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7th Edition Warhammer 40k Psychic Phase

Updated on May 24, 2014
7th Edition Warhammer 40k Psychic Phase
7th Edition Warhammer 40k Psychic Phase

Introduction

7th Edition Warhammer 40k has brought some minor tweaks to the game, and a few major changes. Perhaps the largest change to the structure of the game is the addition of a new Psychic Phase! Akin to the magic phase of Warhammer Fantasy, the new Psychic Phase will bring a tactical exchange between active and defensive player. Situated between the Movement and Shooting Phases, the active player will have to weigh risk and reward to successfully manifest his or her powers.

If you haven't read my overview of 7th Edition 40k Rules, check out that article by clicking here: 7th Edition Warhammer 40k Rules

Or my article about Unbound and Battle-forged Armies.

This article will look at the mechanics of the Psychic Phase and offer some tactical advice based on experiences with Warhammer Fantasy's magic phase (to which this is related). Let's read on!

7th Edition 40k Psychic Phase
7th Edition 40k Psychic Phase

7th Edition Psychic Phase Rules

As mentioned above, the new Psychic Phase takes place between the Movement Phase and the Shooting Phase. Already, this adjusts some of the old rules. For instance, in 6th Edition 40k, Blessing had to be cast at the start of your Movement Phase. If your psyker was out of range or if you moved him before you remembered to cast a bless, then you were out of luck. Also, if you also had a Witchfire power to cast, you had to wait until the Shooting Phase to do so.

Now all psychic powers will be performed in the Psychic Phase, so it will be easier to remember and organize your psychic offense. So how does it work?

Warp Pool

At the start of your Psychic Phase you will generate a pool of dice, called the Warp Pool, that you will use to attempt to manifest powers. This pool is equal to 1d6 plus the total of all your psykers' master levels. If you have a level 3 psyker and a level 1 psyker in your army, then your Warp Pool would be 1d6 + 4.

A Leadership test is no longer required to manifest powers. Instead, you taking dice from the Warp Pool and trying to achieve a number of successes equal to a power's Warp Charge. A roll of 4+ on a die is a success.

Example: The Biomancy power, Endurance, is a Warp Charge 1 power, meaning it will require a single 4+ rolled to be successful. I choose to take 2 dice from my Warp Pool and roll each. I roll a 3 and a 5. The 5 is a success, so I have successfully cast Biomancy.

It's important to note that Perils of the Warp is still here! Any roll of double 6's will still invoke a Perils of the Warp. The Perils of the Warp is now a d6 roll on a special chart. If you suffer a Perils and still rolled enough successes to manifest the power, then the power is still cast . . . even if your psyker dies as a result of the perils!

There might be bonuses or alterations to these rules for special characters, wargear, or armies. For instance, currently Daemons of Tzeentch receive a +3 LD when manifesting psychic powers. This makes Pink Horrors turn from unreliable LD 7 psykers to powerful LD 10 psykers. However, if Leadership is no longer used, then what special rule do Tzeentch Daemons get? We will find out when the FAQ's update!

I mentioned that the new Psychic Phase is a back and forth exchange between players. So what is your opponent doing while you are madly rolling dice, buffing your troops, or blasting his army? Why, he's trying to Deny the Witch, of course!

Deny the Witch

Your opponent also will get a pool of dice at the start of the Psychic Phase, similar to the active player. It uses the same d6 roll as the active player uses, and the defensive player will add Deny dice equal to the total of all his own Mastery Levels. A Deny the Witch roll is only successful on roll of a 6. However, there are some bonuses that modify the Deny dice roll.

  • The target unit has a Psyker in it (or psychic pilot/brotherhood, etc) +1
  • Target psyker has a higher Mastery Level +1
  • Has Adamantium Will special rule +1
  • A psyker with a psychic hood can "lend" himself to a unit within 12" of him.

So if your level 1 pskyer is targeting a unit that has been joined by a level 2 pskyer . . . the defending player will cancel your successes on a 4+ instead of a 6+.

It's important to note that to be successful in a Deny the Witch roll, the player must cancel ALL of the successes that the active player rolled. It's all or nothing. Example: a player tries to manifest a Warp Charge 1 power, but uses 3 dice and gets 3 successes (each a 4+)!. In order to Deny the power, the opposing player would have to roll 3 successes (at a 6+ or modified lower). If the opposing player only rolls 2 successes, then the power is still manifested!

This rule adds another level of strategy when choosing how many dice to roll. If you are manifesting a Warp Charge 1 power, you may only want to roll a few dice so you can save dice for other powers... or you may want to roll more dice because more successes will make it harder for your opponent to Deny.

On the defensive side, it also brings a choice. If your opponent only rolls a single success to manifest (and that's enough for Warp Charge 1 powers), you might throw a few dice to Deny it because you only need 1 success to Deny it. However, if your opponent scores 3 successes, you might just let the power through rather than waste dice on a very small chance of Denying it.

7th Edition 40k Psychic Phase
7th Edition 40k Psychic Phase

Daemonology Psychic Discipline

There are two new psychic disciplines added to the core of 7th Edition Warhammer 40k. Sanctic and Malefic Daemonology. Players selecting Daemonology for one of their psykers can freely choose between the Sanctic and Malefic power sets, mixing and matching... but they only get the free primaris power if they select all the powers from one or the other.

Sanctic Powers:

All armies except Grey Knights suffer a Perils of the Warp on rolls of any doubles, rather than just double 6's. Grey Knights may not generate powers from the Malefic discipline.

Primaris Power: Banishment - Warp Charge 1 - Effects a single unit of Daemons within 24" and decreases their invulnerable save by 1... so a 5+ becomes a 6+ invulnerable save. Yikes!

  1. Gate of Infinity - Warp Charge 1 - Targets the psyker; immediately deep strike the psyker elsewhere on the board. Doesn't work if psyker is currently zooming or swooping.
  2. Hammerhand - Warp Charge 1 - Psyker and unit gain +2 strength.
  3. Sanctuary - Warp Charge 1 - Psyker and unit gain a +1 to their invulnerable save (or gain a 6+ invuln). Also, all daemon models (friend and foe) treat all terrain within 12" as dangerous terrain (which is also difficult).
  4. Purge Soul - Warp Charge 1, focused witchfire - psyker and target model roll d6 + LD. If psyker ties or beats the target, the target suffers 1 wound with no armor or cover saves allowed.
  5. Cleansing Flame - Warp Charge 2 - Nova - Range 9" Str 5 AP4 assault 2d6 (each unit within range of nova) with Ignore Cover and Soul Blaze.
  6. Vortex of Doom - Warp Charge 3 - Witchfire - 12" Strength D AP1, Assault 1, Blast, Vortex.

Malefic Powers:

All psykers without the Daemon special rule with suffer a Perils on rolls of any doubles, rather than just double 6's. Psykers that are Daemons cannot generate powers from the Sanctic discipline.

Primaris Power: Summoning - Warp Charge 3 - Create a unit of 10 Bloodletters, Plague Bearers, Pink Horrors, or Daemonettes, or 5 Fleshhounds, 5 Seekers, or 3 Flamers or Nurgling swarms within 12" of the psyker.

  1. Cursed Earth - Warp Charge 1 - Improves the Invulnerable Save of all Daemons within 12" by +1 and any Deep Striking Daemons within 12" of psyker will not scatter.
  2. Dark Flame - Warp Charge 1 - Witchfire, Template Str 4 AP 5, with Soul Blaze and Torrent.
  3. Infernal Gaze - Warp Charge 1 - Beam, 18" Str 5 AP 4 with Armourbane and Fleshbane.
  4. Sacrifice - Warp Charge 2 - Conjuration (new!) Deal 1 wound to a friendly model within 6" of psyker and summon a daemon Herald with 30 points of options (your choice of what chaos god).
  5. Incursion - Warp Charge 3 - Conjuration. Within 12" of psyker, summon a unit of 3 Bloodcrushers, Screamers, Plague Drones, or Fiends of Slaanesh.
  6. Possession - Warp Charge 3 - Conjuration. Remove your psyker from the table (dead!) and replace it with a greater daemon of your choice! No options to buy for it, though.

Wow! So the suggested tactic is to summon pink horrors, who can choose the Daemonology discipline and can then summon MORE daemons. Or, if you have your psyker possessed by a greater daemon, choose a Lord of Change (who can choose Daemonology) to start summoning more daemons!

My question is . . . can you start with a Lord of Change in a Daemon army, then as it is getting low on wounds, cast Possession to turn in to another Lord of Change? Can you keep doing this?! Thank goodness for Deny the Witch rolls, right?

7th Edition 40k Psychic Phase
7th Edition 40k Psychic Phase

Psychic Phase Tactics

It's obvious that the new Psychic Phase borrows rules from Warhammer Fantasy's Magic Phase, but with a 40k twist. First, I am really impressed with the "successes" rule, where you must roll a number of 4+ equal to the Warp Charge rating. This will likely mean that most powers will keep the same format that we are used to, Warp Charge 1, 2, and now 3. Otherwise, they'd have to re-write every power to have a casting level like Fantasy's Spells, which might be harder to balance. It's a similar, but different set of rules.

But what can we learn from Warhammer Fantasy that can be applied to 40k's Psychic Phase? Here are a few tips.

Bluff - If you have multiple power option, get your opponent to waste Deny the Witch dice on powers you don't need. By mixing up the order that you prioritize your powers, it will constantly throw him off. If you attempt your important spell first in the round, but then switch it to last in the next turn, it might throw your opponent off. If you over-emphasis how important a roll will be for you, it might goad your opponent into wasting dice on an inconsequential power. Just be fair, don't overdo the dramatization!

Be Cautious Early - With the new rules, any roll of double 6's will mean a Perils of the Warp. The more dice you roll, the greater change this has of happening. If you suffer a wound early in the battle, you may not have a "spare" wound in later rounds when you need it! There has been no mention of an 'irresistible force' rule like there is in Fantasy, so you could suffer a Perils and still have your power dispelled!

Bring More Psykers - This is a big one. A single, level 1 psyker with a single power is about useless. Why? You will be unable to bluff your opponent because you will only have a single option every round: one power. Your opponent will throw every Deny the Witch dice he has available to him to try to deny your power. He will have no reason to gamble with his Deny dice because he knows no other powers are coming. Be safe, bring at lease a Level 2 psyker so you have options, or bring more than 1 pskyer!

Psychic Power Phase - 7th Edition

How do you like the changes to Psychic Powers?

See results

Psychic Phase Conclusion

That's the rundown on the new Psychic Phase for Warhammer 40k 7th edition. What do you think? Why not take the poll to the right and then leave a comment down below? I always reply back and readers have always given addition insight that I've overlooked. Feedback is welcome!

Personally, I'm excited about the new Psychic Phase, but also a little nervous. The Magic Phase in Warhammer Fantasy is widely panned as exciting, but unpredictable. You simply can't depend on Magic, but it's also necessary to tip the scale of battle towards your favor. It's rough! That excitement will be welcome in 40k, but it might be frustrating for armies that have previously relied upon successful psychic powers (Daemons and Eldar, mostly!). We will see how it turns out and I may write some articles for these specific armies once the rules are out!

Thanks for reading. Feel free to check out my other 40k articles. They are found on my user profile or listed below the comments section. Murphy out!

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    • profile image

      Ray 2 years ago

      liking what they're doing with psychic powers, and It seems like this is an attempt to sell more daemons. nothing wrong with that to me, daemons are pretty cool and the power line gives you free army points, always a good thing.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Agreed. They will sell more Daemon models, but they aren't forcing players to buy them. They are giving more options, and what's more, it's staying true to the background story... Well, maybe. Psychic powers, the Warp, and Daemons are all interlinked in every Warhammer 40k novel I"ve ever read, so it makes sense to let that play out on the battlefield.

      However, I've never read about an honorable space marine librarian willfully summoning daemons or letting his body be host to a greater daemon. I'm hoping that the malefic daemonology line will be unavailable to space marine armies. Imperial Guard? Sure, there are heretics serving in the guard and whole plants turn traitor.

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      Dandy 2 years ago

      Grey Knights are going to feel very new with this change. With any hope they'll get an update not to long after the official release. Other than that I think it would be really cool if Inquisitors could take the new Deamonology powers. Deep Striking an Inquisitor with Terminator armour and following it up with summoning a squad of Blood Letters would be wild.

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      Charlie E 2 years ago

      I'm interested in how this will affect 'anti=psyker' units and armies, most importantly; Adepta Sororitas & Grey knights.

      Take Sisters for example, they have no psykers (as they hunt them) but have 'Deny the witch' as an army wide rule and anti-psyker items... so how will that work with the 7th ed psychic phase?

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      Necron player 2 years ago

      What does this mean for armies with no psykers and no applicable ways of increasing your dispel pool (tau, dark elder, necrons)? I don't fancy playing a the psychic phase and have no chance to dispel

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      Murphy 2 years ago from Florida

      Dandy, it's going to be interesting! And I'm sure that the Inquisition will be able to summon daemons, as there is fluff for a branch of Inquisitors using the enemy's weapons against them. Victory through any means!

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      Murphy 2 years ago from Florida

      Charlie, I agree that a lot of armies are going to need an update. The good news is that I've heard all the new FAQs will be coming out very closely to the launch of 7th Edition. We haven't had a real FAQ update in over a year, and it looks like this is the reason... they were saving the changes for now.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Necron, I feel your pain. It seems unfair to be unable to take advantage of new rules. However, on the balance, it may not be any different than it is now. Currently, Necrons/Tau get Deny the Witch rolls of a single d6 to cancel powers, and only powers that affect your units. You will still be getting a Deny Pool of a d6... and it looks like only 1d6 is rolled for both players and both players get the same number of dice (but both players add dice for mastery levels). The good news is that because the active player must rolls successes, it's possible that they will fail powers much more easily than before. Using 2 dice on a Warp Charge 2 power only gives the caster a 25% chance to cast! Using 3 dice on a Warp Charge 2 power only has a 50% change at succeeding! Take comfort in that.

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      Grey Matter Knight 2 years ago

      Speaking of Grey Knights, I am excited but nervous to see how they will handle the Brotherhood of Psykers rule. Perhaps this rule will go away? Or maybe each of these units will add +1 dice to the Warp Pool? Using Hammerhand or activating Force Weapons used to be fairly reliable, but that will change if each unit adds a single die to the Warp Pool yet requires a 4+ to succeed on that die. Can't wait to see how it all falls out!

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      Necron player 2 years ago

      Was in the local geedubs and was told by the black shirt that, in one of the white dwarfs it mention specific changes for necrons and nids to make sure they can take part in psychic phase (and in their words still be f***king deadly - no kids around btw), I've not noticed this in the latest issues maybe somebody here has seen what was being hinted at???

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      I am a little concerned Grey Knights, as well. Having to spend 2 dice per psychic power will quickly reduce the warp charge pool, and it still wont reliably manifest every power. I will find out this Saturday when the book releases and report back here!

      And with Necrons, they might just have been talking about Necron players being able to participate defensively by using Deny the Witch dice. I don't see them suddenly getting psychic powers...

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      Necron Player 2 years ago

      I was under the impression from the hinting from the black shirt that either it maybe faq`d to have a new piece of war gear like and updated gloom prism, rather than having psykers to participate more reliably in the psychic phase. Maybe brotherhood of psykers need say flat x1-3 success rolls to activate all force weapons in a unit? Otherwise looking forward to hearing more though

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      Nas 2 years ago

      I'm playing a Thousand Sons / Tzeentch themed army with lots of Psykers (okay, two, up to three of them).

      Excited to add some Horrors / Flamers by summoning.

      WHEEE!

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      Alex 2 years ago

      oh by the way GK don't get perils from the Sanctic discipline.

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      SteveCox 2 years ago

      i hate that GW keeps turning towards dice rolls and this new psychic powers rolling is another step away from where I would like to see the game go. I would prefer more of a sure thing. I want 40k to be more of a chess game, where strategy wins over blind luck of a dice roll. As many times as a crucial dice roll has ruined my games, I am just fed up.

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      Hoodlum 2 years ago

      What will my poor Tau army do now? stand around and wait for horrible things to happen?

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      AllAboutTheCrons 2 years ago

      If I wanted to play fantasy, I would play Fantasy....

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Necron Player, that would be awesome if Necrons got some new wargear that would let some units act like psykers. Their codex is due for an update sometime this year or next, so I wouldn't be surprised. Regarding Brotherhood of Psykers . . . I have the new book now and the rule is very easy and very clear: Brotherhood of Psyker units add a single warp charge to the pool, just like a single psyker model would. Regarding Force Weapons, Force is actually a psychic power that is activated just like any other power, and any model with a force weapon gets the power for free. It requires one Warp Charge success to manifest and it targets the psyker and his unit (so a whole unit of Brotherhood of Psykers). It activates all Force weapons in the unit and gives all such weapons Instant Death until the start of your next Psychic Phase.

      It's important to note that this Force power can only be activated on YOUR psychic phase. Your opponent can also try to Deny the Witch when you activate it. If you think your psyker will be assaulted, then you need to plan ahead to activate Force on your turn, so that it will be active on your opponent's turn.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      SEG, GK can suffer from Perils when using the Sanctic discipline. However, they only suffer it on a roll of two 6's, like normal. ALL other armies suffer Perils if they roll a double of any kind. The same is true for Daemons using the Malefic powers. They can still Perils, but only on a double 6 rather than any other double.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      SteveCox and others that are a little down on the new rules . . . I will empathize with you. It sucks when a rule system changes directions and it ends up being less fun for you. There is no wrong way to have fun, and every person feels it a little differently.

      I will say that 40k has always had an element of luck in it. Simply shooting and wounding models has always been based on dice rolls. How many times has my Greater Daemon just whiffed in a challenge because I rolled a bunch of 1s and 2s To Hit? How many times has a unit's shooting attack done absolutely nothing because I failed To Wound on more dice than is average? It happens and it is frustrating!

      6th Edition introduced the random Charge Distance in this addition and I know that it has lost people some games! It was a big change for 6th Edition and now they are adding even more randomness to the Psychic Phase. I will say, thought, that's not completely random. You have an effect on the probability by determining how many dice to use. I really have found that 40k has become a game where a player makes active choices to impact the probabilities in their favor.

      Players that I see who are often unsuccessful usually are relying on long-shot odds to get the job done. Example... "I was really hoping that my tactical squad would kill that unit of daemons before they got to me..." Yeah, well the odds were never in his favor! When people start seeing the game as a series of probabilities that need to be manipulated, then the game takes on a new flavor . . . but I agree... it ain't chess!

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Hoodlum, your Tau are actually more powerful now because they can actively Deny the Witch against enemy Blessing and Maledictions. Enemy Psykers aren't getting any MORE psychic powers (well, maybe a single Primaris power extra now), and the chances of them casting every power is going to be lower because they have to roll successes. As a bonus, you can use dice on your turn to try and cancel their successes. You should be happy you actually got more psychic defense :)

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      michniced 2 years ago

      Another problem with the new psychic phase is that an Eldar farseer can summon daemons of slaanesh

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Michniced, Eldar CAN summon Daemons of Slaanesh, but will they? In the Fluff of 40k there is nothing stopping Eldar Farseer from studying Daemonology and summoning daemons. They CAN, they just DON'T.

      In 40k, an Eldar player CAN, but will they? First, if they care about the Fluff of their army, they may never choose to do so. It might just feel wrong for them. Secondly, game-wise, is it to their benefit?

      If the Farseer is choosing Daemonolgy powers, they are not choosing powers from the Divination or Runes of Fate which are their bread and butter. Also, Eldar will suffer Perils on ANY rolls of doubles when casting Daemonology, which can insta-kill their expensive psyker or make it suffer wounds. Is it worth the risk?

      Lastly, for all that risk, what do Daemons bring to an Eldar list? Do they need more fast, assault troops (Slaanesh?). Not likely! So, while it's odd that an Eldar player CAN use daemons, I bet that most will choose not to do so, just like in the books :p

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      Pug 2 years ago

      Hm, up to reading this I had the hopes my Thousand Sons could become a viable force at last.

      But now... I mean yeah, I could summon deamons with a HQ psyker which is great indeed, but I fail casts with a warp power of one 50% of the time now when before it was rougly 8% chance to fail in 6th Ed. -.-

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      Other Joe 2 years ago

      Great article Ben, looking forward to squaring off against your demons soon, looks like I will be bringing a librarian or two...really like the sanctic powers, might be worth the risks of perils since librarians have leadership 10.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Pug, it wont be THAT bad. You can use more than one die to cast Warp Charge 1 powers. Each turn you will get 1d6 + Mastery Level dice to use. Two level 3 psykers and 6 thousand sons troops would net you d6 + 12 dice in your Warp Pool. You probably wont have enough dice to reliably cast every power at your disposal, but you should have more than enough dice to cast what you really want.

      Also, on your opponent's turn, you're going to have 1d6 + 12 dice in your Deny the Witch pool! Since your units will have psykers in them, and possibly higher level psykers, then you will be succeeding your Deny rolls on 5+ or 4+. That's some potent psychic defense. I wouldn't go out and buy all the models, but use what you have or proxy models to give it a try.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Thanks for reading, Joe! It will be an epic battle of psychic mastery for sure! And thunderfire cannons . . :)

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      Inquisitor 2 years ago

      i don't think some of you get the book and how grey knights will be working. for example if you have 8 units in your army you get 1d6+8 and then extra dice if you have a libby or a GM with mastery 2. then if you have transports for those units your pool increases even more. GK will have a large pool to play with in doing there powers. what i want to know is if hammerhand has been changed and for that matter the other GK codex powers

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      Pug 2 years ago

      Thanks for cheering me up a bit murphy. :-)

      You have a valid point there, I haven't thought about the better defense.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Pug, glad to see you're looking at things better :) Inquisitor, all the powers in the Grey Knight codex are still valid, until a FAQ says otherwise. However, Hammerhand is also included in the Sanctic powers from Daemonlogy, which Grey Knights can choose and do not suffer Perils on rolls of any doubles, like other armies do. It looks like a few other Grey Knight powers made their way into the Sanctic discipline. Regarding GK transports, only transports have the Psychic Pilot rule, which they may or may not. I'm not too familiar with Grey Knight transports. Thanks for commenting!

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      Sigeled 2 years ago

      Also play an army without defence in BT and can say it's defo annoying played a game against a chaos & demon army with + 12 to its dice pool, opponent just used things like iron arm for 1 warp charge and used 3 dice to get it, being a powerful blessing and often only having 3 or 4 dice myself makes it almost impossible to defend, by end of the game I was dead in turn 3 and he had Added almost 800pts to his army.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Sigled, that sounds rough! I'm very wary about daemons summoning daemons. I'm not sure what people are supposed to do against it unless they have an equal amount of psykers of their own, which BT wont have. I don't have an answer yet...

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      Grimfang_Skarteef 2 years ago

      I'm not a fan of Psychers. I tried WFB too, the Magic phase was the main reason I hated it, it made the game about a couple of models, instead of the big army people spent time & money painting. I think this will do the same thing. The game is getting too complicated to play in a reasonable amount of time, IMHO. Now I'll have to spend points on a Psycher in my list, when I'd rather get more Boyz Fer Da WAAAGH!!

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      Flakpuppy 2 years ago

      From your article -- "So the suggested tactic is to summon pink horrors, who can choose the Daemonology discipline and can then summon MORE daemons. Or, if you have your psyker possessed by a greater daemon, choose a Lord of Change (who can choose Daemonology) to start summoning more daemons!"...

      My take on the RAW is that psychic powers are generated during game set-up. Therefore any new units created once the game has started won't be able to generate psychic powers. This alleviates the summoned daemons summoning more daemons issue. It does give the owning player additional warp charges to work with the next round...

      Does this sound like a fair interpretation of the rules?

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Grimfang, I never used a Weirdboy in this last edition. I found the powers too random, and not powerful enough to be worth the risk. Not at the expense of bringing a warboss or a big mech. Now, with the ability to bring more than one detachment, there's room to bring all. Of course, they still cost points . . .

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      Flakpuppy, unfortunately I was correct in my assessment. With the rulebook right in front of me, under the description for Conjuration powers, it states that if the new unit is a Psyker, generate its powers as soon as the conjuration is manifested.

      So yes, if you conjure Pink Horrors, Heralds of Tzeentch, or Lords of Change, you immediately generate their powers. The limit is that these new units cannot manifest powers on the turn they were conjured. On the next turn, however, the new units are free to manifest powers as normal.

      As the Summoning power (conjure 10 man unit of daemons) is a Primaris power, new units will have access to that power... So summoned units will be able to, on their next turn, summon more units. It isn't easy. It's still a Warp Charge 3 power, but throw enough dice at it , and it will happen. Also, as new psychic units generate more warp charge, then it will become easier and easier to summon more units.

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      Flakpuppy 2 years ago

      Murphy, thanks. I noticed it when I got the rulebook back out. Of course you are still risking more and more perils with that many rolls. Does seem a bit unbalanced... looks like I'll have to finally dust off those psilencers for my GKs.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      There is definitely some risk versus reward going on here, which I like. The problem is that, if you have a dozen psykers on the field, the COST of losing one is not that high... so the player will risk it and routinely be rewarded. I'm okay with the rules, as it takes a specific army build to break it. If people want to spend a couple hundred dollars to build a cheesy daemon army and upset all of their friends, then let them! I believe serious tournaments will limit these shenanigans.

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      Alex 2 years ago

      Daemons summoning Daemons summoning Daemons, you can reliably summon 500 points of fresh units per turn with a few psykers in your list.

    • murphy80 profile image
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      Murphy 2 years ago from Florida

      But only if you build your army to do that, bringing as many pskyers as possible in the start. I don't think this would be very fun to play against, and I expect that it will be banned from most tournaments.

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