrain does not simply bar. A model handled this way is shaken out of overwatch. A vehicle cannot be moved by it, but one already moving loses control in its next movement phase on a D6 roll of 4, 5 or 6.

Force 2
Range: 3D6"

Displacement

One friendly squad, or one friendly model, is wrapped in energy, vanishes, and comes back somewhere else a moment later. The distance is up to 3D6" in whatever direction the caster likes, and nothing lying between—models, buildings, scenery, obstacles of any kind—has any bearing on it. A rooftop, a crag or any other high place is a legitimate destination. Troops set down in hand-to-hand combat join the fighting from the next round and count as having charged for that first one. Enemy models cannot be shifted by it.

Force 2
Range: 24"

Hellfire

A column of fire erupts from the ground and swallows everything around it. The 2" radius Hellfire template is placed anywhere on the table within 24" of the psyker to mark the burning ground. Every model the template touches takes an S4 hit. The template may be left where it is, in which case it blocks line of sight and deals an S4 hit to anything that touches it. Left in place it lasts until nullified, or until the power is cast again.

Force 3
Range: 24"

Lightning Arc

Lightning leaps from the psyker's hands up to 24" and takes the first model in its path with an S6 hit that does D3 wounds rather than 1. Should that model die, the bolt jumps to anything within 6" of it for another S6 hit and D3 wounds, and again from there, to six hits in all. Where it penetrates a vehicle's armour it may jump likewise: to another model within 6", or to a different location on the same vehicle, up to the same six.

Force 2
Range: 24"

Machine Curse

A curse laid on the machine spirits of the enemy. Place the 2" radius Machine Curse template anywhere within 24" of the psyker; everything even partly beneath it is caught. No ranged weapon in that area will fire, pistols in close combat included, and no robot, Terminator, Dreadnought or vehicle will move, until the curse is broken. Carry something out of the area and it works again. Troops may shoot into or through the area freely. The curse holds until nullified or until the psyker dies.

Force 1
Range: 18"

The Gate

The psyker opens a gate through the warp. Take the two special Gate markers and place them anywhere within 18" of the psyker. The two markers represent either end of a tunnel through reality. Any models which move into one of the Gate markers disappear, instantaneously reappearing out of the other Gate marker. Models expend no movement being transported between the Gate markers and may charge or make run moves through them as normal. Only models small enough to get through the Gate may use it, so no vehicles etc can pass through. The Gate remains in play until it is nullified or the psyker using it is killed.


Inquisition

Force 1
Range: 36"

Purge Psyker

The psyker assaults one of the enemy psykers in a battle of wills. The enemy psyker rolls a D6 and adds their mastery level to the roll; the attacking psyker rolls two D6 and adds their mastery level to the highest dice roll. If the enemy psyker's score is lower they lose and suffer 1 wound for every point they lost by. If the scores are tied or the enemy's score is higher the Purge Psyker attack has no effect unless the defender's score is double the attacker's. If this happens, the attacking psyker suffers D6 wounds from psychic feedback.

Force 1

Aura of Fire

An aura of flickering flames forms around the psyker. The Aura of Fire will negate any wound suffered by the psyker on a D6 roll of 4, 5, or 6. In hand-to-hand combat, any wound saved by means of the Aura of Fire is rebounded against the model that struck them, causing a wound for each wound saved. Once cast, the Aura of Fire remains effective for the rest of the game, until it is nullified, or until the psyker is slain. Only one Aura of Fire may be active at a time.

Force 1
Range: 9"

Aura of Fortitude

The psyker projects a powerful mental shield to protect themselves and those nearby against psychic attack. The psyker and all friendly models within 9" increase their Ld characteristic to 10 as long as the Aura of Fortitude is in effect. The psyker and all friendly models within 9" gain a saving throw of 4, 5 or 6 on a D6 against psychic attacks. Aura of Fortitude remains in play until it is nullified or the psyker is killed.

Force 3
Range: 12"

Storm of Wrath

The psyker unleashes a mighty psychic storm of terrifying intensity which affects all enemy models within 12" of them. All enemy units in range must pass a Ld test on 2D6 before they can move or charge. Enemy vehicles will go out of control on a roll of 5 or 6 on a D6 when they move. All enemy shooting within or into the area suffers a -2 modifier to hit. Friendly models are completely unaffected. The Storm of Wrath remains in play until it is nullified or until the psyker is killed.

Force 2
Range: 24"

Destroy Daemon

An attempt to tear a daemon loose and send it back where it came from. The power reaches 24" and takes the first target in its way. The psyker rolls 2D6 plus their mastery level; the daemon rolls 1D6 plus whatever wounds it has left. Beat the daemon and it is gone at once. Draw and it loses half the wounds remaining to it, rounding down. Score under and nothing happens at all—and should the daemon manage twice the psyker's total, the backwash costs the psyker D3 wounds.

Force 1
Range: 24"

Scourging

Whips of power lash out from the psyker's fingers to 24" and find the first target in their way, dealing D3 S4 hits. The target must also pass a Ld test or stand senseless until the next psychic phase. Against daemons the same D3 hits land at S8.

Force 3
Range: 12"

Holocaust

The psyker turns loose everything they have and the flames pour out of them. Every living thing within 12", friend and foe alike, takes an S4 hit. Once the damage is settled a Ld test decides whether the psyker can stop; failing that test, or choosing to press on, costs them a wound as the fire eats into them. If they live, the card stays in play and every living thing within 12" takes another S4 hit when the next psychic phase opens. While it burns the psyker can use no warp cards and no other power.

Force 3
Range: 3D6"

Vortex

A ball of absolute dark opens between the psyker's hands and spreads into a turning vortex. It can be sent off in any direction, and ruins whatever it meets. Use the Vortex template to show where it is, moving the template to trace its course. It travels 3D6" straight away, and whatever it touches suffers as though touched by a Vortex grenade. From the start of each turn after that, roll on the Vortex chart exactly as for the grenade. It lasts until nullified, until it disperses, or until it leaves the table.


Librarian

Force 1

Psychic Shield

The Librarian raises a shield of psychic force around themself. Any wound they take thereafter from shooting or close combat may be absorbed, one D6 per wound, on a roll of 3 or better. Against a psychic power that wounds or kills outright the shield saves on 4, 5 or 6, and a save made that way breaks the shield at once. Otherwise it stands until nullified or until the Librarian is killed.

Force 1
Range: 4D6"

Teleportation

The Librarian brightens, flares, and is gone. They reappear up to 4D6" off, arriving as another glow that flashes and fades. Arriving in hand-to-hand combat is allowed: they fight normally from the next round and count as charging in the first.

Force 1

Prescience

The Librarian looks a little way ahead and sees how things will fall out. From the moment the power is used until the next psychic phase opens, any failed roll of theirs may be taken again—to hit, damage, armour saves, Leadership tests and the rest.

Force 2
Range: 3"

Quickening

The Librarian creates an accelerated time field around themselves or another model within 3", making it seem that the subject speeds up to a blur while everything else barely moves. The subject doubles its Movement, Initiative, and Attacks characteristics as long as Quickening is in play and can fire twice in the shooting phase if they don't run or charge in the movement phase. Once used, Quickening remains in play until nullified or the Librarian is killed. Quickening may be used on only one model at a time.

Force 2
Range: 6"

Strength of Mind

The Librarian draws upon their inner reserves of strength to fortify themselves and those about them against psychic attack. Psychic attacks against the Librarian or any models within 6" of them are automatically nullified unless they roll higher than the Librarian's mastery level on a D6. Strength of Mind remains in play until it is nullified or the Librarian is killed.

Force 2
Range: 3"

Iron Arm

Cast by the Librarian on themself or any model within 3". Psychic force floods through the subject: Toughness and Strength both double, to a ceiling of 10, while Move is halved, rounding up. Fighting is otherwise unaffected. The subject also gains an extra save on 4, 5 or 6, rolled before its ordinary armour save; weapon save modifiers do not touch it and it applies to every wound however caused, psychic powers included. Iron Arm holds for the remainder of the game unless nullified or the subject is slain, and only one model may be under it at a time.

Force 3
Range: 24"

Smite

A crushing psychic blow struck at an area within 24". Put the 2" Smite template anywhere on the table inside that range of the Librarian. Everything the template covers is hit, and anything covered in part is hit on a D6 roll of 4, 5 or 6; where a vehicle is hit, one crewman chosen at random suffers it. Each model hit takes a Ld test on 2D6 with its Leadership reduced by 2. Fail and the model dies on the spot, whatever wounds it had. Armour is no protection.

Force 2
Range: 5D6"

The Salamander

The Librarian draws on the terrifying legends of Chapter history to create a monstrous spectral creature. The manifestation shoots forwards, crackling and spitting as it burns a trail of destruction in its path. The player draws a line 5D6" from the Librarian. Every model crossed by the line suffers one S5 hit causing 1 wound. Any squad suffering one or more casualties from the Salamander must take a Break test.


Eldar Seers

Force 1
Range: 36"

Doom

The Farseer picks out the thread of fate that ends one enemy model within range. While the Doom is on it, every hit it takes wounds automatically, from shooting, from hand-to-hand fighting, from psychic attack alike, with no roll required; and each wound is counted double, so a boltgun hit does 2. Armour saves are unchanged. A vehicle cannot be Doomed. It lasts until nullified, until the target dies, or until the Farseer lifts it.

Farseer Only
Force 1
Range: 72"

Battle Fate

The Farseer reads the odds and picks out the line of action that serves one Eldar squad or vehicle best. That squad or vehicle adds 1 to every shooting to hit roll and to its Combat Scores in close combat. The card returns to the Farseer's hand at the opening of the next psychic phase, and may be played again.

Farseer Only
Force 1
Range: 8"

Fortune

The Warlock gathers protective energies about themself and the Eldar close by. Every Eldar within 8" of the Warlock adds 2 to their armour saving throws while the power lasts. It does nothing for vehicles or Dreadnoughts—living Eldar only. Fortune stands until nullified, until the Warlock dies, or until the Warlock ends it.

Force 1-3
Range: 36"

Mind War

One enemy mind within range is set upon directly. The Farseer throws 4D6, and another D6 for every force card spent on the power; each 6 that comes up costs the target a wound, against which no armour save is allowed. Turned on a vehicle crewman the throw is only 2D6, again plus a D6 per force card. Turned on an enemy psyker it takes powers instead of wounds: one psychic power card at random per 6, discarded for good. A psyker holding fewer cards than the sixes demand loses every power it has and takes D3 wounds besides.

Farseer Only
Force 1-3
Range: 18"

Executioner

Strands of incandescent energy stream from the Warlock's outstretched fingertips and weave themselves into a monstrous, glowing form near a single model within 18". The form is a psychic projection of the Warlock which immediately springs forward to attack the enemy in hand-to-hand combat. Each card used to energise this power allows the Warlock to attack one enemy model. Fight out the hand-to-hand combat immediately. The Warlock counts as charging and if they are fighting more than one opponent the normal rules for multiple combats do not apply. Losing any of these combats does the Warlock no harm, but nullifies the power on the spot.

Force 1-2
Range: 12"

Guide

The Warlock enters the mind of one Eldar within 12" and aims for them. That model fires at once, at up to twice the weapon's usual range, and the shot hits without a roll—pick the target and work out damage as normal. A pistol or basic weapon costs one card; ancient, heavy and support weapons cost two. Only the single shot is granted, so sustained fire and multiple shots alike yield one hit.

Force 3
Range: 24"

Eldritch Storm

A screaming wind of psychic force that picks troops up and throws them. Put the Eldritch Storm template anywhere within 24" of the Warlock, then roll a scatter dice for each model more than half beneath it. An arrow throws that model to the edge of the storm, and it may neither move nor shoot next turn; a hit does the same and adds an S4 hit on the way. Any vehicle caught inside goes out of control the next time it moves. Leave the card beside the Warlock, or face up at the table edge, to show the storm is up. It stands until the Warlock dies or ends it, and while it stands nothing sees, moves or shoots through it.

Force 2

Destructor

A surge of raw power poured out in a widening line. Lay the special Destructor template with its narrow end against the Warlock and its broad end across the target. Anything more than half beneath it is caught unless it rolls its Initiative or less on a D6, and what is caught takes an S6 hit that no armour will stop. Vehicles and buildings are caught automatically, and either one halts the bolt where it stands. Otherwise the template advances 12" along the same line at the start of every later psychic phase. It stays in play until the Warlock takes the card back into hand during a psychic phase, until the Warlock dies, until it is nullified, or until it finally passes off the table.


Ork Weirdboyz

Force 2
Range: 24"

Squish

The Weirdboy grunts and bears down on one model within 24". Glowing light closes round the victim, hardens, and squeezes until nothing lives inside. The target takes S5 hits numbering 2D6 less its own Strength. A vehicle subtracts its ram value instead.

Force 1
Range: 36"

'Eadbutz

The Weirdboy puts their forehead through an enemy psyker's, with the Waaagh! behind it. Both sides throw one D6, each adding the mastery level of its own psyker. Should the enemy psyker come out lower, they take 1 wound and work no power until the next psychic phase, though warp cards stay available for nullifying and so on. A tie, or a win for the enemy psyker, and nothing at all comes of it.

Force 1
Range: 24"

Kop Dis!

A wave of raw power thrown up to 24", catching the first model in its way and flinging it back D6+1". Anything it collides with stops the move dead, and both models take an S5 hit. It works on area templates as well—Vortex, Hellfire, plasma bursts and their like—and a template shoved this way scores a hit on everything it crosses.

Force 3
Range: 24"

Da Krunch

The Weirdboy's fevered brain conjures up a huge ectoplasmic vision and the mighty foot of Gork stomps down to squish the enemy! Use the special template to represent the area covered by the foot by placing it over the desired target. Any models under the template are automatically hit unless they can roll under their Initiative rating on a D6 to get out of the way. Any models which fail to dodge suffer an S10 hit.

Force 2
Range: 18"

Power Vomit

The Weirdboy brings up a gout of luminous green psycho-plasma. Rule a line 18" out from the model; everything lying beneath that line takes an S5 hit. Nothing stops it—models, scenery and buildings are all passed straight through—and it runs its full length whether or not it has done any harm.

Force 2
Range: 24"

Brain Bursta

A bolt tears out of the Weirdboy's sloping brow and crosses up to 24" of battlefield dead straight. The first model it meets is filled with more Ork power than it can hold and must roll under its Toughness on a D6 or its head bursts, which kills it outright whatever its wounds. No armour save applies. Against a vehicle the bolt strikes one crewman at random, who rolls as above.

Force 3
Range: 4D6"

Death Wave

Psychic force breaks out of the Weirdboy's eyes as a shining wave. Set the Death Wave template with its centre touching the Weirdboy, then run it 4D6" in a straight line away. Whatever the template passes over is hit; a model only partly covered is hit on a D6 roll of 4, 5 or 6. Roll a D6 for each model hit—equal its Toughness or better and it dies, whatever its armour and however many wounds it had. Vehicles themselves are untouched, but each crewman is hit on a D6 roll of 5 or 6. Nothing stops the wave: models, scenery and buildings alike are simply passed through, and it carries on whether or not it did any harm. It travels another 4D6" the same way at the start of every later psychic phase, and stays in play until nullified or until it runs off the table.

Force 3
Range: 36"

Waaagh!

The Weirdboy lets the Waaagh! out, and it goes everywhere at once. Every enemy psyker in range is thrown down and takes 1 wound if the Ork player beats their mastery level on a D6. A psyker put down that way works no further power until the next psychic phase, though warp cards remain available for nullifying and the like. Meanwhile every Ork and Gretchin unit within 36" of the Weirdboy gains +1 WS and may reroll any Ld test, until the end of the next turn.


Tyranid

Force 2
Range: 36"

Psychic Scream

The hive mind screams, and every psyker on the field hears it. Each enemy psyker within 36" of the Hive Tyrant, Patriarch or Magus rolls 2D6. Roll Toughness or less and nothing comes of it. Roll above Toughness but no higher than Leadership and the psyker is left reeling: no warp cards, no actions of any kind until the next psychic phase begins, and a WS of 1 in hand-to-hand combat meanwhile. Roll above Leadership and the mind goes altogether—remove the model, which takes no further part in the battle.

Force 1-3
Range: 6-18"

The Horror

The Horror fills the minds of living creatures with visions of their own worst fears. It affects every squad and character model within a 6 to 18" radius of the Hive Tyrant, Patriarch, or Magus. The radius varies according to how many cards are expended: 1 card equals 6", 2 cards equals 12", and 3 cards equals 18". The affected squads and models must take an immediate Break test even if they have already taken one this turn. The Horror has no effect on creatures which cannot be broken or which are not living creatures.

Force 1
Range: 18"

Hypnotic Gaze

Something of the hive mind looks out through its creatures, and whatever meets that look stops moving. The brood used must be within 18" of the Hive Tyrant, Patriarch or Magus, and may be Tyranid Warriors, Genestealers or 'Stealer Hybrids. Every enemy model within 6" of that brood, and visible to it, takes a Ld test on 2D6. Those that fail can do nothing at all while the gaze holds, and are struck automatically in hand-to-hand combat, though a psyker among them may still work its powers. Any of them that finds itself more than 6" from the brood at the start of either turn comes back to itself.

Force 3
Range: 18"

Catalyst

A surge of psychic energy from the hive mind impels its brood forward. The creatures possess unnatural vitality, shrugging off hideous damage as they swarm towards the foe. Catalyst can be used on a single brood within 18" of the Hive Tyrant, Patriarch, or Magus. The brood becomes frenzied for as long as the Catalyst remains in play. Additionally, the brood takes its armour saving throws on 2D6 just like models wearing Terminator armour. Catalyst remains in play until it is nullified or the brood is destroyed.


Slaanesh

Force 2
Range: 24"

Beam of Slaanesh

Rainbow light bursts from the Chaos Magus's fingers and finds the first model before it. To withstand the flood of sensation the victim rolls its Ld or less on 3D6. Failing that, it falls into a blissful stupor: every characteristic halved, rounding up, and the Stupidity rules over it for the rest of the battle. A nullify that lands on the model brings it round again.

Force 1

Acquiescence

The Chaos Magus reaches out a hand overflowing with multi-coloured light and touches a victim in base-to-base contact with them. As they do so, the victim staggers back with an idiotic grin of pleasure on their face. The victim must roll under their Initiative on a D6 to avoid the touch. If they fail to avoid the Acquiescence, they enter a rapturous euphoric state which halves all of their characteristics (rounding up) and makes them subject to the rules for Stupidity for the rest of the battle. A nullify used on the affected model will return them to normal.

Force 3
Range: 24"

Fleshy Curse

Raw warp energy, aimed by the Chaos Magus at one living model within 24". The victim resists by rolling its Toughness or less on 2D6. Failing that, the flesh gives: it becomes a Chaos Spawn and lurches 2D6" away in a random direction at once, keeping the Toughness and wounds it had. Thereafter it wanders 2D6" at random in each of its own compulsory movement phases, passing straight over anything in the way and dealing an automatic S4 hit to every model it touches. A Spawn never fights in hand-to-hand combat and is struck automatically by anyone who attacks it. Nothing breaks it and no psychology affects it. Even a nullify will not give it its old shape back.

Force 2
Range: 24"

Pavane of Slaanesh

Corrupting power turned on one enemy squad or model within 24". Each victim rolls its Ld or less on 2D6 to shrug it off. Whoever fails begins to caper and shriek with delight, and can do nothing else: no moving, no shooting, and no attack dice at all in hand-to-hand combat. The dance goes on until the power is nullified, until its caster dies, or until the caster chooses to end it.


Tzeentch

Force 1
Range: 6"

Pink Fire of Tzeentch

Pink flame gutters out of the Chaos Magus's hands and reaches the first model standing in its way. Whatever it strikes takes D6 hits, each at Strength 4 + D6; roll once for the Strength and apply it to all of them.

Force 1

Boon of Tzeentch

The Chaos Magus chants, appealing to Tzeentch, Lord of Magic, to grant them new magics to destroy their foes. If the psychic power succeeds the Chaos player can draw two more cards from the warp deck immediately. These cards are added to the Chaos player's current hand of cards dealt to them by the warp flux this turn.

Force 3
Range: 24"

Tzeentch's Fire Storm

Fire thrown up to 24" to catch the first model in its path, burning souls away into Tzeentch's keeping and drawing Pink Horrors back along the same current. Lay the Fire Storm template over the target. Every model the template touches takes an S5 hit against which no armour saves. A vehicle it touches takes that S5 hit on one crewman, chosen at random. Every full 3 wounds the storm inflicts raises a Pink Horror; place each new model inside the area the template covered. Together they form a unit belonging to the Tzeentch player.

Force 2
Range: 12"

Bolt of Change

The Chaos Magus gathers raw magic and throws it up to 12", to strike the first model in its way. That model must roll its Toughness or less on 2D6 to hold out; failing that, the magic tears through it, and it grows and alters and comes apart until nothing is left but slime. Armour is no defence. A vehicle takes a randomly allocated hit with an armour penetration of 3D6+6.


Nurgle

Force 3
Range: 24"

Plague Wind

A rotten wind loosed at one living enemy model within 24". It deals 3D6 hits less the target's Toughness, and each hit wounds on a D6 roll of 4+. Every 3 wounds it inflicts raises a Plaguebearer, and the new arrivals form a unit within 3" of what the wind killed.

Force 2

Miasma of Pestilence

The Chaos Magus draws a reeking cloud about themself and wears it. Any living model coming within 6" takes an S3 hit the moment it is close enough. Nurgle's followers and daemons walk through it untouched. It holds until nullified, until the Magus dies, or until the Magus lets it disperse.

Force 1

Aura of Decay

Nurgle's blessing, granted by the Chaos Magus to themself or to one model in base contact. Something rises off the chosen model that is very hard to stand near: it, and every model within 3" of it, loses 1 Attack while the retching lasts. Nurgle's own followers and daemons notice nothing. The power holds until it is nullified, until the blessed model dies, or until the Magus lets it go.

Force 2

Stream of Corruption

The Chaos Magus brings up a jet of blood, pus, maggots, slime and worse. Lay the Stream of Corruption template with its point at the Magus and its wide end over the target. Any living model, friendly or otherwise, more than half beneath it drowns in the filth unless it makes its armour save. A model of Toughness 7 or more is not killed outright but takes D6 wounds.


Squat

Force 1
Range: 12"

Mental Fortress

The Ancestor Lord builds a mental wall about themself and those close by. The Ancestor Lord and every friendly model within 12" get an extra save of 5 or 6 on a D6 against psychic attack. It stands until nullified or until the Ancestor Lord is killed.

Force 1
Range: 12"

Domination

The Ancestor Lord takes hold of one enemy mind and wears it briefly. Name a model in range: it resists on a Ld test at -2, and failing that it does one thing of the caster's choosing at once—a move, a shot, a thrown grenade, whatever is possible. Crew inside an enclosed vehicle may be reached, but test on a Ld of 10. No dominated model can be made to kill itself.

Force 3
Range: 9"

Hammer of Fury

The Ancestor Lord strikes out with a psychic hammer blow. Every enemy model within 9" is thrown 3" straight back and takes an S5 hit. A vehicle takes an S5 hit on each location, and an enemy vehicle already moving goes out of control in its next movement phase. Models of Strength 6 or better keep their footing, but take the S5 hit like anything else.

Force 2
Range: 24"

Force Dome

Cast anywhere within 24" of the Ancestor Lord: a great shell of energy comes up out of the ground, and the special Dome template is placed within range. Nothing crosses its edge, so whatever was inside stays inside. Nothing sees, shoots or works a psychic power through it either. A model touching the dome may try to break it at the end of its own movement phase by rolling under its Strength on 3D6; a vehicle does the same on 2D6 against its Ram Value. Otherwise the dome stands until nullified or removed.