40K 7th – Even More Rules and Psychic Phase Breakdown
Oh my – the 40k 7th Edition drip-drip-drip just wont stop. This stop – more changes and how the psychic phase works!
Snapshots are resolved at -2BS
The vehicle damage chart has been altered to make vehicles slightly sturdier. They only “explode” on a 7+
Difficult terrain now reduces the attackers’ charge distance by -2 inches.
Battle-forged Troops have scoring priority over non Troops units. They can claim objectives from non-Troop scoring units!
Ignore Cover is -2 to the targets’s normal cover save
Psychic tests are no longer leadership tests. You generate your total pool, allocate dice to cast and then roll them. 4+ succeeds. X number of successes are needed to cast the power. 3 successes, for most.
Certain things can give you a 3+ on the dice, like having an affinity with the discipline. 2 or more 6s you peril. So you can still fail to cast and perils but typically if you got 2 6s you should have passed.
To stop a power, allocate your warp charge dice and roll deny the witch. 6+ to succeed. 5+ if you have a psyker. +1 if they have a hood. +1 if you’re a higher mastery level and nearby the unit being affected. Even powers that do not effect you can be stopped, like blessings.
~Get on in there – I know you have opinions!