Psychic Powers
Units within a certain range have a 6+ to nullify the power, Psychic Hoods improve this to a 4+.
New generic powers are available to most armies with psykers as follows (the list is incomplete at this time but it's been improved upon to give us abetter idea of what we should be looking at for the powers next edition):
Biomancy -
Smite - 12" Range S4, AP2, Assault 4.
Iron Arm - User gains +D3 Strength and Toughness.
Enfeeble - 24" Range, Target unit gets -1 Strength and Toughness, treats all terrain as difficult.
Endurance - 24" Range, target unit gains the Feel no Pain special rule.
Life Leech - 12" Range, S?, AP?, Assault 2, for every unsaved wound the user gains a wound (up to starting wounds).
Warp Speed - User gets +D3 Initiative.
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 - 12" Range, Target unit rerolls failed to hit rolls.
Foreboding - Psyker (and any unit the Psyker is with) gain Counter Attack and use their full Ballistic Skill when Overwatching.
Forewarning - 12" range, Target unit gains a 4++ invulnerable
? - Target unit rerolls passed armor saves
Perfect Timing - Psyker and Unit ignore cover saves.
Precognition - Psyker rerolls failed To Hit and To Wound rolls and Armor Saves
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 - S4, AP5, Assault 1, Template
Fiery Form - Psyker gains +2 strength (unconfirmed?), Blaze special (4++ Invunerable?)
Fire Shield - 24" Range, Target Unit gains a 4+ Cover Save
Inferno - 24" Range, S?, AP?, Assault 1, Soul Blaze (?), Blast, Ignores cover
Spontaneous Combustion - Target model takes 1 wound with no armor/cover saves allowed and a small blast template is centeredon them. Any models hit take a S4, AP5 hit.
Sunburst - 6" Range, S?, AP?, Assault 2D6, Blind (?), Ignores Cover
Molten Beam - 12" Range, S8, AP1, Assault 1, Melta
Telekinesis -
Assail - 18" Range, S6, AP?, Assault 1, Strikedown (affected target halves their initative and moves as if in dangerous terrain)
Crush - ?" Range, Roll 2D6, Target takes hits equal to strength (11 or 12 auto wound), AP is equal to seperate dice roll
Gaze of Infinity - Remove models from table, Deep Strike anywhere within 24" of their previous location
Objuration - Target enemy unit must reroll to hit and wounds of 6.
Shockwave - Range 12", S?, AP?, Assault D6, Pinning
Telekine Dome - All friendly units in 12" get 5++ Invunerable
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
Psychic Shriek - Roll 3D6, unit suffers leadership wounds (?)
Dominte - within 24", must pass a leadership roll or do nothing
Mental Fort(ification) - Unit stops falling back and becomes fearless
Puppet Master - Target model makes an attack as if it were owned by the Psyker
Terrify - Target unit loses Fearless and treats all units as fear causing
Invisibility - Target unit gains shrouding and stealth, hostile units charged by this unit lose counter attack and fight at WS1
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).
Generic Powers are taken based on availability determined by a chart in the Big Rule Book. If taken they are used in lieu of the powers listed in the codex. These powers don't replace powers the model automatically has (like Hammerhand).