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Psychic Disciplines

Contents
Biomancy
  Smite
 1 Iron Arm
 2 Enfeeble
 3 Life Leech
 4 Warp Speed
 5 Endurance
 6 Haemorrhage
Divination
  Prescience
 1 Foreboding
 2 Forewarning
 3 Perfect Timing
 4 Precognition
 5 Misfortune
 6 Scrier’s Gaze
Daemonology (Sanctic)
  Banishment
 1 Gate of Infinity
 2 Hammerhand
 3 Sanctuary
 4 Purge Soul
 5 Cleansing Flame
 6 Vortex of Doom
Daemonology (Malefic)
  Summoning
 1 Cursed Earth
 2 Dark Flame
 3 Infernal Gaze
 4 Sacrifice
 5 Incursion
 6 Possession
Pyromancy
  Flame Breath
 1 Fiery Form
 2 Fire Shield
 3 Spontaneous Combustion
 4 Sunburst
 5 Inferno
 6 Molten Beam
Telekinesis
  Assail
 1 Crush
 2 Objuration Mechanicum
 3 Shockwave
 4 Levitation
 5 Telekine Dome
 6 Psychic Maelstrom
Telepathy
  Psychic Shriek
 1 Dominate
 2 Mental Fortitude
 3 Terrify
 4 Shrouding
 5 Invisibility
 6 Hallucination
FAQ
• Invisibility
Although the powers of Psykers are many and varied, they usually fall into one of several disciplines. The six most common psychic disciplines are: Biomancy, Daemonology, Divination, Pyromancy, Telekinesis and Telepathy. Each discipline has a particular character, which is reflected by the powers within it. The Telepathy discipline, for example, is grounded in mind control, and its powers act through compelling and influencing the thoughts and actions of others. It should be noted that, whilst two different Psykers may both use the same discipline, their powers are likely to manifest in unique ways. For example, an Imperial Psyker using the Pyromancy discipline may hurl blazing bolts shaped like two-headed eagles whilst a Chaos worshipper might conjure conflagrations of living Warpfire.

Many races also have access to their own, unique psychic disciplines and powers. Where this is the case, the relevant codex will contain the necessary psychic power(s).

Some Psykers specialise in one discipline, honing a few powers to the exclusion of all others. Others manifest a much broader range of psychic disciplines and abilities – in such cases, the Psyker will be able to generate powers from several psychic disciplines. The relevant codex or Army List Entry will detail from which psychic disciplines a Psyker can generate his powers.

Biomancy

Biomancers specialise in manipulating biological energy and processes with the power of their minds. They are masters of the flesh, learning to shape and influence the physical forms of themselves, their allies or their enemies, according to their will.

Smite

(Primaris Power)
Lethal bolts of bio-lightning leap from the psyker’s fingertips, tearing his foes apart.
Warp Сharge: 1
Smite is a witchfire power with the following profile:

Range S AP Type
18" 4 2 Assault 4

1

Iron Arm

By transmuting his flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with his bare fists.
Warp Сharge: 1
Iron Arm is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has +3 to his Strength and Toughness and he gains the Smash special rule.

2

Enfeeble

As the psyker channels his powers, tendrils of Warp energy lash over his victims, every caress sapping strength and vitality from their bodies.
Warp Сharge: 1
Enfeeble is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target unit suffers a -1 penalty to both Strength and Toughness, and treats all terrain (even open ground) as difficult terrain.

3

Life Leech

With a twist of his gnarled hands, the wrathful psyker rips the life force from his enemy, hoarding the stolen essence and using it to restore the injured flesh of his allies.
Warp Сharge: 1
Life Leech is a witchfire power with the following profile:

Range S AP Type
18" 6 2 Assault 2

If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).

4

Warp Speed

The powers of the Immaterium flow into the psyker, heightening his speed to supernatural levels. He is a blur amongst his enemies, felling the unrighteous with blows too swift to see.
Warp Сharge: 1
Warp Speed is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker has +3 to his Initiative and Attacks and he gains the Fleet special rule.

5

Endurance

Reaching into the essence of his allies, the biomancer knits together bones, heals flesh and banishes fatigue so that they carry on the fight.
Warp Сharge: 2
Endurance is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, all models in the target unit gain the Eternal Warrior, Feel No Pain (4+) and Relentless special rules.

6

Haemorrhage

Focussing his mutant mind, the psyker reaches forth and sets a fire within his victim’s flesh. Within moments, the unfortunate foe’s blood begins to boil in its own veins, tearing him asunder as it bursts from every pore.
Warp Сharge: 2
Haemorrhage is a focussed witchfire power with a range of 18". The target must pass two separate Toughness tests or suffer a Wound with no armour or cover saves allowed for each test that was failed. If the target is removed as a casualty, randomly select another model (friend or foe) within 2" of him. That model must pass a single Toughness test or suffer a Wound with no armour or cover saves allowed. If that model is removed as a casualty, continue the process of selecting another model and taking a single Toughness test until a either a model survives or there are no more suitable targets within range.

Divination

Diviners seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow Diviners to look into the twisting strands of the Immaterium in search of the answers they seek, and sometimes even influence the outcome of fate itself.

Prescience

(Primaris Power)
The psyker can effortlessly predict the paths of bullets and swords. By focussing his Warp-sight even more closely, he can guide his allies’ aims, bringing a swift and merciless death to their foes.
Warp Сharge: 2
Prescience is a blessing that targets a single friendly unit within 12". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls.

1

Foreboding

Thanks to his Warp-gifted insights, the psyker and his allies are aware that their foes are about to charge, even before the foes themselves have realised it.
Warp Сharge: 1
Foreboding is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch using their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.

2

Forewarning

The psyker’s prophetic powers allow him to walk through a hail of fire unscathed, dodging incoming bullets with an eerie calm.
Warp Сharge: 1
Forewarning is a blessing that targets a single friendly unit within 12". Whilst the power is in effect, the target unit has a 4+ invulnerable save.

3

Perfect Timing

As soon as his consciousness pierces the veil of the Warp, a rush of images floods the diviner’s mind, foretelling the actions of his enemies, down to the merest microsecond. Armed with this information, the diviner’s allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal head shot.
Warp Сharge: 1
Perfect Timing is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit’s weapons have the Ignores Cover special rule.

4

Precognition

Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, he is all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should his self-wrought prophecies fade, or turn false, he will be doomed to ignominious defeat.
Warp Сharge: 1
Precognition is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker re-rolls all failed To Hit and To Wound rolls. In addition, while the power is in effect, the Psyker re-rolls failed saving throws.

5

Misfortune

With a click of his fingers, the diviner twists fate so that his followers’ blows punch through the weakest points in their opponents’ armour.
Warp Сharge: 2
Misfortune is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, all attacks that hit the target unit have the Rending special rule.

6

Scrier’s Gaze

The diviner can see the battlefield clearly in his mind’s eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is but the scurrying of ants beneath his omniscient gaze. Thus can the diviner direct the deployment of specialist forces exactly when and where they are most needed, directing them to vital objectives that, once secured, will ensure victory.
Warp Сharge: 2
Scrier’s Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can re-roll the dice when rolling for Reserves, Outflank and when any of your units identifies a Mysterious Objective. In addition, if the mission has the Tactical Objectives special rule, you can immediately choose to discard one of your active Tactical Objectives and generate a new one.

Daemonology (Sanctic)

Daemonologists study all things to do with Chaos and the Warp. They can manipulate the interactions between the Immaterium and realspace, allowing them to manifest all manner of destructive powers and amazing feats. However, Daemonology is the most difficult and dangerous of any discipline to master, and many who have tried have perished, been driven insane or else have been irredeemably corrupted by the very power they once sought to use against the forces of Chaos.

Banishment

(Primaris Power)
The psyker bends his will to dissolving the bonds that tether the daemonic to the mortal plane, casting them back into the Warp.
Warp Сharge: 1
Banishment is a malediction that targets a single unit with the Daemon special rule within 24". Whilst this power is in effect, all models in the target unit suffer a -1 penalty to their invulnerable save (normally reducing it to 6+). This is cumulative with any other modifiers to a Daemon’s invulnerable save, but cannot make it worse than 6+.

1

Gate of Infinity

The psyker punches a corridor through the roiling Immaterium, allowing him to cross great distances in the blink of an eye.
Warp Сharge: 1
Gate of Infinity is a blessing that targets the Psyker. Unless the target is Zooming or Swooping, remove the target and his unit from the board. It then immediately arrives anywhere on the board using the rules for Deep Strike.

2

Hammerhand

Focussing the raging power of his mind, the psyker augments the strength of his comrades to the point where they can crush flesh and bone with a single blow.
Warp Сharge: 1
Hammerhand is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +2 Strength.

3

Sanctuary

Chanting words of warding, the psyker creates a zone of light around him that can both protect him from harm and repel daemonic creatures.
Warp Сharge: 1
Sanctuary is a blessing that targets the Psyker. Whilst the power is in effect the Psyker and all models in his unit receive a +1 bonus to their invulnerable save (models that do not have an invulnerable save gain a 6+ invulnerable save whilst this power is in effect instead). In addition, all units with the Daemon special rule (friend or foe) treat all terrain, including open ground, within 12" of the Psyker as dangerous terrain.

4

Purge Soul

The psyker draws upon every ounce of willpower he possesses to purge the evil of his foes’ souls, scouring every trace of corruption even if it destroys them in the process.
Warp Сharge: 1
Purge Soul is a focussed witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the target’s total is greater than the Psyker’s total, nothing happens. If the Psyker’s total is greater than or equal to the target’s total, the target model suffers an automatic Wound with no armour or cover saves allowed. Purge Soul has no effect on vehicles.

5

Cleansing Flame

The psyker harnesses the very fire in his soul, creating a wall of white-hot psychic flame that blasts forth and purges his foes from the battlefield.
Warp Сharge: 2
Cleansing Flame is a nova power with the following profile:

Range S AP Type
9" 5 4 Assault 2D6, Ignores Cover, Soul Blaze

6

Vortex of Doom

The psyker rends the material realm asunder, tearing a rift between the material realm and the howling destruction of the Warp, condemning his foes to total destruction.
Warp Сharge: 3
Vortex of Doom is a witchfire power with the profile below. If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

Range S AP Type
12" D 1 Assault 1, Blast, Vortex

Daemonology (Malefic)

Daemonologists study all things to do with Chaos and the Warp. They can manipulate the interactions between the Immaterium and realspace, allowing them to manifest all manner of destructive powers and amazing feats. However, Daemonology is the most difficult and dangerous of any discipline to master, and many who have tried have perished, been driven insane or else have been irredeemably corrupted by the very power they once sought to use against the forces of Chaos.

Summoning

(Primaris Power)
The psyker completes a vile ritual that echoes through the Immaterium, summoning vile Daemons into the mortal realm.
Warp Сharge: 3
Summoning is a conjuration with a range of 12" that creates one of the following units (your choice): 10 Bloodletters of Khorne, 10 Pink Horrors of Tzeentch, 10 Plaguebearers of Nurgle, 10 Daemonettes of Slaanesh, 5 Flesh Hounds of Khorne, 3 Flamers of Tzeentch, 3 Nurgling swarms or 5 Seekers of Slaanesh. Rules for these units can be found in Codex: Chaos Daemons.

1

Cursed Earth

The psyker becomes a conduit through which the energies of the Warp flow, tainting the very ground and sustaining the Daemons that walk upon it.
Warp Сharge: 1
Cursed Earth is a blessing that targets the Psyker. Whilst the power is in effect, all models with the Daemon special rule (friend or foe) within 12" of the Psyker have a +1 bonus to their invulnerable save (normally increasing it to 4+). This is cumulative with any other modifiers to a Daemon’s invulnerable save. In addition, whilst the power is in effect, friendly units with the Daemon special rule will not scatter when arriving from Deep Strike Reserve so long as the first model is placed within 12" of the Psyker.

2

Dark Flame

The psyker projects a dark ball of psychic flame that immolates his foes’ souls as well as their bodies.
Warp Сharge: 1
Dark Flame is a witchfire power with the following profile:

Range S AP Type
Template 4 5 Assault 1, Soul Blaze, Torrent

3

Infernal Gaze

Unholy power streams forth from the psyker’s eyes, charring and melting all flesh, metal and stone caught in its path.
Warp Сharge: 1
Infernal Gaze is a beam with the following profile:

Range S AP Type
18" 3 4 Assault 1, Armourbane, Fleshbane

4

Sacrifice

The psyker sacrifices one of his followers’ souls to summon forth one of the Chaos Gods’ most trusted servants.
Warp Сharge: 1
Sacrifice is a conjuration with a range of 6" that creates one of the following units (your choice): 1 Herald of Khorne, 1 Herald of Tzeentch, 1 Herald of Nurgle or 1 Herald of Slaanesh, with up to 30 points’ worth of options. Rules for these units can be found in Codex: Chaos Daemons. If this power is successfully manifested, one friendly model within 6" of the Psyker (or the Psyker himself) immediately suffers a single Wound with no saves of any kind allowed.

5

Incursion

The psyker opens a portal to the Realm of Chaos through which the daemonic legions spill into the mortal plane.
Warp Сharge: 3
Incursion is a conjuration with a range of 12" that creates one of the following units (your choice): 3 Bloodcrushers of Khorne, 3 Screamers of Tzeentch, 3 Plague Drones of Nurgle or 3 Fiends of Slaanesh. Rules for these units can be found in Codex: Chaos Daemons.

6

Possession

The psyker sacrifices his own soul and a Greater Daemon of Chaos hungrily possesses him, bursting forth from the host’s body in an explosion of psychic energy.
Warp Сharge: 3
Possession is a conjuration with a range of 6" that creates one of the following new units (your choice): 1 Bloodthirster, 1 Lord of Change, 1 Great Unclean One or 1 Keeper of Secrets. Rules for these units can be found in Codex: Chaos Daemons. If this power is successfully manifested, the Psyker is immediately removed as a casualty (if the Psyker was part of a unit with the Brotherhood of Psykers/Sorcerers special rule, remove the entire unit as casualties). If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

Pyromancy

A pyromancer is a master of fire and flame, a psyker who is able to create searing infernos out of thin air. Pyromancy is one of the most spectacular and destructive forms of psychic ability, and those who face a pyromancer in combat are oft reduced to nought but a pile of charred bones.

Flame Breath

(Primaris Power)
A torrent of psychic flames pour forth from the psyker’s eyes and mouth, engulfing the target.
Warp Сharge: 1
Flame Breath is a witchfire power with the following profile:

Range S AP Type
Template 5 4 Assault 1, Soul Blaze

1

Fiery Form

Bullets and shells pass straight through the pyromancer as he transforms into an incandescent being of living Warpfire, striking out at his foes and setting their very souls ablaze.
Warp Сharge: 1
Fiery Form is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker gains a 4+ invulnerable save and his close combat attacks have the Soul Blaze special rule. Whilst the power is in effect, the Psyker re-rolls failed To Wound rolls inflicted by any further Pyromancy powers he manifests.

2

Fire Shield

With a sweep of his arms, the psyker throws up a towering wall of flame to protect his allies.
Warp Сharge: 1
Fire Shield is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, the target unit has a 4+ cover save and all enemy units treat all terrain within 6" of the target as Dangerous Terrain (even open ground).

3

Spontaneous Combustion

Focussing his anger, the pyromancer can melt or incinerate his foe in a heartbeat. Yet when his rage boils over, the unfortunate victim’s body explodes in a blast of ash and roaring flame. Who can say how many will fall victim to his wrath before it is sated?
Warp Сharge: 1
Spontaneous Combustion is a focussed witchfire power with a range of 18". The target model suffers a Strength 6 AP3 hit with the Soul Blaze special rule. If the model is slain by this hit in the Psychic phase, centre the small blast marker over the target before removing him as a casualty. All other models under the marker suffer a Strength 5 AP4 hit with the Ignores Cover and Soul Blaze special rules.

4

Sunburst

The psyker sings a wild song whose notes were old when the universe was young. As he does so, an incandescent aura appears about him, growing ever brighter and hotter with every refrain. Only when the song is ended does the aura explode, discharging its pentup fury in a sudden, supernoval flash.
Warp Сharge: 1
Sunburst is a nova power with the following profile:

Range S AP Type
9" 4 5 Assault 2D6, Ignores Cover, Soul Blaze

5

Inferno

With an impatient gesture, the psyker sets the air itself aflame, creating a whirling pillar of fire to sweep through the ranks of his enemies.
Warp Сharge: 2
Inferno is a witchfire power with the following profile:

Range S AP Type
24" 4 5 Assault 1, Ignores Cover, Large Blast, Soul Blaze

6

Molten Beam

The pyromancer claps his hands together and turns them outward towards the foe. As he does so, a white-hot beam of blazing energy bursts from his palms. It melts armour to slag and vaporises flesh, leaving only ghastly shadows in its wake.
Warp Сharge: 2
Molten Beam is a beam with the following profile:

Range S AP Type
12" 8 1 Assault 1, Melta

Telekinesis

Telekines are able to manipulate the material world with the power of their minds, translating sheer mental power into physical force. These psykers can lash their foes with psychic energy, erect invisible force shields to protect themselves and even levitate above the battlefield itself.

Assail

(Primaris Power)
Using nothing but the power of his mind, the psyker tears a boulder of rock from the ground and hurls it at the foe.
Warp Сharge: 1
Assail is a beam with the following profile:

Range S AP Type
18" 6 - Assault 1, Strikedown

1

Crush

By reaching out his arm and clenching his fist, the psyker entraps his foe in a choking and crushing mass of force. Gritting his teeth, the psyker continues the assault until flesh, armour and bone alike are ground to powder.
Warp Сharge: 1
Crush is a focussed witchfire power with a range of 18". Roll 2D6. The target model suffers a hit with a Strength equal to the result (a result of an 11 or 12 wounds automatically or, in the case of a vehicle, causes an automatic penetrating hit) with an AP equal to the result of a separate D6 roll.

2

Objuration Mechanicum

Weapons jam and engines seize up as the telekine uses his powers to wrench and twist the inner workings at the hearts of nearby machines.
Warp Сharge: 1
Objuration Mechanicum is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, all of the target’s ranged weapons have the Gets Hot special rule. In addition, if the target is a vehicle (or vehicle squadron), each vehicle in the unit suffers a single Strength 1 hit with the Haywire special rule.

3

Shockwave

The psyker slams his palms together and the noise is magnified a hundredfold, releasing a shockwave that snaps bones and knocks foes from their feet.
Warp Сharge: 1
Shockwave is a nova power with the following profile:

Range S AP Type
9" 4 - Assault 2D6, Pinning

4

Levitation

The psyker uses his telekinetic powers to launch himself skywards, leaping across the battlefield in a single bound.
Warp Сharge: 1
Levitation is a blessing that targets the Psyker. Unless the target is Zooming, Swooping or is locked in close combat, the Psyker and his unit immediately make a move of up to 12". This move cannot end up on top of another unit or impassable terrain, but ignores intervening units, terrain etc. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The Psyker and his unit cannot charge in the same turn that they use this power, and all models count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.

5

Telekine Dome

Bullets bounce off of thin air and are deflected harmlessly away as the psyker erects a barrier of shimmering energy about himself.
Warp Сharge: 2
Telekine Dome is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker, and all friendly models within 12" of the Psyker, have a 5+ invulnerable save against any shooting attack.

6

Psychic Maelstrom

The telekine focuses his entire mental might into creating a vast maelstrom of destructive power, unleashing a storm of psychic energies that utterly consume his foes.
Warp Сharge: 2
Psychic Maelstrom is a witchfire power with the following profile:

Range S AP Type
12" 10 1 Assault 1, Barrage, Large Blast

Telepathy

Telepaths are psykers whose mental expertise lies with contacting and controlling the minds of others. With a single thought, a telepath can blast away his foe’s sanity, induce states of numbing terror or possess his victim’s thoughts and mould their actions as if they were his own.

Psychic Shriek

(Primaris Power)
The psyker breathes in deeply the power of the Warp before emitting a banshee howl of psychic energy that shreds the minds of his enemies.
Warp Сharge: 1
Psychic Shriek is a witchfire power with a range of 18". Roll 3D6 and subtract the target’s Leadership – the target unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Shriek.

1

Dominate

The psyker reaches into his foe’s mind, trammelling his soul and crushing his will to fight on.
Warp Сharge: 1
Dominate is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target unit must pass a Leadership test each time it attempts to move, manifest a psychic power, shoot, Run or declare a charge – if the test is failed, the action is forfeit and the unit can do nothing else that phase. A unit that fails this test when attempting to fire Overwatch does not fire any shots, but acts normally in the ensuing Fight sub-phase.

2

Mental Fortitude

Despair is turned into fresh hope and even heroism as the psyker projects inspiring thoughts into the minds of his allies.
Warp Сharge: 1
Mental Fortitude is a blessing that targets a single friendly unit within 24". If the target is falling back, it immediately Regroups. In addition, whilst the power is in effect, the target gains the Fearless special rule.

3

Terrify

Even the bravest of heroes quake in terror as the telepath assails them with images from their darkest nightmares.
Warp Сharge: 1
Terrify is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target has a -1 penalty to their Leadership and treats all enemy units as having the Fear special rule. Furthermore, the target must take a Morale check at the end of the Psychic phase.

4

Shrouding

The psyker uses his mastery of the Warp to fog the minds of his enemies, clouding their sight and instincts so that he appears as nothing more than an indistinct shadow.
Warp Сharge: 1
Shrouding is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker, and all friendly models within 6" of the Psyker, have the Shrouded special rule.

5

Invisibility

The psyker twists and obscures the perceptions of his foes to the point that he becomes completely invisible.
Warp Сharge: 2
Invisibility is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, enemy units can only fire Snap Shots at the target unit and in close combat will only hit models in it on To Hit rolls of a 6.

6

Hallucination

Paranoia, confusion and panic are heightened to a debilitating degree as the telepath alters his foes’ perceptions.
Warp Сharge: 2
Hallucination is a malediction that targets a single enemy unit within 24". Roll once this power has been successfully manifested to determine the manner of hallucinations the target is suffering from (roll once for the whole unit).

D6Result
1-2Bugs! I Hate Bugs! Something awful has gotten under the victims’ armour and is crawling around.
The unit must take a Pinning test. 
3-4It’s So Beautiful! All sense of urgency is lost, and the befuddled warriors stare listlessly into space.
Whilst the power is in effect, all models in the unit suffer a -1 penalty to their Weapon Skill, Ballistic Skill, Initiative and Attacks (to a minimum of 1). 
5-6You! You’re a Traitor! Paranoia sets in and the panicked warriors lash out at their commanders.
Randomly select one character in the target unit. That model suffers a single Strength 3 hit for every other model in the target unit. Cover saves cannot be taken against these hits, and they can never be allocated to another model. If there are no character models in the target unit, or if there are no other models apart from the character model, treat this result as It’s So Beautiful! instead. 

FAQ

Invisibility

 Q: If a unit has a flamer and they are charged by a model using the Invisibility psychic power, can they use the Wall of Death rule?
 A
Yes.
 Q: Can Template weapons target invisible units?
 A
Only when using the Wall of Death rule.
 Q: Is Invisibility affected by Ballistic Skill modifiers?
 A
Only if the modifier states that it specifically affects Snap Shots.
 Q: How does the Invisibility psychic power work in relation to nova and beam powers, and Template and Blast weapons not initially targeting the invisible unit?
 A
You cannot choose to target an invisible unit with such attacks, but should models from the unit end up beneath the template, marker or line of fire, then they can be hit using the normal rules. The invisible unit would be hit if it was on the line of a beam, if it was in the range of a nova, or if a blast ended up being scattered onto it. For Template weapons, as long as you follow the rules – ensuring that the template ‘covers as many models in the target unit as possible, without touching any other friendly units’ – then if the invisible unit was also fully or partially under the template, it would be hit.