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Need clarification on Psychic spells a "turn"


veidin

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Psychic mastery level dictates how many spells you can cast a turn. This is easily understood. However it doesnt say "game turn" so to me this means that it dictates how many spells are cast each "player turn."

 

As a hypothetical situation and again barring that what I assumed it correct could this happen?

 

Librarian and a squad of 10 Purifiers charge into random mob A. Librarian has Titan, Sanctuary, Hammerhand, and Shrouding.

 

Librarian pops up Hammerhand and Titan (His 2 spells he can cast) and the Purifers use their Cleansing Flame. After all is said and done the unit is still locked in combat with random mob A. The GK player's turn ends.

 

Now its random mob A's turn. After movement/shooting it is assault phase again. Now that it's a different "turn" can the Purifiers once more unleash Cleansing Flame since it is useable in either persons Assault Phase? Also if random mob B is looking to join in can the Libby now cast Sanctuary (also able to be cast in the enemies assault phase) since it is now a different "turn."

 

Or does psychic master mean how many spells can be cast per game turn so only 2 spells total for the Libby and the single Cleansing Flame from the Purifiers? Thanks everyone!

If I remember correctly a Faq sepcified the word "Turn" refers actually to "player turn"..... if I'll find the faq I'll let you know...

 

EDIT: I found the FAQ.

Q: What is meant when the term ʻturnʼ is used? (p9)

A: Whenever the word turn is used it means player turn.

Otherwise it will clearly state game turn. In a complete

game turn both players get a player turn. Hence one game

turn will comprise two player turns.

From http://www.games-workshop.com/MEDIA_Custom...version_1_2.pdf

Thanks guys so a Libby can possibly cast 4 spells per game turn and the Cleansing Flame is useable twice a game turn. I like this nomnomnom!

 

Upgrade to Mastery 3 and he can cast 6 powers per game turn.

 

V

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