
The powers are written without a psychic phase in mind, if using a psychic phase, adapt the timing and conditions accordingly.
Precognition when the psyker would be hit by an enemy shooting attack or would lose a close combat against an enemy, roll a d6, if the result is lower than the enemies attack die or one of the enemy close combat die, exchange the enemy’s roll for the result of the d6
Telepathy after the end of the orders phase, target one friendly detachment within 150cm of the psyker, roll 1d6, on a 3+, replace the target’s order counter with a new order counter
Mind Control after the end of the orders phase, target one enemy detachment within 75cm and within line of sight of the psyker, roll 1d6, on a 5+, replace the target’s order counter with a new order counter
Mind Blast as Librarian
Purge Psyker as Librarian
Destroy Daemon as Librarian
Wind Blast as Njal Storm Caller
Telekinesis target one enemy model within 25cm and within line of sight of the psyker, the model must make an unmodified saving throw, if it fails, the model is moved in a straight line in a direction chosen by the psyker, the distance moved is 3d6 cm for an infantry stand (including bikes), 2d6 cm for a vehicle (including walkers) , and 1d6 cm for a super-heavy vehicle (including knights), if the target collides with impassable terrain, it is destroyed, if it collides with another model, both must make an unmodified saving throw to avoid being destroyed, if both the target and the other model survive, the target is not moved any further, if only the target survives, it continues to move
Psychic Blade during the combat phase, target one enemy model within 25cm and within line of sight of the psyker, the retinue and the target fight close combat as if in base to base contact, if the target wins, nothing happens
Warp Quake place a barrage template anywhere within 25cm and within line of sight of the psyker, any building fully or partially under the template must make an unmodified saving throw or collapse into rubble, in addition, roll 2d6, on a 9+, the area under the template is transformed into broken ground
Summon Daemon in the end phase of a turn in which the retinue neither moved, nor shot, nor fought in close combat, roll 1d6, on a roll of 1 the summoning fails, on a roll of 2-5 a single daemonic beast appears in base to base contact with the retinue (2 – a Flamer of Tzeentch, 3 – a Beast of Nurgle, 4 – a Fleshhound of Khorne, 5 – a Fiend of Slaanesh), on a roll of 6, roll a second time, on a roll of 1 the summoning fails, on a roll of 2-5 a single minor daemon appears in base to base contact with the retinue (2 – a Pink Horror of Tzeentch, 2 – a Plaguebearer of Nurgle, 3 – a Bloodletter of Khorne, 4 – a Daemonette of Slaanesh), on a roll of 6, roll a third time, on a roll of 1 the summoning fails, on a roll of 2-5 a single greater daemon appears in base to base contact with the retinue (2 – a Lord of Change, 2 – a Great Unclean One, 3 – a Bloodthirster, 4 – a Keeper of Secrets), on a roll of 6, the summoner is possessed by a daemon – immediately change career to Daemonhost, each summoned daemon forms a separate detachment, often resenting the summoning, any daemon that is successfully summoned will be subject to Chaos Android’s roll off rule for orders placement (this includes summoned greater daemons), and as their grip on the material world is only strenous, in every end phase, roll 1d6 for each summoned daemon, if the result is less than 4 for a daemonic beast, less than 5 for a minor daemon, and less than 6 for a greater daemon, that daemon vanishes back into the warp
Invisibility roll 1d6, on a 4+, the retinue cannot be targeted from more than 5cm away for the rest of the turn
Cleanse Fear target one friendly detachment on fall back orders within 50cm and within line of sight of the psyker, roll 1d6, on a 3+, replace the target’s fall back orders with a new order counter (the target may act according to its orders this turn, even if it would normally be prevented from doing so, due to being considered out of command)
Psychic Barrier at the beginning of the movement phase, place a barrage template centered on the retinue and roll 1d6-2, all models fully under the template are protected as by a number of void shields equal to the roll result, in the end phase, remove the template
Time Warp roll 1d6, on a 5+, the retinue may either immediately make a move as during the movement phase, or shoot as if during the combat phase, or fight in close combat as if during the combat phase
Teleportation instead of moving during the movement phase, select a point anywhere within 100cm and within line of sight of the psyker and roll 1d6, on a 5+, the retinue is placed at the chosen target point, ignoring any intervening terrain or troops
Hammerhand at the beginning of the close combat segment, roll 1d6, on a 4+, the retinue doubles its CAF for the duration of the close combat segment
Illusion roll 1d6, on a 4+, place a barrage template anywhere within 50cm and within line of sight of the psyker, the template blocks LOS, in the end phase, remove the template
Biomantic Surge roll 1d6, on a 4+, target one friendly troop stand, the stand may triple instead of doubling its move on charge orders and rolls one extra d6 in close combat until the end of the turn
Fly at the beginning of the movement phase, roll 1d6, on a 4+, the retinue is treated as a skimmer for the rest of the turn
