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7th Edition: Perils of the Warp Tables Revealed


Now from someone with the book, we have the Perils of the Warp tables that are the results of rolling two or more 6s when attempting to cast psychic powers. Lets take a look at the table below to see the new devastating effects of tangling with warp energy.


Please note that these are still rumors as we have not yet had an official release of the new rulebook.

via an anonymous source on Faeit 212
Perils of the Warp
1. Dragged into the Warp: Psyker takes a leadership test, if passed suffers 1 wound or glancing hit no saves.if failed he is removed as a casualty and his unit takes d6 S6 AP1 hits. The hits come from the psyker for allocation
2. Mental Purge: Psyker suffers 1 wound/glancing hit no saves. randomly select one power from the psyker. its lost for the rest of the game. 
3. Power Drain: Psyker suffers 1 wound/glancing hit no saves. if its the psychic phase, both players lose d3 warp charge points 
4. Psychic Backlash: Psyker suffers 1 wound/glancing hit no saves.
5. Empyric Feedback: Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed no effect.
6. Warp Surge Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed psyker gains a 3+ invul, fleshbane, armour bane, and smash until the next friendly psychic phase.

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96 Comments

  1. And we got all the powers here:

    http://daemons40k.blogspot.com/2014/05/behold-every-psychic-power-in-whole-game.html

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    1. Force is basically - "I turn my unit into grey knights"

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    2. If your weapon has force special rule.

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    3. I don't like where Sanctic is going. As it spells the end of some of Grey Knight Powers - . (although +2 hammer hand is always welcome and Vortex of Doom!!!!!!!!)

      Here is to hoping a Grey Knight Specific chart

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    4. Ok I admit that was lousy reading on my part and I apologise (I was so excited that I just paraphrased it).

      Also your reaction Maaksel was uncalled for, a simple reminder like Nagarythes would suffice. We are all human and make mistakes once in a while.

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    5. Except that anyone who uses sanctic who's not a GK suffers perils on a roll of ANY double, so it's definitely an advantage for GK's over everyone else.

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    6. Yes I am pleased about sanctic from the sense that it is a huge boost to the way in which you can use grey knights. I just think I am too impatient for their new codex to see how they handle the rest of the powers/units with their own power (e.g. vehicles/psychic communion)

      Don't worry I won't bear a grudge Maaksel.

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    7. heh....Sanctic IS the GK chart......

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    8. Sanctic is missing: Dark Excommunication, Might of Titan (although that's kinda combined with hammer hand), Quicksilver, The Summoning and Warp Rift (Sanctuary and The Shrouding have been kind of combined; Smite is in biomancy)

      Others for particular units include: Psychic Communion, Heroic Sacrifice, Warp Quake, Astral Aim, Holocaust, Reconstruction, Fortitude, Sanctified Flame and Zone of Banishment.

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    9. I think it is fair that grey knights would not have so many powers that others can't access. Also I hope that in order to use psybolt ammunition they would have to use warp charges (like force weapons).

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    10. I think I'm just being ignorant but 2++ how?

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    11. DAT invul boost man.

      Wow.

      At least Tzeentch Marines can only go to 2+.

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    12. Wow yeah I was thinking of grey knights with hammers...

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    13. And if youre lucky those Ss/Th terminators could be Str 10

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    14. Sorry, it's been a while since I cracked open my GK codex, but how do GK Terminators get Storm Shields?...

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    15. Lol. The best equipped chapter in the imperium... has no storm shields.

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  2. All psychic cards here:
    here:http://imgur.com/a/8ddUf

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  3. only bad stuf for the tyranid psykers...
    nids are again f***ed

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    1. If we can't get the rest of the book powers because Tyranids don't use the warp, then we shouldn't have to worry about perils.

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    2. I'm not a 'nid player so I must be missing some thing , why are they screwed again?

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    3. It seams to me that shadow , as it stands at the moment , makes it more likely that pyskers will pop if they roll a 1 on the chart.

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    4. my thoughts exactly, if they isolate nids in powers, then let them use their "save" network of the hive mind
      but apparently it only counts for denying good stuff (but honestly i don't think nids should be able to summon deamons XD)

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    5. @beliver1980 we lost powers like biomancy and stuff because nids use the hive mind
      but still we get perils
      the shadow is limited in range so when enemy psykers keep their distant they can do whatever they want

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    6. They only keep their distance of the Tyranids player doesn't know how to play 40k. Getting Shadows into range is about the easiest task for Tyranids.

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    7. +1 to McDoogle. Its not hard to get your enemy surrounded by Shadows - you've always got at least 3 psykers on the board in all likelihood, spreading the net pretty wide.

      If anything, it should work as a deterrent for your opponent - he won't want to roll that extra D6 for his power, in the odd chance he gets perils...since shadows will mean he has a much higher risk of deleting himself.

      I do agree that Nids should have some type of protection from the perils chart...or their own chart, since controlling the energy of the hive mind must be hard sometimes. Still, with most of our psykers having W4 or W6, I think we'll be ok with taking the odd wound once per game. Especially now that flying tyrants won't be bleeding wounds to grounded tests every turn.

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    8. Nick, I agree that the table won't be that bad to Tyranids. I was pointing out that making rules straight out of fluff goes both ways.

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    9. Tyranids don't get Perils in name, just mechanics. Remember that we can still suffer synaptic feedback, cerebral trauma, etc. It's mechanically the same as Perils, but fluff-wise it has a biological origin.

      I don't see anything on that chart that would break that (like the "Summon a daemon f if you fail" roll put up during last night's shenanigans).

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    10. Also, if you take all powers from the same table you get the primaris for free. So nids just got a ton of options.

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    11. deFl0 So now all Nid Psykers get Dominion for free. That isn't a ton of new options.

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    12. Arron I know where you're coming from, and I agree completely! Also to your point about getting dominion, it doesn't seem like a huge boost I agree, but it means you don't have to make the choice between taking dominion and taking something else. For me its just going to mean that I am more likely to get a useful power on the main table.

      Rather than rolling on the table, and having a 50% chance of getting something I want (namely, catalyst, warp blast, and psychic scream), and then defaulting to dominion if its something I don't want, I have a 60% chance of getting something I want (even if the first D6 is a bad power, the second D6 has a 3/5 chance of being a useful power).

      So overall I like the new system.

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    13. I think this is good for 'Nids. It gives you a chance to stop a force weapon from inst-gibbing your MCs since it is now a power used during the psychic phase rather than just the no-brainer burn a warp charge after getting a wound.

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    14. I'm still reserving full judgement on how this all effects Nids until I see what they do with SiTW. If they do nothing, then in the overall psychic power scale of things we drop a few pegs. We're not the only army that can bring a pile of power dice to the psychic phase, and simply making the perils chart a little more hostile is a pretty weak substitute for giving even Ld10 psykers a 50/50 chance of failing powers.

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    15. @Richard Powell
      "Tyranids don't get Perils in name, just mechanics. Remember that we can still suffer synaptic feedback, cerebral trauma, etc. It's mechanically the same as Perils, but fluff-wise it has a biological origin."

      That was my exact argument for allowing them to use Biomancy, why would the most mutable race in the galaxy not think to also psychically alter their forms? But whatever, that's an old discussion =)

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    16. @ Fleet of Claw

      I don't disagree. But, alas, it is as it is, and we move ever forward.

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    17. We only have 2 decent psychic powers anyway so getting dominion for free is not a biggie

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  4. I like the perils chart, not super deadly which is good as its more likely to happen now. Not a huge fan of the number 6 result, seems a bit silly.

    Thanks to Kevin for posting the powers on his blog, they seem much fairer and balanced now with a better mix between the schools an a larger number of higher warp charge spells evening the playing field.

    Obviously some are still better than others in different situations but it nowhere near as cut and dry as it was so a good improvement.

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  5. Hammerhand is now +2 str? Nice. Some of those sanctic powers might mean my GKs see the battlefield again.

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  6. Only if the unit has the force rule, I miss read that one first too. XD

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  7. Any bets grey knights lose all their codec powers next book? And santic is rather pathetic compared with malefic but I'm happy as I play daemons and csm. I'm likeing the new powers. They seem more balanced, except telepathy primaris got a range increase lol.

    Now if only they starts out the csm having to take a chaos power if they are marked and we are in business with divination!

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    1. I doubt they will. Those powers are gifts from the gods. Angry jealous gods. That will smite you for not holding onto their gifts of power.

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  8. CSM Get divination (yay)

    Also, whats up with those biomancy buffs? wow!

    Iron arm and warp speed dont have to roll a d3. Its just always +3 now.

    Also endurance giving a 4+ FNP?

    If a daemon prince rolls lucky, he can become quite unkillable (T8 S9 4+ FNP? AND if he had T8, takes gounding tests on wounds now? Holy crap!)

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    1. Considering that a Flyibg Daemon Prince of Mastery Level 1 is Nearly 250 points it SHOULD be nasty.

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    2. ^Also just realized that it would have to be mastery level 2/3 to even access Biomancy as the first power must be from the Daemon's God powers list

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    3. Well, casting is riskier now, and more difficult, so I think they wanted to change the risk/reward proposition by buffing the powers

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  9. Anyone else notice Iron Arm is just a flat +3 to S and T now?

    I like the less random stuff. More flat buffs/debuffs is better.

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    1. Same with Warp Speed, and Endurance is 4+ FNP and Eternal Warrior. I'm trying my best not to fantasize about Swarmlord with Iron Arm, Warp Speed, and Endurance.... oops too late.

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  10. Iron Arm is +3 S and T, not D3 as it used to be. Nice but prepare for S8 T8 Daemon FMCs. Although it gives Smash - I wonder if MCs lost that in the new edition. If so, nidz are ****ed again :(

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    1. I don't think they'd take that away from MCs, too big of a necessity in order to make them viable.

      And the reason they made Iron Arm and the other Biomancy buffs a flat boost, instead of a random boost, is that they're also dispellable now.

      So your DP rolls 2 D6 to get his power off, and then you roll 3D6 to deny, and voila. Power gone (taking into account MLs)

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    2. I wouldn't read too much into it giving Smash now.

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    3. Heck the Talisman of Arthas Moloc probably just got even better as it might add 4d6 to the dispel pool. If it does that Farsight Enclaves will be nasty at Denying the Witch.

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    4. I think the smash is to apply to little people.

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    5. Iron Arm only blesses the Psyker.

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  11. They gave eldar acess to Force, but eldar currently have no force weapons. Could this forshadow a change to witchblades in the new rulebook to add force?

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    1. Which I think should remain as being the only force weapon in the codex, helps to further make his staff unique.

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  12. Inquisition, Space Marines, and Adtra Militarum now have acess to every psychic discipline. This is a good thing except it removes some uniqueness from the chapters with their own codex, because those all have restrictions (no biomancy for Dark Angels, no pyromancy for Blood Angels)

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    1. yes because not having the exact same power set as vanilla marines REMOVES uniqueness! :) IMHO blood angels should get a unique disipline of their own (space wovles almost certinly will) dark angels proably should as well but I can't see them getting a new codex anytime soon although a 7th edition dark angel codex would proably be a welcome suprise

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    2. I would imagine Space Wolves will get their own discipline, their powers are to unique not to.

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    3. Bruan, they were unique before because they had acess to disciplines that marines didnt. Now marines have acess to everything amd blood angels had to leavectheir pyromancers on Baal

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    4. I miss Ezekiels psyker shield thing from the last book.

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  13. Force is dispellable now, that's interesting.

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  14. Biomancy is a pretty decent option in all fairness.

    Take a simple space marine libby. Make him t7 s7 (str 9 with a staff) and have the ability to half his base attacks to boost to s10 & reroll armour penetration against vehicles.

    Beastmode from 1 spell. If you got warp speed or endurance you'd be quids in.

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  15. Anykne else notice the wording of result 3 "if it is the psychic phase". Does this mean that there are times when perils of the warp can occur in other phases?

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    1. Mindstrike missiles from a Grey Knight Storm Raven cone to mind

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    2. Several of the psychic powers also have that wording, in that "if it is the psychic phase" the spell has additional effects. How would that situation arise?

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    3. To clarify - in what situation would the spell go off outside of the psychic phase? color me confused

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    4. Maybe items or abilities that use psychic powers out of sequence? I can't think of any off the top of my head but it seems possible.

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    5. I see that the pyromancy spell spontaneous combustion has soul blaze rule associated with it, so it is possible for a model affected by that power to die from it in a later phase, hence the wording. But still with regards the perils chart it is a bit strange to have teh wording there, assuming it is roughly verbatum.

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    6. Just thinking there, perhaps the Evil Space Pixies AKA Dark Eldar, or perhaps Necrons may get a toy or two that could force enemy psykers to roll on the perils chart in the movement or shooting phase, or perhaps there is a particular scenario in a scripted mission that could cause each psyker to take a perils test at the beginning of each turn (say on a roll of a 1), or some piece of mysterious terrain or objective. Who knows?

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    7. I'd say it's mostly just covering bases rules wise just in case (like giving force to everyone), which is nice to see.

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    8. Force weapon happens in assault phase doesn't it? There may be future wargear that make you perils in another phase

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    9. From the looks of ot force weapons got moved to psychic phase and you activate it early

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  16. warlord traits are:

    Skilled fighter:
    1. the warlord has the counter attack special rule.
    2. the warlord has the furious charge special rule.
    3. the warlord hase the outflank special rule.
    4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
    5. the warlord has the feel no pain special rule.
    6.the warlord has the fearless and it will not die special rule.

    Skilled Leader:
    1. all allied units within 12" can use the warlords LD.
    2. all enemys within 12" of the warlord have to use the lowest LD.
    3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
    4. the warlord and all friendly units within 12" add +1" on run and assault moves.
    5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
    6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

    Skilled Tactican:
    1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
    2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
    3.obtain a additional mission objective at the start of your first turn.
    4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
    5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
    6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point. From Heresy online

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  17. Divination: Foreboding show the over-watch rumors were false. Still all go to BS1

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  18. Hm, well Orks are disappointing, since when do they use force weapons? Though access to only 3 disciplines is good indication that they'll get gork and mork disciplines :)

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    1. well by time orks get their new codex they'll have gone 3 editions without a new codex so plenty of time for them to be given force weapons on weirdboyz

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    2. Hammerhand Nobz charging= Str7,Str8 for Warboss
      Or hammerhand Burna boyz Str6 ap3 combat attacks.
      Orks will like this I think....

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  19. Kind of sad at the changes to telepathy. Be'lakor's much less intimidating than before. That said, hurray, divination for CSMs, finally. I'm confused about the loss of telekinesis on CSMs, no real reason why they should be missing access to any of the lores, but if they had to go without one, wouldn't sanctic make sense? Eh, whatever.

    Honestly, I thought we would be seeing more of a divination nerf. As it is, Div stays quality, bio was buffed, and I'm real sad that telepathy lost the ability to make enemy units shoot each other. That was the funnest part.

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    1. yeah if I was gonna drop a lore from CSMs sanatic would definatly be what I dropped.

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    2. Makes sense that CSM would know how to fight daemons to, they aren't always on good terms after all. But I do agree that CSM not getting telekinesis is a bit odd, not bad at all but strange.

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    3. Um. CSM get access to Bio, Pyro, Telepathy Pg 32. Never had telekinesis

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    4. In the leaked psychic card images CSM have access to every discipline apart from telekinesis, just seems a tad odd to not get telekinesis, but then they do have their own disciplines to, it's not a big deal at all.

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    5. Yeah, not complaining or anything. Just seemed odd. Honestly, overall I'm very pleased. Despite daemons casting it better, malefic daemonology is just supper fluffy for CSMs, so I'm glad to have the option. And divination should have been available to start, especially for tzeentch, so it's nice to finally have access. Now we just need an FAQ to lift the arbitrary power choice restrictions on marked sorcerers.

      Literally the only thing I'm sad about is the death of puppet master. Belakor's going to be a lot less fun to run.

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  20. Wonder how Tau will fare with all the focus on psyhic abilities and whether it will even matter for them

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    1. I guess the tactic is: Shoot 'em before they psych you up!

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    2. I think they'll be fine, honestly. I feel like psychic powers are going to be a bigger risk than they were before. Tau's biggest problem is that they won't have a whole lot of ways to counter psykers.

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    3. Talisman. Until they errata it i assume all powers directed within 12 inches of it you can roll 4d6 per deny the witch chance.

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  21. There are 2 things I am still wondering about the casting of powers. If you don't get a successful result can you attempt another power? Also, if you get a Perils of the Warp does it end the Psychic Phase for that caster, regardless of what you roll on the table?
    In WHFB you fail to cast and you're done and if you miscast you're done, curious to see if 40K does the same thing.

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  22. How is iron arm only warp charge 1? +3T alone is insanely powerful.

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    1. Because it can easily be completely dispelled.

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    2. You mean just like any other blessing in the game?

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  23. where it states that GK and Daemons don't role for perils on their "native" charts , it would be quite good if it also said Tyranids don't role for peril on theirs. or say only these powers (referring to all but tyranids) can cause your psycher to peril.

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