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===Runes of Fate=== These are only available to Farseers, and Farseers are only capable of these powers and Smite, so without exception, a psyker choosing from this Discipline only knows WC5 and WC7 powers; aside from Eldrad or Warlord Traits/Relics, the caster's casting ability is simply 2 powers, and once per phase, can re-roll either or both dice when casting. This means the most reliable way to ensure your Fate powers go off is redundancy; for example, the most common power combo you're going to want on hand is either Doom/Fortune/Will of Asuryan (for D-Scythe Wraithguard) or Doom/Guide/Fortune (for almost everything else, especially Fire Dragons) - sort your powers by how much you want them to go off. Take a Farseer with the first two powers, and a Farseer with the second two - for this example, we'll use the latter. The first Farseer should cast Doom; if they need to use the re-roll for it, they should do so, and then cast Smite, and the second Farseer will ensure Guide goes off without a hitch. If they don't use their re-roll, they can cast Guide themselves with the re-roll available, and the second Farseer can ensure Fortune happens, then cast Smite (with a possible re-roll available for reliability or going for 11+). Done this way, the odds of the two powers you really care about going off will always happen with 84.95% probability each, meaning the odds of both happening are 72.17%; if you trust one Farseer to do both, your odds of pulling off both are only 65.08%. This math was done with WC7 powers, of course - you don't need the re-roll nearly as much for Will of Asuryan or Smite, and they'll go off with 97.22% probability if you have the power available. #'''Guide:''' WC 7. Targets a single friendly {{W40Kkeyword|asuryani}} unit within 24". Re-roll all failed to-hit rolls for the unit's ranged weapons until the next psychic phase. Works better the less accurate and more populous the unit is, of course - you won't see much bang for your buck if you have the Farseer cast this on themselves. #*RAW it affects ranged weapons. RAI it also affects the lances on Shining Spears and the spears on Warlock Conclaves even in melee, as the points cost for both of those weapons falls under the "ranged weapons" section at the back of the codex, in much the same way as a Deathwatch Watch Master and the relic bolter shells boosting the damage of his melee attacks. #'''Doom:''' WC 7. Targets a single enemy unit within 24". Re-roll all failed to-wound rolls from {{W40Kkeyword|asuryani}} unit attacks against the targeted enemy unit until the next psychic phase. Works better the harder the target is to wound, of course. #*Bear in mind that your opponent will typically be particularly wary of Doom, so try to keep the Farseer casting it out of denial range. If you expect your opponent to attempt to deny the witch, have a supporting warlock (conclave) cast ''Focus Will'' on your Farseer for a touch of insurance. #'''Fortune:''' WC 7. A single friendly {{W40Kkeyword|asuryani}} unit within 24" gets a 5++ FNP. Until GW decides to clear up the [http://www.belloflostsouls.net/2017/07/40k-suffer-not-wound-take.html wording mess of ignoring wounds], the generally accepted procedure is to use Fortune whenever the unit loses a wound, i.e. against all type of damage. #'''Executioner:''' WC 7. The nearest enemy unit within 18" suffers 1d3 mortal wounds, and if a model in the unit is slain, it suffers an additional 1d3 mortal wounds. A real rarity among psychic powers, this actually has the potential to outperform Smite, provided you target it intentionally - Smite is strictly better against one big target, but this will outperform Smite against any unit with a single-wound model in it (either natively, or because you've already damaged it). #'''Will of Asuryan:''' WC 5. Friendly {{W40Kkeyword|asuryani}} units within 6" of the psyker automatically pass morale, and the psyker adds +1 to Deny the Witch rolls. #*'''Alternate Take:''' at WC 5, this is awesome filler for Eldrad to give him something to trigger his +1 to cast with; plus as the best Smite and Executioner user we have, he's usually going to be close enough to something that can use that Fearless bubble. it's also useful filler for a Guide spam Farseer if you pull Master the Warp and/or Master of Runes. # '''Mind War:''' WC 7. Targets a single enemy {{W40Kkeyword|Character}} model within 18" of the psyker. Both players roll 1d6 and add their model's leadership characteristic to the result. If the target rolls higher or draws, nothing happens. If you roll higher than the target, they suffer a number of mortal wounds equal to the difference in score. Remember that you can use a Command Point to re-roll your d6 (and your Autarch may get it back for you). #*Leadership bombs are viable ways of assassinating a character now, which is awesome. Have a Hemlock cast Horrify or a Warlock casting Embolden on the Farseer and maybe bring along The Visarch or some Kabalite Warriors with Grenade Launchers and use it to snipe those Commissars, Ancients and Painboys. #*As long as it has the {{W40Kkeyword|Character}} tag it's fair game. You know who has that tag that people forget? Pask. Pask has that tag! Make sure you check your opponent's Datasheets before casting as this Power can hit more things than you realise. #*Not to mention that the Swarmlord, Old One Eye, the Avatar of Khaine and many other immense monstrosities are listed as {{W40Kkeyword|Character}} ! If you have problems with two Flyrants, or a pesky Bloodthirster that just won't turn down for what, just submerge them in mortal wounds thanks to this trick. A good enough disparity (if well balanced with a proper casting of Embolden on your Farseer and Horrify on enemy monstrosities- always follow the ritual Embolden First; Horrify Second; Mind War Third, as this avoids your Mind War getting denied) can bring monstruous creatures down in one turn- just sit back, enjoy your superiority in the psychic phase, and watch the enemy behemoths cry salty tears as you proceed Jean Greying their arses. *'''Strategic Note:''' Guide, Doom and Fortune have 24" range, so with a Farseer's 8-13" movement this is more than enough to sustain any force on an average table nowadays. All this means there's '''no clear need''' for jetbiking seers anymore. On the other hand, that's still only a basic gun's range and above average movement, so while you won't usually ''need'' the jetbike, it is still pretty damn useful, mostly since it can let you reposition and adjust to changes on the battlefield.
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