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Made in se
Pulsating Possessed Chaos Marine






 TheSilo wrote:
I think the only limit is that you can not cast the same power with the same psyker in one turn. So even a ML1 can cast two powers. A ML2 can cast three powers, etc. not including the force spell if they're so armed.

You are otherwise limited by your total warp charges. So you can max out spells on one psyker (using others to boost your warp charges) and next turn max out somewhere else. Either concentrating dice on important spells or casting with fewer dice and less reliability. Basically, this system introduces more choice and flexibility, and cuts out the old 'special rule on a ld test' system.


This is how I read it aswell
Made in se
Pulsating Possessed Chaos Marine






Isn't Hammerhand a blessing? So it should only last until your next psychic phase unless the rules for it says otherwise?
Made in se
Pulsating Possessed Chaos Marine






This is getting confusing for me, so let my try to clarify so I understand

The number of powers a psyker can manifest during his psychic phase is either:

1. The same number as his mastery level, but not the same power twice (page 22, mastery level, Use in this case means manifest)

2. As many as he knows provided you have enough warp charges, but not the same power twice (page 24, no other restrictions are listet under manifesting psychic powers)
Made in se
Pulsating Possessed Chaos Marine






 Vector Strike wrote:
 Limbo wrote:
This is getting confusing for me, so let my try to clarify so I understand

The number of powers a psyker can manifest during his psychic phase is either:

1. The same number as his mastery level, but not the same power twice (page 22, mastery level, Use in this case means manifest)

2. As many as he knows provided you have enough warp charges, but not the same power twice (page 24, no other restrictions are listet under manifesting psychic powers)


I'd go with 1. It's a safer assumption.
One-discipline Psykers (or chaos dudes) are like Wizards from D&D 3.5 - they know more spells than they can cast.


Wouldn't option 1 take away from part where you can get so many warp charges? For me, the fact that you get D6 + (army total master level) warp charges seemed to say: "You can either spend alot of charges on one spell that's really usefull right now for a higher chance of success, or you can spread your charges evenly and hope to manifest alot of powers".
 
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