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Warhammer 40,000/7th Edition Tactics/Psychic 101
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== 1: Generating Warp Charges == When your psychic phase begins, you roll a single die. Both you and your opponent generate this many warp charges in your pool, plus the total amount of Mastery levels in your respective armies (plus any extra from wargear and/or special rules). You use the dice in your pool to attempt to cast psychic powers. Your opponent uses dice in his pool to attempt to counter your powers (Deny the Witch) and keep them from activating. '''Notes:''' *Only psykers actively on the board generate dice. If your Librarian is sitting in a Storm Raven in reserve, he's not contributing to your psychic pool (nor casting powers). Similarly, dead psykers don't generate dice. (A psyker in a transport or building on the table is, however, in play and thus does generate psychic dice). *ALL models with the Psyker or Psychic Pilot rules or units with the Brotherhood of Psykers/Sorcerers rules generate warp charges equal to their mastery level. In other words, things like Grey Knight vehicles and Eldar [[Hemlock Wraithfighter]]s generate psychic dice (when they're on the table). *Only the player whose turn it is rolls the initial d6 for generating psychic dice; both players use the same result and add their respective mastery levels to it. If you rolled a 6 for generating psychic dice, your opponent also gets more dice for trying to Deny your powers. *Psychic dice are generated at the start of the psychic phase. If one of your psykers somehow dies during your psychic phase (say, from a Perils of the Warp attack) he obviously will not be generating any more dice on your subsequent turns, but the dice you have remaining in your pool -that moment- are not affected.
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