Face-Smasher Posted August 30, 2008 Share Posted August 30, 2008 "The power is used a the start of any players turn." Does that mean that if a unit is in combat, I can cast it in my turn AND his turn in the same round? To clear up any confusion over the word 'turn' I mean can I potentially cast Warptime more than 6 times in a game (assuming I'm in combat enough)? Many thanks. Link to comment https://bolterandchainsword.com/topic/144645-warptime/ Share on other sites More sharing options...
Mutt-Man! Posted August 30, 2008 Share Posted August 30, 2008 First its the condition of the fact that all psychic powers are subject to the rules for psychic powers in the rulebook. Then, you have the conditions of the psychic power itself, if it can be used during your turn, during his turn, whenever it states that the power can be used. For instance, Warptime can be used at any moment in the game with that wording. But is still subject to one psychic power per player turn as usual. You may use it in every turn of the game. However, keep in mind when you actually want the force weapon, or to run a tzeentch sorcerer. You may cast it 12 times during a 6 turn game. "Every turn"+"Every player turn" - both books allow it. Link to comment https://bolterandchainsword.com/topic/144645-warptime/#findComment-1676454 Share on other sites More sharing options...
Tfcdogbert Posted August 30, 2008 Share Posted August 30, 2008 As a note you don't have to be in combat to cast warptime, but remember to cast it before he begins any of his movement after the end of your turn, or you cant cast it. Link to comment https://bolterandchainsword.com/topic/144645-warptime/#findComment-1676459 Share on other sites More sharing options...
Face-Smasher Posted August 30, 2008 Author Share Posted August 30, 2008 SHINEY! Link to comment https://bolterandchainsword.com/topic/144645-warptime/#findComment-1676475 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.