If it is like fantasy, the number of powers will likely be based on your psychic mastery level, with one roll on the chart for each level, and any duplicate rolls you get to choose. A Psychic level 3 has pretty good odds of getting the spell they want.
Has this stuff from Faeit 212 shown up yet?
I like most of this news.Originally Posted by Faeit 212
Snapfire seems pretty simple mechanically. Has a bigger benefit for larger units and units with low BS more than small elite units. Ability to move and fire Heavy weapons even at BS 1 will help make infantry portable heavy weapons more viable. I expect the rise of more tactical assaults, using an expendable unit to charge and tie up a squad, then charge in the killer unit. I also wonder if things like pinning will prevent snapfire, making pinning a far more useful ability.
Vehicle damage chart changing is good as well, with less odds of explosions (way to common where I play).
Stomp and Impact hits are straight from fantasy, and do help make MCs more distinct from vehicles, and at least balance the 6+ to wound change.
Between the vehicle and MC changes, it looks like both types of units will be getting mobility and damage potential added in exchange for being easier to hurt.
I was hoping for a bit more granular FOC scaling, but doubling it after you hit 2000 points is a good start at least.
Allies being limited to one of each slot also helps cut back on some of the more abusive allies builds I have seen mentioned.