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Warhammer 40,000/7th Edition Tactics/Psychic 101
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= Psychic Phase in General = In previous editions, psychic powers were pretty much extra gear/guns for the psyker; they activated whenever, simply took a Leadership check to trigger, could maybe be countered by certain models, and that was pretty much it. In 7th edition '''psychic powers are used in their own phase''', right after the Movement Phase (movement -> psychic -> shooting -> assault -> end) and the mechanics involved are slightly more, well, involved, similar to the Magic phase in Warhammer Fantasy with a few key differences. The basic idea is that '''each and every one of your psykers now generates dice into an army-wide pool of psychic dice'''. When you cast a psychic power, you decide how many of these dice you want to throw into the attempt - '''using more dice in an individual power makes the power more likely to activate''' (while increasing the chances of Perils of the Warp, or a psychic misfire), while '''using fewer dice per power, you can attempt to cast more powers per turn''' that, while less likely to succeed, also are less likely to go terribly, terribly wrong for the caster. Overall, the new system seems more like an active part of the game, rather than a few special rules tacked onto the game itself, and the way it's designed is more flexible to allow some actual tactics over the phase.
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