
Coming from The Glacial Geek on YouTube, he’s done an incredible breakdown of all the rules and datasheet changes coming inside Psychic Awakening: The Greater Good. Check out everything that the Imperial Guard and Tempestus Scions will be bringing to the table.
All The New Imperial Guard 40k Rules From Greater Good
Pick Your Own Custom Regiment Rules


Jumping right in, this one is worded a bit weird for the “Type characteristic” of a weapon. But it looks like this is basically the reroll your number of shots for Catachans, except, like for whoever has this!


Rounding out the doctrines there’s an interesting emphasis for melee. Lords’ Approval plus Slum Fighters can give you -1 ap and extra hits on 6s in melee. While probably not competitive, it’s an interesting option if you want to take a different route with the guard.
Imperial Guard New Tank Ace Rules


Starting out with the Good’ol Leman Russ, they get a solid 6 traits, all of which seem pretty decent. Two of my favorites are Slow and Purposeful to reroll wounds of 1 and Armoured Rush. Both of these accomplish two opposite objectives, either rushing around the battlefield or holding your gumline.
Being a Tank Ace essentially unlocks a tree of exclusive rules. Looking at Weapon Expert, you get an additional AP which can be brutal on the mass of fire coming from the Stormlord or maybe tack on more armor-melting power with the relic 3-flat damage battle cannon from Vigilus.
Support Aces and Super-heavy Aces are next up and cover all the rest of the armored tanks in the army from Hydras to Baneblades. Full Payload appears to be amazing, anytime you would roll for a damaging characteristic, instead, you get max damage automatically. Steadfast Leviathan also seems to have some interesting possibilities…
Oh. and speaking of Super Heavies… you can give them your Regiment rules even if they’re in an auxiliary detachment, meaning you can have them overwatch on a 5+ while they hang around other Vehicles as we mentioned earlier.
Imperial Guard Stratagems
The first set of 6 here seems to cover a few key points. Powering up your vehicles, and powering up your shooting phase. Splash damage makes a Hellhound reroll wounds against targets with cover, while Direct Onslaught adds 1 to hits for a Manticore or Wyvern.

The second page gives a few more options and is a little more open-ended in purposes. Shooting phase, opponents shooting phase, psychic phase, and even charge phase, you’ve got options at a bunch of points in a turn. Hail of Fire is the only Strat more than 1 cp on this page and lets a Leman Russ get max shots if it targets a vehicle, making a heavy d6 become an oh-so-sweet heavy 6.

Tempestus Scion Regiment Rules

Death from the Dark is one of the coolest ones out of the list, essentially doubling the number of units lost for morale. Even if you kill two Primaris units from a squad, they’ll have to take a -4 Ld check.


For Prized Weaponry, you can say hello to all of your lasguns being a whopping -3 AP…This is like all of the Space Marine doctrines rolled into one as it affects EVERY weapon.
For these guys, they’re similar to the Predatory Strike rule from above. However, they get exploding hits when they target the closest thing and it’s only for infantry. This might be the weakest of all the new rules.
Tempestus Scion Relics
Tempestus is getting some serious love in this book, and the relics for them are no exception. Refractor Field Generator giving a 5+ Invuln to models within 6 inches seem super strong. While Distraction Charges give models within 3 inches of the character Tau like grenades in overwatch that make the assailant half the charge result if it hits.

Tempestus Scion Warlord Traits
Each of the Tempestus Regiments gets a special warlord trait to match. Two great options are Keys to the Armoury which gives the warlord a reroll 1s to hit 6-inch bubble, always a nice thing to have. While Precision Targeting makes it easier for you to hunt enemy characters by removing the cover from him while within 6 inches of your warlord.

Tempestus Scion Stratagems
Keeping on the Tempestus support train we’ve got the first page of stratagems for them. Precision Drop seems super nice as it lets you get out of an air transport at 5 inches away from enemies instead of the normal 9 inches, perhaps flamers will be a good idea. Advanced Counter-Measures seems awesome as well when switching to hover it’s usually a “feels bad” that you lose hard to hit, but now with this stratagem, you won’t!

As for the second set of Stratagems Elusive Hunters and Drilled to Perfection seem to be strong options. Elusive Hunters gives a unit -1 to hit while they are more than half of the range of the unit that is shooting them for the turn. Drilled to perfection, on the other hand, gives a massive +2 to overwatch giving you a 50% chance to hit instead of 1/6.
Whew! That was a lot to cover! With Tempestus Scions and Guard coming in STRONG, it’ll be exciting to see how they interact with the Space Marine meta currently!
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After looking at all these rules, what will you be testing out first? Will you be playing all-Guard but with regiment soup?
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