Table of Contents
Psyker Disciplines
New Limitation: Discipline (-3/4)
A good number of these powers have the Discipline limitation at -3/4. This limitation causes nearby Psykers to detect the use of the power with a simple Power roll. What they do after that is up to them, but it is rarely a good thing…
Physical Manipulation
28 Blood Boil: RKA 2d6, NND ([Standard]; Not Having Blood; +1), Does BODY (+1) (90 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Beam (-1/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 9
18 Choke: EB 6d6, NND ([Standard]; Being Dead or LS; +1) (60 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Beam (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 6
13 3) Enfeeble: Drain STR 2d6, NND ([Standard]; Being Dead or LS; +1) (40 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 4
8 4) Regenerate: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Discipline (-3/4), Self Only (-1/2), Concentration (1/2 DCV; Character is totally unaware of nearby events; -1/2), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 0
2 5) Hammerhand: HA +2d6 (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Discipline (-3/4), Hand-To-Hand Attack (-1/2), Requires A Power Roll (-1/2), Concentration (1/2 DCV; -1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 4
21 6) Storm of Lightning: RKA 1 1/2d6, Personal Immunity (+1/4), Armor Piercing (+1/2), Area Of Effect (4“ Radius; +1), Selective (+1/4) (75 Active Points); Discipline (-3/4), No Range (-1/2), Requires A Power Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
13 7) Warp Strength: Aid 4d6 (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Take 1dc for every point the Power Roll was missed by; -1 1/2), Requires A Psyker Roll (-1/2) 0
Daemonology
26 1) Banishment: Dispel Summon 12d6, BOECV (Mental Defense applies; +1) (72 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
72 2) Destroy Daemon: RKA 3d6, Armor Piercing (+1/2), NND ([Extraordinarily Common Defense]; Not Being a Daemon; +1/2), Does BODY (+1), BOECV (Mental Defense applies; +1) (180 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 18
14 3) Instability: Desolidification (affected by Disciplines) (40 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Concentration (1/2 DCV; -1/4) 4
77 4) Sanctuary: RKA 2d6, Area Of Effect (One Hex; +1/2), NND ([Extraordinarily Common Defense]; Not Being a Daemon; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Does BODY (+1) (135 Active Points); Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 0
11 5) Teleport: Teleportation 5”, Usable As Attack (+1), BOECV (Mental Defense applies; +1) (30 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Concentration (1/2 DCV; -1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 3
9 6) Vortex of Chaos: Extra-Dimensional Movement (The Warp), Usable As Attack (+1), Area Of Effect Nonselective (12“ Radius; +1), BOECV (Mental Defense applies; +1) (80 Active Points); Increased Endurance Cost (x10 END; -4), Limited Power Power loses almost all of its effectiveness (Affected Characters Can Roll vs STR 20 or Abort to Dodge to Escape Effect; -2), Discipline (-3/4), Requires A Power Roll (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 80
22 7) Weaken Daemon: Drain EGO 3d6, BOECV (Mental Defense applies; +1) (60 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Concentration (1/2 DCV; -1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 6
Pyrokinetic
4 1) Fireball: EB 2d6 (10 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 1
7 2) Flame Blast: EB 2d6, Area Of Effect (3” Cone; +1) (20 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 2
12 3) Melta: RKA 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Beam (-1/4), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 4
27 4) Molten Man: RKA 1 1/2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (75 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 0
35 5) Spontaneous Combustion: RKA 1 1/2d6, Armor Piercing (+1/2), NND ([Standard]; Non-living; +1), Does BODY (+1) (87 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4) 9
39 6) Wall of Flame: (Total: 104 Active Cost, 39 Real Cost) FW (3 PD/3 ED; 14“ long and 2” tall) (Opaque Normal Sight) (48 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) (Real Cost: 17) plus RKA 1 1/2d6, Armor Piercing (+1/2), Area Of Effect Nonselective (14“ Line; +3/4) (56 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4) (Real Cost: 22) 11
Telekinetics
11 1) Assail: EB 2d6, Area Of Effect Accurate (One Hex; +1/2), Autofire (3 shots; +1 1/4) (27 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 3
16 2) Crush: Telekinesis (30 STR) (45 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 4
16 3) Impel: Telekinesis (40 STR) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only To Push Target; -1), Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 6
23 4) Hail Storm: HKA 1d6, Personal Immunity (+1/4), Armor Piercing (+1/2), Area Of Effect (3” Radius; +1) (41 Active Points); Discipline (-3/4) 4
8 5) Psyker's Hand: Telekinesis (10 STR), Fine Manipulation (25 Active Points); Discipline (-3/4), Gestures, throughout (-1/2), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 2
27 6) Miasma: RKA 1d6, Costs END Only To Activate (+1/4), Lingering up to 1 Minute (+3/4), NND ([Standard]; LS or Sealed Armor; +1), Does BODY (+1), Area Of Effect (6“ Radius; +1) (75 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
5 7) Psyker's Ward: FW (3 PD/2 ED; 2” long and 1“ tall) (15 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 1
10 Psyker's Shield: FW (6 PD/4 ED; 2” long and 1“ tall) (27 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 3
27 9) Storm of Destruction: RKA 2d6, Armor Piercing (+1/2), Area Of Effect Nonselective (10” Radius; +1) (75 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
Telepathy
15 1) Psychic Invisibility: Invisibility to Hearing Group, Mental Awareness, Normal Sight, Normal Smell, Normal Taste and Normal Touch , No Fringe (37 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 4
9 2) Mind Read: Telepathy 5d6 (25 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Concentration (1/2 DCV; -1/4) 2
6 3) Distraction: Negative Combat Skill Levels (-3 to opponent's DCV) (15 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 1
27 4) Psychic Shriek: RKA 2d6, Armor Piercing (+1/2), BOECV (Mental Defense applies; +1), Range Modifiers Apply (-1/4) (67 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
44 5) Compel: Entangle 6d6, 6 DEF, BOECV (Mental Defense applies; +1) (120 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 12
Warp Seer
8 1) Predict: +3 with All Combat (24 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Concentration (1/2 DCV; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 2
5 2) Death Vision: Precognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (1 Hour, -3), Precognition/Retrocognition Only (-1), Discipline (-3/4), Vague and Unclear (-1/2), Requires A Power Roll (-1/2), Concentration (1/2 DCV; Character is totally unaware of nearby events; -1/2), Limited Power Power loses about a third of its effectiveness (Only to Divine Death of Subject; -1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 4
22 3) Impossible Shot: Naked Modifier: Armor Piercing (On one Ranged Attack of 3d6 or lower; +1/2); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) for up to 45 Active Points (22 Active Points) 2
Meta-Psyker
6 1) Warp Recharge: +30 END (15 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4)
10 2) Dispel Discipline: Dispel 10d6 (30 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 3
32 3) Dead Zone: Suppress Disciplines 10d6, Area Of Effect Nonselective (5“ Radius; +3/4) (87 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 9
Farseer Powers
27 1) Eldritch Storm: RKA 2d6, Armor Piercing (+1/2), Area Of Effect Nonselective (10” Radius; +1) (75 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
6 2) Fortune: +3 with DCV, Usable By Other (+1/4) (19 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 2
8 3) Guide: +3 with All Combat (24 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) 2
12 4) Mind War: RKA 1d6, BOECV (Mental Defense applies; +1) (30 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 3
Warlock Powers
8 1) Conceal: +3 with DCV, Usable By Other (+1/4) (19 Active Points); Discipline (-3/4), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 2
12 2) Destructor: RKA 2d6-1 (25 Active Points); Discipline (-3/4), Gestures (-1/4) 2
13 3) Embolden: Aid PRE 3d6 (30 Active Points); Discipline (-3/4), Costs Endurance (-1/2) 3
11 4) Enhance: +4 with HTH Combat, Usable By Other (+1/4) (25 Active Points); Discipline (-3/4), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 2
Chaos Powers
11 1) Doom Bolt: RKA 2d6-1, Autofire (3 shots; +1/4) (31 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 3
27 2) Flames of Tzeentch: RKA 3d6, Armor Piercing (+1/2) (67 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 7
44 3) Fleshy Curse: Major Transform 8d6 (Target into Chaos Spawn) (120 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 12
49 4) Stream of Corruption: RKA 2d6, Armor Piercing (+1/2), Area Of Effect (22“ Cone; +1), NND ([Standard]; Being Unliving; +1), Does BODY (+1) (135 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 13
Marks of Chaos
10 1) Mark of Khorne: +10 STR 1
10 2) Mark of Nurgle: +5 CON
9 3) Mark of Slaanesh: +3 DEX
0 4) Mark of Tzeentch: Custom Power [Notes: Remove “Side Effects” and RSR from any one Discipline.
10 5) Mark of Chaos Undivided: +10 PRE
Weirdboy Powers
16 1) Kop Dis!: Telekinesis (40 STR) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only To Push Target; -1), Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 6
32 2) Squish: EB 10d6, Area Of Effect Nonselective (5” Radius; Foot-shaped Area; +3/4) (87 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 9
19 3) Da Krunch: RKA 2d6, Area Of Effect Nonselective (3“ Radius; +3/4) (52 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Gestures (-1/4) 5
45 4) Death Wave: RKA 2d6, Costs END Only To Activate (+1/4), Uncontrolled (+1/2), Area Of Effect Nonselective (32” Long, 1“ Tall, 2” Wide Line; +1), Continuous (+1) (112 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) 10
33 5) WAAAAGH!: (Total: 91 Active Cost, 33 Real Cost) +10 PRE, Usable By Other (+1/4) (12 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Power loses about a fourth of its effectiveness (Bonus only applies to Nearby Greenskins; -1/4) (Real Cost: 4) plus Telekinesis (30 STR), Double Knockback (+3/4) (79 Active Points); Discipline (-3/4), Requires A Power Roll (-1/2), Gestures (-1/4), Side Effects (Side Effect does a predefined amount of damage; Take 1D6 EB for every point Power Roll was missed by; -1/4) (Real Cost: 29) 9
38 6) 'Eadbang!: HKA 3d6, Area Of Effect Nonselective (9“ Radius; +3/4), Armor Piercing (x2; +1) (124 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; -1 1/2), Discipline (-3/4) [Notes: Weirdboys can only use this 'Discipline' once.] 12
Acts of Faith
10 1) Spirit of the Martyr: Healing BODY 3d6 (30 Active Points); OAF (Holy Icon; -1), Requires A Faith Roll (-1/2), Self Only (-1/2) 3
14 2) Divine Guidance: Find Weakness 12- with All Attacks (35 Active Points); OAF (Holy Icon; -1), Requires A Faith Roll (-1/2) 0
11 3) Light of the Emperor: Aid 3d6 (30 Active Points); OAF (Holy Icon; -1), Requires A Faith Roll (-1/2), Cannot Be Used Again Until All Points Fade (-1/4) 0
18 4) The Passion: (Total: 46 Active Cost, 18 Real Cost) Running +3” (9“ total) (Real Cost: 6) plus Divine Strength Aid STR 3d6 (30 Active Points); OAF (Holy Icon; -1), Self Only (-1/2), Requires A Faith Roll (-1/2), Side Effects (Automatically becomes Berserk, and cannot make 11- Recovery Roll until all points have faded; -1/2), Cannot Be Used Again Until All Points Fade (-1/4) (Real Cost: plus Divine Resistance Physical Damage Reduction, 25% (10 Active Points); OAF (Holy Icon; -1), Side Effects (Automatically becomes Berserk, and cannot make 11- Recovery Roll until all points have faded; -1/2), Cannot Be Used Again Until All Points Fade (-1/4) (Real Cost: 4) 1