
Here's a rundown of how psychic powers work now:
No more generating warp charges at the beginning of your turn. Yay. There's no reason to spam Pink Horrors for warp charges now.
Psykers can still cast as many spells as their Mastery Level. So my Level 2 Primaris Psyker can still cast 2 psychic spells (eh? I don't have a Primaris Psyker in my armored company). Instead of rolling a number of warp charges that you decide on, as in the old system where you roll a number of dice from your warp charge pool and try to get as many 4+ as possible to pull it off, you roll only 2 dice. You just need to beat the warp charge value for the spell you're trying to cast.
All Psykers can cast Smite, which has a charge value of 5 and deals D3 mortal wounds to the closest visible enemy within 18". Sweet. Mortal wounds? What's that? Uh, wounds that cannot be saved, whether the target is in cover, has armor or even has invulnerable save. If you roll more than 10 for the psychic test you deal D6 mortal wounds instead. Wow!
So basically, as an example, you have a level 1 psyker. You want to cast Smite. So you roll 2 dice. If you get 5+, you'll be able to pull that spell off. Otherwise, f you only get 4-, the spell doesn't go off and you move on to the next spell. I doubt you can cast the same power twice, like old times.

It seems Perils of the Warp is still there. So if you roll a double 6 or something, boom! Your psyker either gets dragged screaming into the Warp, or he explodes and turns into that which should not be named.
Deny the Witch is still here, with any enemy psyker within 24" having a chance to block a power. Their mastery level will dictate how many powers they can block per turn. I guess Adamantium Will and other stuff will help with this, but we shall see.
One last thing. Each faction will have its own psychic lore with a range of thematic powers. I dunno how to feel about this, but I guess we'll no longer be using the standard Divination, Telepathy, Telekinesis, Biomancy, Pyromancy, etc. :(
Hell yeah. Time to start adding Battle Psykers to my army. And then an allied Thousand Sons (according to the lore or story, they're still enemies of my Imperial Guard, but they're intervening for their own sinister motives against a common enemy...for example, the Death Guard).
I don't know if I want to cover warzones tomorrow, but I'll definitely shoot you guys up with the shooting phase on Sunday.
Edited: Thanks to Jesse Sinclair for bringing this up - apparently there's a rumor that you choose your psychic powers instead of rolling randomly for them now! Of course as Jesse says, it'll be stronger and weaker because while we'll always have the powers we need, the current ones will obviously be toned down. Apparently it might be based off the current Age of Sigmar model for psychic powers. Thanks, Jesse, for the info!










