Post by coredump on Jul 17, 2012 3:31:08 GMT
Take Psychic Test, p.67, Rulebook:
"3...The Psyker must now take a Psychic test. If the test is failed, the psychic power fails. If a double 1 or double 6 is rolled, the Psyker suffers Perils of the Warp, which is resolved immediately."
You are quoting the summary in the beginning. Summaries do not give complete rules. For the complete rule you need to go to the actual rules for Psychic Test and you will find:
"The Psyker must now pass a Psychic test to see if he can control the power he's calling upon.
If the test is passed,the psychic power is manifested successfully and can be resolved"
With the brotherhood banner, he passes the test. He has therefore fulfilled that condition. The condition is to pass the test, there is no rule stating that you have to roll the dice.
Similarly, raveners ignore difficult terrain, that does not mean they have to roll the dice anyway....
Gargs autohit with HoW, that does not mean you roll the dice anyway; blinding venom does not apply.
Gets Hot triggers off of the 'to hit' roll. There is no 'to hit' roll when using Blast Weapons, so Gets Hot would not affect shooting a Plasma Cannon.
Which is why they needed to (and did) add a specific rule to roll an extra die when Blast Weapons have Gets Hot.
There is no such rule for Psy Tests. (Or Blinding Venom)
Psychic Test: Perils of the Warp, p.67, Rulebook:
"If the roll for the Psychic test is either double 1 or double 6 (whether the test was passed or not) this indicates that something horrible has happened to the Psyker."
"If the roll for the Psychic test is either double 1 or double 6 (whether the test was passed or not) this indicates that something horrible has happened to the Psyker."
Equipment: Brotherhood Banner, p.62, Codex: Grey Knights:
"Additionally, the unit will automatically pass its Psychic test to 'activate' its force weapons."
So the Grey Knight player takes a psychic test to activate the Grey Knight unit's Nemesis Force Weapons. The Brotherhood Banner means that whatever she rolls, the test to activate will be passed, since it is passed automatically. Finally, regardless of whether the test is passed, the unit may suffer Perils of the Warp.
"Additionally, the unit will automatically pass its Psychic test to 'activate' its force weapons."
So the Grey Knight player takes a psychic test to activate the Grey Knight unit's Nemesis Force Weapons. The Brotherhood Banner means that whatever she rolls, the test to activate will be passed, since it is passed automatically. Finally, regardless of whether the test is passed, the unit may suffer Perils of the Warp.