To help boost sales, GW released the rules for the anniversary marine, I'm getting 2, one for my Ultramarines and one for my Sons of Medusa now hehe.
Also here's a breakdown of the new Psycich powers from the new supplement, taken from Dakka.
Librarius:
Primaris is a witchfire
1 - WC2, reroll armor save (psyker and his unit)
2 - WC1 beam, 20"
3 - WC1 blessing, targets the psyker. Gives fearless, AW. Give a 4+ invulnerable bubble of 12"........ against witchfire power only.
4 - WC1 targets the psyker. +2 S, T, I and A.
5 - WC1 roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power.
6 - WC2 1 enemy unit, 24". -2 to invul saves (min 6+). This is the new nullzone.
Technomancy
Primaris is a malediction, enemy vehicule at 18". Basically takes control of one of the vehicule weapon for that turn. (roll 1D6 against your opponent)
1- WC1 friendly vehicule at 24". ignore crew shaken, stunned and gives POTMS, or +1 BS if the vehicule already has it.
2- WC1 focused WF at 18". D3 S1 AP- hits withhaywire
3- WC1 blessing at 24". Gives back 1HP, or repairs immobilisation or weapon. Gives IWND.
4- WC2 blessing at 24", vehicule unit. +1 AV to all sides OR non vehicule unit +1T.
5 - WC1 beam 18" haywaire, S1.
6 - WC2 focused WF, 18". Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit. Nice !
Fulmination
Primaris: WC1 WF, S5AP5 Assault SIX
-1 WC1 blessing for the psyker. 3++ save.
-2 WC1 nova, 9", S1 haywire
-3 WC2 WF, S5AP4 assault D6. Jumps to enemy units at 6" of the promary target on a 4+. Same effect.
-4 WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits.
-5 WC2 blessing, 18". Move target unit by 18".
-6 WC2 blessing, 24". Swap target unit with the psyker's unit. Can work on allies and enemies alike.
Geokinesis
Primaris: WC2 Forces a dangerous terrain test without armor save, single unit. Basically it is a wound on a roll of 1? Invuls are allowed
1 WC1 blessing, 18" gives back D3 wounds + ITWND for the remaining of the turn
2 WC1 malediction, 24". Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain. Crap.
3 WC1 malediction, ALL ENEMIES WITHIN 18". They are considered to be in dangerous terrain, and cannot run, boost or flat out. Nice.
4 WC1 blessing, 24". Single unit. Give MTC and Ignore cover to all weapons. Unit is also able to shoot on a unit WITHOUT LINE OF SIGHT, only the range matters. Wow, great!
5 WC1 WC, 24". Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits;
6 WC3 24". Move a piece of terrain by 24", including models in it. (force a dangerous terrain test).