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Warhammer 40,000/2nd Edition Tactics/Psychic 101
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===Eldar Powers=== *'''Fortune:''' The first notably dangerous power Eldar have, Fortune grants all Eldar within 8" of the Psyker a +2 to their armor saves (and only armor saves. Forcefields and other saves do not benefit). Notably, Fortune does let you automatically pass 1+/0+ armor saves. *'''Executioner:''' Executioner has a variable cost. Place a marker down within 18" of the Warlock. For each Force Card you spend (up to 3), you may nominate an enemy model near said Marker to fight a round of hand-to-hand combat with, with the Warlock benefiting from a Charge Bonus and any Wargear, and ignoring penalties for multiple enemy combatants. If the Warlock loses any combat, the enemy doesn't actually inflict any damage but the power is immediately nullified. This power is better for picking off heavy weapons rather than hero-hunting, though it can be used in a pinch to support a pre-existing assault by picking off models to make it easier to set up follow-up moves. *'''Guide:''' Guide lets a single Eldar model within 12" fire a weapon at twice its normal range, hitting automatically (D-Cannons only scatter once instead of twice). It costs 1 Force Card for Pistol/Basic weapons, and 2 for Heavy/Ancient/Support Weapons. An extra shot from a support battery seldom hurts...unless you're the enemy of course. *'''Destructor:''' Costing 2 Force Cards, Destructor is a Wave Motion power of a sort. When you cast Destructor, you place a special template down (not unlike a Flamer template) with the narrow end next to the Psyker. Every model underneath must take an Initiative Check or suffer a S6 hit with no armor save. But wait, there's more. At the start of each subsequent Psychic Phase, the Destructor will move forward an additional 12", with all models it crosses over taking an unsaveable S6 hit; the template keeps moving forward until nullified, it leaves the table edge, the Psyker maintaining it is killed, or it hits a vehicle. Destructor is mostly there for disruption and to create area denial against low-initative foes, but is relatively underwhelming otherwise. *'''Eldritch Storm:''' Costing 3 Force Cards, this ability is better for causing chaos rather than sheer destruction. You place a 3" radius template down, and roll a scatter die for each model underneath. If you roll an arrow, the model is pushed to the edge of the template in that direction and cannot move or shoot next turn. If you roll a hit, the model is pushed to the closest edge and takes a S3 hit. Finally, vehicles pushed out of the template make an automatic Out of Control roll next turn. The Storm remains in place until the Warlock is slain chooses to dispel it (or it's nullified presumably). While on the table, nothing can move or shoot through this template. ====Farseer Powers==== *'''Doom:''' Doom is simple yet deadly. Select one enemy target model within 36". All attacks versus that model automatically wound, and any unsaved wounds by that model are doubled. The trick of course is working around 2nd edition targeting restrictions: This power only truly comes into its own if you're running Scouts/Snipers in your list. *'''Battle Fate:''' Another simple power, Battle Fate buffs an Eldar unit within 72" to have +1 to hit in shooting and +1 in close combat scores. This almost makes Guardians decent. *'''Mind War:''' This power costs 1-3 Force Cards. Select an enemy model and roll 4+(force cards spent D6). For each 6 you roll, that model takes an unsaveable wound. You can target a crew member inside a vehicle, but it's only 2+(force cards) in that case. Versus Psykers, instead of wounds, the enemy Psyker loses a power for each 6 you roll; should the Psyker also run out of powers, it also takes D3 wounds on top.
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