Hi there, just a couple of questions that I find ambiguous and would really appreciate some help in clearing up!
Pg. 50 from the main rules and
Pg. 24 from C

H are worthy to reference.
I - The Daemonhost's number of attacks is listed as
D6. Is this rolled for every time that attacks are made (such as each time the Daemonhost fights in close combat) or one time, with that value lasting for the remainder of the game? I much prefer the first method personally -- it gives fair variability in the potency of your host. However, it seems that the second method is that which is intended?
II - Psychic powers: some of these are kind of unclear in how and when they can be used. Firstly, the rule reads, "...which psychic power it
can manifest..." That seems to say, very clearly, that these powers do not have to be used, either immediately or at all. Referencing the main rule book, the section on psychic powers say that "...psykers can use one psychic power per player turn..." So, according to that rule, unless otherwise specified (such as bloodboil specifically stating "...during the Daemonhunter's shooting phase..."), I can not only manifest these powers at any point in my turn, but my enemy's as well (with the obvious exception that I can only do it once per player turn). With that logic in mind, let's say I have a host with 3 wounds remaining who rolls re-knit host form. Since, in its entry, there is no specific phase where it must be used and upon its effect the host immediately regains all wounds. I decide to use it in my movement phase, and thus heal all wounds. In my opponent's turn, some bolter fire manages to put two wounds on him, reducing my host to two. I can, according to the main rules, use it again at any time in my opponent's player turn. So I use it after this unit shoots, bringing the host back to four. If another unit shot and removed another two wounds, however, I would be unable to re-knit once more, because I already used a power in that player turn.
I'm not entirely sure that this was intended, but that seems the only logical way to play it based on both the main rules and the codex. Additionally, this gives a desperately needed slight boost to this unit, which may serve to make it vaguely viable. Likewise, a couple of other psychic power rules, such as rules for teleport. With no specified phase for usage, I can then assume to make it any time. For instance, I can teleport the host before movement, then move, then assault. Likewise, there's nothing to say I couldn't teleport out of a close combat in the opponent's player turn. The rule simply states, "The Daemonhost may immediately move to any place on the table..." No specification on turns, such as with bloodboil ("...in the Daemonhunter's shooting phase...").
III - Killpoints? It seems to me that the independent rules would make it so that the entire
FOC slot of hosts needs to be taken out. They're taken and deployed as a single unit, but operate independently. Moving separately doesn't make it a a unit of it's own. This same question applies to Imperial Guard infantry platoons. I really am not sure on how to handle this one, so any opinions would be appreciated!
Those are the main thoughts -- please share yours!
Thanks!