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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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==Psychic Powers== Phantasmancy is the unique Harlequins discipline, and it's a grab bag of buffs, debuffs, and a few direct attacks. ===Phantasmancy=== Overall an okay discipline, but it requires a lot of careful thought to utilize properly. Broadly speaking, the best powers to take on 2 Shadowseers are Webway Dance and Veil of Tears on the Shadowseer in the back and Twilight Pathways and Fog of Dreams on the one in the front; if you only have one, Twilight Pathways and Veil of Tears are probably the best combo intrinsically, letting you get 1 thing you want in position and hard to hurt, but your mileage may vary. #'''Twilight Pathways:''' Warp Charge 6. One {{W40kKeyword|<Saedath> Core}} or {{W40kKeyword|Character}} within 6" can immediately move, advance, or fall back, though they cannot charge if they do this. This is potentially the most useful of the psychic powers, granting a huge mobility boost, especially considering the huge movement speed of Harlequins. However, it is limited by its short range; you will need to carefully position your Shadowseer if you want to get the most use out of this power. With proper placement it can be used to slingshot units across the board to vital locations (objectives). Units affected by this cannot make charges. Tricky to properly utilize, very much gutted from what it was last edition. It's notable that only two units have the core keyword, Troupe's and Skyweavers. So with this a Skyweaver can move 16 inches now,then 16 again on there actually movement, then 16+d6 again on the advance. Make sure you paint them Red. #'''Fog of Dreams''' Warp Charge 6. Select one {{W40kKeyword|<Saedath> Core}} or {{W40kKeyword|Character}} within 12". Nobody can shoot at this unit unless they are the closest target or within 12" of the enemy. If you're anxious to protect a troupe from getting shot at as they step out of their starweaver or need to protect a Death Jester from fire, this will give you the assurance you need. #'''Mirror of Minds''' Warp Charge 7. One enemy unit (doesn't need to be visible!) within 18" takes d3 mortal wounds and you and the opponent roll off. If you roll equal to or higher than them, they take a Mortal Wound. Repeat until they've taken 6 mortals total from both the 1d3 and the roll-offs, until they roll higher than you, or the unit dies. That means the total average number of mortal wounds swings tremendously with the initial d3 - if you roll a 3, you only need to win 3 roll-offs to reach 6, which is exponentially easier than if you roll a 1 and need to win 5. The net average you inflict after the cast is slightly more than 3.22, which means accounting for the odds of casting it's slightly less than 1.88, beating Smite's average of 1.79. This is a usable but unreliable character sniping tool (remember that the restrictions on targeting Characters do not apply in the Psychic Phase). A few lucky rolls will kill weaker Characters like Priests and Commissars, and it's best used for that purpose, as more powerful characters usually have too many wounds to bother. #*As the lion's share of this power's mortal wounds come from the initial d3, if you're going to spend a CP re-rolling something, do it to the d3 if it shows a 1. #'''Veil of Tears''' Warp Charge 7. Pick an enemy unit within 18". This unit cannot shoot any {{W40kKeyword|<Saedath>}} units beyond 18". This is essentially your protection for Voidweavers and Skyrunners that want to target a unit without worrying about them firing back. What this won't do is guarantee protection from any nearby enemies that can still shoot these units down with impunity. #'''Shards Of Light''' Warp Charge 7. Smite that deals 1 mortal wound or 1d3 if against a unit with over 6 models or a {{W40kKeyword|Monster/Vehicle}}. This unit will also suffer -2 to Leadership checks until your next psychic phase. #*Needless to say, the damage output for this was drastically reduced for small units - it's very easy to take this power and find yourself never wanting to cast it. #* This power has a pretty decent niche when stacked with other leadership debuffs and the Craftworlds spell Mind War, allowing you to more reliably kill one character a turn in the psychic phase. #'''Webway Dance''' Warp Charge 7. Friendly {{W40kKeyword|<Saedath>}} units within 6" of the user get a 6+++. The 6" bubble is an Aura - i.e. the FnP is provided at the time the damage is dealt, not at the time the power is cast, unlike Fog of Dreams - making this power broadly terrible combined with Twilight Pathways and less than excellent with Veil of Tears. Any target within 6" is also within 18", so if you have something friendly you plan on keeping near your Shadowseer, you can apply both buffs to it, without worrying about things like the target having a special rule that triggers on you casting a power on or near it (like Deny the Witch). #* Crucially, this is the only buff spell that can affect your vehicles. Keep it in mind.
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