IG with Dreadknights indeed sounds pretty brutal. They were already cheap at the cost of a LR Exterminator, only the options could make them a bit expensive. Now with cheaper options, improved ranged weapons and Sanctuary, the Dreadknight went from good to amazing.
"What? Zät is not ä Komputer. Zis is ä Komputer!!"
If you ignore the weapons, this thing looks like a flying garbage truck. It pains me to say this, but the Wolfjet is even uglier than the Taurox.
I like the Aquans' ships, they remind me of the Xindi Aquatics' vessels from "Enterprise".
I think my Hereticus Inquisitor might come out of retirement, put on his Psyocculum and join his 50 Conscript buddies. Just because it's hilarious having 50 lasguns potentially firing at BS10 with the option to get Ignores Cover, Monster Hunter, Precision Shot, or just FRFSRF.
I don't understand why it's so hard to just release new FAQs and errata together with the new rulebook.
At least now we know why GW included Wyrdvane Psykers in the new Guard Dex. Cheap expendable bodies to soak up those Perils wounds.
Powers still work if you peril, but if the target of the power is your psyker and he blows his head off while casting, the power's gone as well. By unreliable I meant that you now have a much better chance of killing your psykers early in the game which means you might not have anybody to cast powers later in the game, depending on how many psykers your Codex allows you to field.
The chance to get Perils in 6th was 5%, so in 7th Edition the odds to peril are significantly higher if you try to cast WC 2/3 powers. That means you'll lose significantly more psykers in the course of a game due to Perils compared to 6th Edition which limits your options in late game turns.
The winners of the new Psychic Phase are the low Ld psykers like the Astropath if they can get a good WC 1 power to cast. With two dice you have a 75% of succeeding (previously 58% with Ld7, or 72% with Ld8) with only a 3% chance of Perils.
I also did a test game with the new rules for the psychic phase. If you don't have any fancy wargear or reroll abilities, casting powers requiring two Warp Charges is really unreliable, let alone three, no matter how many dice you have in your pool. The odds of rolling a double 6 are actually quite good if you use 5 dice or more. I fried two psykers in one game and blew up five other dudes who were in a unit with one of the unlucky psykers. On average I had one perils per turn, and my opponent didn't have to worry at all about denying on some turns. This was only one game, but I have a feeling the new rules will really limit the use of psychic powers, at least for some armies.