Thursday, June 20, 2013

6th ed Rules of the Game: Number of Psychic Powers and Vehicle Movement

Here are a couple of rules from last Sat game.

JJ typing, Number of Psychic Powers 40k6 mini-rulebook pg 142

A Psyker's codex will usually state how many psychic powers the Psyker has.  Where this is not the case, the Psyker has a number of psychic powers equal to his Mastery Level.

Context: Somehow I was under the mistaken impression that the warp charge of the power took up that number of psychic powers available to the Psyker.  Example: Psyker is level 3 and rolls a 6 on Pyromancy.  Molten Beam requires 2 Warp Charge to cast, 3-2 = 1  That would only allow the Psyker to have one more psychic power.  Confused number of psychic powers with Psyker not being able to have a psychic power that has more warp charges than his psychic level mastery.  Shawn pointed this out to me.

Vehicle Movement 40k6 pg 71 third bullet point

* A vehicle that travels more than 6" and up to 12" is said to be moving at Crusing Speed.  This represents the vehicle concentrating on moving as fast as possible - all of its firepower will be wildly inaccurate.

Context: Man, I feel foolish.  For several games I've been thinking that Rhinos can only move 6"  There has been places I've wanted them to be and completely forgot that they can move at cruising speed.  Connor asked me why I was moving my Rhino's 6" in the last game.  It hit me like a ton of bricks.  Hopefully will remember next time.

slainte mhath


  1. So whats the verdict for the psychic powers post???

    1. Little confused, Paul. Are you referring to cost of psychic powers you generate? If so the Warp Cost of the power doesn't affect the number of powers you get to roll for. If you're a level 3 Psyker you can generate three psychic powers that cost 2 Warp Charges.


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