Editing
Warhammer 40,000/9th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Psychic Powers== The Eldar have always been psychic power-houses in their many iterations throughout 40k's history, 8th edition sees the return of reliable psychic tests, as well as more reliable ways to stop psykers. Looking at matched play rules we can see that almost every single army can cast only 6 powers other than Smite per turn (Thousand Sons have access to 18, Grey Knights have 20. (These numbers are only this high because we're factoring in psychic powers from their respective sub-factions.)) and moreover only from their specific discipline, while Eldar can cast 24 different powers (different variations of warlocks powers are being considered separate powers)! And almost all of them may find some big use. Additionally, all but one of our powers don't need a line of sight against their targets, feel free to hide your psykers as needed. <tabs> <tab name="Runes of Fate"> Exclusive to your Farseers, who can pick up to two of these to pair with Smite. The formerly universal Runes of Fate have been nerfed and all supporting powers can now only benefit {{W40Kkeyword|Asuryani Core}} and {{W40Kkeyword|Asuryani Character}} units. Additionally, the range on all powers has been nerfed to 18" standard, with a particularly high Psychic test being required to target units at the former 24" range most of these powers had (mostly a WC of 10 or higher) but you'll want to be within 18" of who you want the powers to affect. #'''Guide:''' WC 6. Targets a single friendly {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit within 18". 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. #'''Doom:''' WC 7. Targets a single enemy unit within 18". Re-roll all failed to-wound rolls from {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit attacks against the targeted enemy unit until the next psychic phase. Works better the harder the target is to wound, of course. Arguably the best psychic power in the game, you want this to go off. Save your psychic Strands of Fate for this one. #*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 6. A single friendly {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit within 18" gets a 5+++. 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. Considering it can be used on Characters, you can use it on the Avatar to let it survive that much longer when paired up with his intrinsic halves-all-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). #*Now that Smite is limited to once per caster, Executioner is essential to purely offensive Farseers. #'''Will of Asuryan:''' WC 6. One friendly {{W40Kkeyword|Asuryani Core}} or {{W40Kkeyword|Asuryani Character}} unit within 18" of the Psyker automatically passes combat attrition tests, can shoot while performing actions without failing, and gains Objective Secured. Honestly a pretty usable upgrade that can come in clutch if you need to hold onto that last objective or perform one last action to get you ahead in VPs. #*Due to the rework to the morale system, the first part of this power isn't terribly useful these days. Rather, you're likely taking this to supplement your objective game. # '''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. If you get a WC of 10 or more, you roll 2d3 instead of 1d6. #*Pair a group of 4+ Warlocks that know Embolden and Horrify with a Mind War Farseer. You can give the Farseer an effective leadership buff of +4 over the enemy character to greatly enhance the odds that they take some serious mortal wounds </tab> <tab name="Runes of Battle"> Warlocks and Spiritseers always know one pair of powers, but these count as individual powers for all casting purposes, meaning the psyker in question can choose which to cast and doesn't block another from casting the "twinned" power. All powers have a range of 18" and are active for one full round. The blessing portion of the powers can buff only {{WH40Kkeyword|<Craftworld> Asuryani Core}} and occasionally {{WH40Kkeyword|<Craftworld> Asuryani Character}} units. Fortunately, the malediction portion can debuff everything. In every Wave Serpent, there will be enough room for one or two psykers to support the main unit, you just have to decide which power(s) to take! #'''Conceal/Reveal:''' WC 6. Blessing: a {{WH40Kkeyword|<Craftworld> Asuryani Core}} unit within 18" gains the benefits of Light Cover until your next psychic phase. Malediction: An enemy unit within 18" of the {{WH40Kkeyword|Psyker}} loses the benefits of cover. #* Reveal is substantially more useful than Conceal, as it removes all forms of cover from a target unit. #'''Embolden/Horrify:''' WC 7. Blessing: One {{WH40Kkeyword|<Craftworld> Asuryani Core}}/{{WH40Kkeyword|Character}} within 18" receives +2 to their Leadership and Always Fights First until your next Psychic Phase. Malediction: One enemy unit within 18" of the {{WH40Kkeyword|Psyker}} receives -2 to their Leadership and Always Fights Last until your next Psychic Phase. #* Much like Conceal/Reveal, the offensive part of this spell is substantially more useful in most circumstances. You can pair the two together if you plan on using a Mind War Farseer. #'''Enhance/Drain:''' WC 6. Blessing: A {{WH40Kkeyword|<Craftworld> Asuryani Core}} unit within 18" gains +1 to hit whenever they make a melee attack until your next Psychic phase. Malediction: An enemy unit within 18" of the {{WH40Kkeyword|Psyker}} gets a -1 modifier to their melee hit rolls until your next Psychic Phase. #* Compared to your other Runes of Battle, which were generally buffed with additional effects, Enhance and Drain stayed pretty basic. Drain is a reasonable tool to help protect units engaged in melee against dangerous foes while Enhance can pair very nicely with re-roll 1 effects (like the Autarch's Path of Command) to borderline guarantee all your unit's melee attacks land true. #'''Protect/Jinx:''' WC 7. Blessing: A {{WH40Kkeyword|<Craftworld> Asuryani Core}} unit within 18" improves its Sv characteristic by 1 (to a maximum of 2+). Malediction: An enemy unit within 18" worsens its Sv characteristic by 1 (to a maximum of 6+). #'''Quicken/Restrain:''' WC 6. Blessing: A {{WH40Kkeyword|<Craftworld> Asuryani Core}}/A {{WH40Kkeyword|character}} unit within 18" can Normal Move, Advance, or Fall Back, but then it can't shoot or charge this turn. Malediction: An enemy unit within 18" goes to half Movement and can't perform actions, automatically failing any actions it's currently performing, which lasts until your next Psychic phase. #'''Empower/Enervate:''' WC 6. Blessing: A {{WH40Kkeyword|<Craftworld> Asuryani Core}} unit within 18" gains +1 to wound whenever they make a melee attack until your next Psychic phase. Malediction: An enemy unit within 18" of the {{WH40Kkeyword|Psyker}} gets a -1 modifier to their melee wound rolls until your next Psychic Phase. #* When deciding between this and Enhance/Drain: Always buff/debuff the part that has the lower probability for a bigger effect (basic probability calculus). As an example, your Storm Guardians will typically hit on 3+ and wound on 5+, hence they will benefit more from Empower than from Enhance. On the opposite end, enemies with low accuracy but high strength weapons will suffer more from Drain than from Enervate. Just keep in mind that plusses and minuses don't stack, so don't give +1 to wound to your banshees or -1 to hit to enemy power fists. If both chances are equal, use Enhance/Drain - being hit or wounded can have rider effects from stratagems and so on, and since wounding requires hitting, the hit buff/debuff is more broadly useful. </tab> <tab name="Runes of Fortune"> Now, something Farseers and Spiritseers can freely learn without sacrificing Smite. #'''Fateful Divergence''': WC 6. You gain a command point. That's a new one, and very nice if you don't have another way to generate CP. #'''Witch Strike''': WC 5. Target friendly {{WH40Kkeyword|Psyker}} within 24" will automatically deal 1 mortal wound on a successful wound roll during the fight phase instead of normal damage (the attack sequence ends and you go on to the next attack). Pretty bad. #'''Ghostwalk''': WC 6. A friendly {{WH40Kkeyword|<Craftworld> Asuryani Core}} or {{WH40Kkeyword|<Craftworld> Asuryani Character}} unit within 12" gains +2 to their charge rolls until the next psychic phase. A fantastic means to improve the odds of a successful charge out of reserves, or a way to guarantee the critical 9" charge if combined with Strands of Fate. #'''Crushing Orb''': WC6. Select one visible enemy unit within 18". Roll 3d6; on each 4+ (2+ if the target is a {{WH40Kkeyword|Vehicle}} or {{WH40Kkeyword|Monster}}, or 6+ models), you deal a mortal to the target. Much better than its previous incarnation and a reasonably reliable way to slam mortals onto a monster or vehicle, although it can't hold a candle to Smite. #'''Focus Will''': WC 6. Select a friendly {{WH40Kkeyword|Craftworld Psyker}} within 24". Until the end of your psychic phase add 2 to any psychic tests they make. Still the best psyker support you can provide to a key Farseer. #'''Impair Senses''': WC 6. Pick one enemy unit within 18" that is visible to the casting Psyker. That unit cannot benefit from any allied Aura abilities from your opponent's army until your next psychic phase. This can be a good way to shut down support for a deathstar unit or a way to negate cheese tactics revolving around aura spam. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information