Each faction is coming in hot with new rules from Psychic Awakening: The Greater Good. Check out an in-depth look at everything new for the armies!
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 this supplement will be all bringing to the table, meow.
All The New Imperial Guard 40k Rules From Greater Good

Pick Your Own Custom Regiment Rules




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.
Meanwhile, that tank could repair enough to soak up a few more shots when your opponent turns back to deal with it. Overall, it’s not bad but it has its niche uses.
Imperial Guard New Tank Ace Rules



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!
All the New Genestealer Cult Rules From The Greater Good

GSC Custom Cult Creed Options
GSC getting in on the doctrine action is exciting news for all Xenos players! But they will have their time, for now, let’s look at these. Innate Fighters is awesome, as GSC has some really nasty units in melee that can abuse the rerolls to hit. On the other side of things, Seasoned Enforcers let the infantry move and shoot Heavy weapons!


Hopefully, the GSC have a few more good picks to take for players wanting to go completely custom.
GSC New Psychic Powers
Each psyker can opt to choose one of the above powers linked to their cult instead of the normal table if they so wish. With that being said, Synaptic Blast seems to be very potent. surround your psyker with small size bases to squeeze in models and unleash a huge spell and hopefully dishing out a huge amount of mortal wounds as well. The 5++ from Undying Vigor seems pretty good for the Bladed Cog as well.

Basically, for a warp charge of 6, you pick on an enemy Infantry unit within 12″, turning everything that targets it in melee essentially a Blood Angel. Remember, this only goes to Infantry, but it definitely a nice added bonus going against a fat Intercessor squad or even Custodes. Another prime synergy for Aberrants to lay down the hurt.
New Cult Stratagems
Onto the stratagems, Annihilating Advance is simple but may just be what you need. Considering the popularity of the Rockrinders, we will probably see this stratagem used a lot. Close Range Shoot Out is also very powerful as it gives you re-roll wounds for some jackals.

On the second set of stratagems, The Cults Psyche seems to be one of the better options. Not only do you get an extra psychic power cast, but all spells in that phase get the Ork like-ability to buff the cast roll based on the amount of nearby friendly psykers.

If you’ve got more than one unit making it into combat around the Primus, you’ll have even more value in your favor. Just remember that Meticulous Planner only procs for friendly units that are within 6″ of himself.
Overall, for just 1CP and a required character you’ll almost always be taking in any GSC list, this Stratagem is money.
All the New Tau Rules From The Greater Good
There are a few good options off the first half of Sept Tenet options. One of my favorites is Turbo-jets, allowing for a super-fast list grabbing objectives all over with minimal units and as fast as possible.
One of the tenets you can pick from is essentially Target Lock for Battlesuits in your entire army. This lets them ignore the penalties of heavy and moving. This is definitely solid for the bigger suits packing firepower like Riptides.
For another rule you can pick from, For the Greater Good can be increased to 9″. That can be absolutely horrifying if we see more tenet rules to choose from like 5+ Overwatch/+x” to ranged weapons.

New Tau Stratagems
For the first page of Stratagems, there are a good amount of viable options. Deadly Aim will be extremely good in sniper drone lists, and Pulse Onslaught is great to help make Breachers more multipurpose.
This spicy little Stratagem makes Riptides (and even R’varhna’s and Y’vharras) incredible. 1CP to max your shot output? Yes, please.
With just as many options on the second page of stratagems, I really enjoy one in particular. Promising Pupil lets you get an extra warlord trait, which can be extremely good for obvious reasons. It does have to be unique but that is hardly a downside.

Farsight Enclaves have had a lot of practice making the most of their resources. And with their faction once being cut off from the Tau Empire, they’ve trained even their most basic warriors to make every shot count. Danger Close allows you for 1 CP, to reroll wound rolls is not too shabby. You’ll just probably want to use this on a full squad of ten dudes.
New Warlord Traits
For Farsight Enclaves, you can give a +6″ aura to your Commander when he declares Mont’ka. Remember Mont’ka allows units to Advance and shoot as if they hadn’t moved. This is pretty awesome, but considering he can only declare it once per game, you’ll have more of a chance to make it count.
New Tau Relic List
There’s a bunch of model-specific options here. The Gatling Burst Cannon looks appealing to me for the same reason that Up-Gunned was in the Tenet rules.

With even more options on the second page, one immediately jumps out to me. Cross-Linked Stabiliser Jets, lets a battlesuit reroll hits and wounds of 1 with ranged weapons. If you’ve played against Tau you know how strong this amount of rerolls can be, especially when you remove the need for marker drones (partially).
Farsight Enclaves also get three specific options for Relics they can take. The Mirrorcodex just gives your relic-bearer all the rerolls. However, considering it’ll probably be going on a Commander and they hit on a 2+ anyway, this might not get picked too often. The talismans are back as well, Farsight knows what’s up when it comes to the warp!
New Updates to Tau Unit Datasheets
Shadowsun is most known for being a cheap, mobile Fusion Blaster chassis with decent protection. However, her guns got a bit more versatile with gaining four shots in total using the dispersed profile on her guns. This shot profile is a great alternative for going against something like a five-man squad of Primaris. You essentially double your shot output and keep your insane AP.
Another awesome ability is that she gives off a 6+++ FNP for Tau Empire units within 3″. Sure, that means she’ll have to be right on top of units you want to protect, but being a character, she should be seeded into ranks of other Tau to begin with.
This is going to be amazing for gunline lists running Riptides and Stormsurges as they’ll get a 6+++ FNP tacked onto all their wounds.
Finally, she can join any other Sept (including being able to fight with Farsight) without breaking any Battle-forged rules!
Farsight’s The Eight
And there you have it! Tau looks to be in a much better spot than they currently were just sitting with their base codex in 8th edition.
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After looking at all these rules, what will you be testing out first? Will you be playing mono faction but with regiment/sept soup?
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