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7th Edition 40k Boot Camp – Psychic Phase Part 3

By Rob Baer | June 3rd, 2014 | Categories: 40k News & Articles, Videos

Welcome back for part three of our 40k Boot Camp series on the new Psychic Phase!


If there is one single thing about seventh edition that’s completely different most people agree psychic phase (and it quite possibly become the biggest focus for angst here soon)!

So I figured I’d kick off the Spikey Bits series of 7th Edition Boot Camp articles with that phase to help everyone (including myself) learn what changed, and more importantly how to apply it in game.
Good or bad it seems like the psychic phase is here to stay, and since it makes up 25% of each turn it seem like a good idea to focus on that first!
Here’s my part three notes from this new phase with my interpretations.  This is by no means a comprehensive all encompassing exposition on the new phase, it’s just an attempt by me to share what I’ve learned after studying the book and playing a few games with some of the best players in the game.

In this article we’ll be covering the May 27-30th FAQs on the Psychic Phase as some armies (like the Grey Knights) we’re really affected.

Feel free to use this summary with your games, or even to repost it to help others with their games as well!

One thing I forgot to touch on in part one and two was that the same spell can not be attempted more than once per unit, regardless of success or failure. So be sure to keep that in mind when you’re rolling for your powers, and your overall casting strategy.

MBG’s 7th Edition Boot Camp – The Psychic Phase Part Three Just the FAQ’s

FAQ Updates to Faction Psychic Powers

  • Daemons – All Psykers or Brootherhood of Psykers have access to Daemonology
  • Blood Angels – Daemonology, Divination, Biomancy, Telekensis, and Telepathy
  • Dark Angels – Get Daemonlogy in addition to listed powers
  • Chaos Space Marines – Get Daemonlogy in addition to listed powers
  • Eldar – Get Daemonlogy in addition to listed powers

Grey Knights – (Biggest changes)
  • Most dedicated Psyker character models get Daemonology (Santic), Divination, Pyromancy, Telekensis, and Telepathy.
  • Most Upgrade characters, and Infantry squads get Banishment and Hammerhands standard. Henchmen do no, however Henchmen Psykers get the above character powers available to them.
  • Psychic Pilot Vehicles lose ability to remove shaken/stunned, but pick up Banishment and Sanctuary and can actually cast powers now and add mastery levels.
  • Aegis- Changed to reroll deny the witch rolls of 1 (effectively 5+ base DtW)
  • Reinforced Aegis – changed to THIS unit can re-roll failed Deny the Witch

Space Wolves 
  • Now Get Daemonology, Divination, Biomancy, Telekensis. 
  • Runic Weapon Changed to adding +1 to Deny the Witch rolls (which have to target the unit or his squad) 
  • Njal’s Runic Weapon gets +2 total to his Deny the Witch Rolls.  
  • (Side Note) Njal’s Vengeful Tornado rule was changed to a single enemy model within 18″ takes D3 STR 9 AP – hits with vehicles getting hit on their side armor.
I hope you liked latest boot camp article on 7th Edition 40k and the new Psychic Phase.  Be sure to checkout my Part Three Tactics video too, and lookout for part four on actual casting powers! -MBG

About the Author: Rob Baer

Rob Baer

 rob avatar faceJob Title: Founder, Publisher, & Managing Editor

Founded Spikey Bits In 2009

Socials: Rob Baer on Facebook and @catdaddymbg on X

Bio: Spikey Bits started with Rob trying to stay motivated to hobby on his backlog of projects and share his knowledge with others during the early blogging era. Virginia restless, miniature painter & cat dad. He blames LEGOs as there was something about those little-colored blocks that started it all.

Scale model hobbyist in the 80s, miniature wargamer, and trading card player ever since. He’s played every edition of Warhammer 40k and Warhammer Fantasy since 5th Edition, but Titans of all sizes will always be his favorite! It’s rumored that his hobby vault rivals the Solemnance Galleries, containing rulebooks filled with lore from editions long past, ancient packs of black-bordered Magic Cards, and minatures made of both pewter and resin.