Today, we got a glimpse at the psychic phase.  The psychic phase is arguably the phase that needs the strongest look and needs the most improvement.  Thankfully, the changes so far are going in the right direction.  Though there are still a few things up in the air, they have hinted at more things as well that are a welcome change.


First off, there is no more rolling for warp charges at the beginning of the phase.  The new phase is simpler.  A psyker can attempt to use a number of powers equal to its "mastery level", a a level 2 pysker can attempt to use two powers.  Each power still has a warp charge though, but its effects are different.

Each test is a 2D6 test, with you needing to roll higher than the charge to successfully manifest the power.  I would say it is safe to assume that the warp charges of powers are going to increase, and we won't be seeing any warp charge 1 or 2 powers, most will probably be in the 5 range.  Deny the witch is being reworked with you needing a psyker within 24" to attempt to cancel the power, with the number of times he can attempt to cancel powers determined by his mastery level.  Now no real details other than this have been talked about, so I assume that deny the witch is going to have a bit more to it than that.  But it makes sense that armies without psykers will have a harder time denying powers, but I assume that they won't be completely helpless against them, most likely will only  get a chance to deny if they are specifically targeted by a power.

Though not specifically mentioned, they did hint in the comments that summoning will no longer be free.  Its going AoS, in that summoning will be allocated pts, so you'll have to have pts left over in order to summon.  This is a much needed change as the power of summoning cannot be understated in its current form.  I'm sure daemon players will be miffed, but I'm pretty sure they will get some unique love to make up for the loss of free summoning.

They also talked about mortal wounds, basically this looks like the new D weapon.  Mortal wounds basically cannot be saved in any way, at least as stated so far, but I would assume that there will be some defense against them that they have not mentioned.  This relates to psykers in that all psykers will know smite.  Smite is warp charge 5 and causes D3 mortal wounds to the enemy unit closest to the psyker (18" maximum range) and visible, with a roll of 10 or higher causing D6.  I like that they are basically giving every psyker in the game a strong offensive power.  So no matter what your psyker can do something.

I know some will not like mortal wounds, but as we have only seen a small glimpse of it, I will hold judgement.  Overall, this looks to be a much welcome update to the psychic phase that simplifies it while not losing too much flavor.  Looking forward to seeing more, but it does look like some of the strong elements of the psychic phase is being toned down, but psykers will be simpler to use and will still have power in the game.

Cadia Stands!
GG