Switch Theme:

When do you generate warp charges?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Drew_Riggio




I tried searching for this, here and on Google, and was surprised to not find anything.

In the book it says you generate warp charges at the start of each turn, and each turn means 'player' turn. Does this
mean my psyker generates his warp charges at the start of the enemy turn?

I am wondering if I should be wanting
to keep a warp charge in reserve just in case I get charged in the enemy phase, or if its something I don't need
to worry about because I will get new charges in the enemy turn.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Yes you'd generate them each player turn but I can't think of any powers that let you use them in your opponent's turn.
   
Made in us
Fresh-Faced New User




"Turn" is player turn, so you do get them back at the start of your opponent's turn. So if you get charged and have a Force Weapon for instance, you'll have Warp Charges to activate it with. Or if a Farseer gets hit by the Perils Missile thing, he'll have Warp Charges to use Ghost Helm with.

This message was edited 1 time. Last update was at 2014/04/18 13:11:52


 
   
Made in us
Fresh-Faced New User




you generate warp charges at the start of the enemy turn as well as the start of your own turn.

To my knowledge the only thing you can do with the warp charges in the enemy turn is activate a force weapon, since according to the FAQ you cannot use a witchfire power in overwatch.
   
Made in sg
Brainy Zoanthrope





 ClockworkZion wrote:
Yes you'd generate them each player turn but I can't think of any powers that let you use them in your opponent's turn.


Force weapons.
   
Made in us
Archmagos Veneratus Extremis




On the Internet

Baktru wrote:
 ClockworkZion wrote:
Yes you'd generate them each player turn but I can't think of any powers that let you use them in your opponent's turn.


Force weapons.

Still not a psychic power, but a good point for their utility.
   
Made in us
Drew_Riggio




Ok, that's what I thought! I was mainly concerned there was some other rule in the book that prevented generation of warp charges in the the enemy's turn, but it sounds like that's not the case.

Thanks!

This message was edited 1 time. Last update was at 2014/04/18 14:45:28


 
   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

There are some BA and SW powers that kick off in the opponents phase iirc.

It's not the size of the blade, it's how you use it.
2000+
1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Things to use Warp Charges generated in your opponents phase for:

Hammerhand
Dark Excommunication
Sanctuary
The Shrouding
Cleansing Flame
Heroic Sacrifice

Activate Force Weapons
Negate perils caused by Condemnor Boltguns
Negate perils caused by Mindstrike Missiles

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
 
Forum Index » 40K You Make Da Call
Go to: