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====Runes of Fate==== Available to Farseers as well as Eldrad. Can be taken in addition to the Telepathy and Divination tables from the core rulebook. Farseers can choose to roll each power off a different table, remember to kit your Farseer for best utility. '''Guide''' Primaris power. *Guide, the most iconic and well renowned power of the Farseer since time immemorial. Boosted significantly from past editions the new guide features a range of 24", four times its original casting distance and twice the range of Prescience in the rulebook's Divination table. The power basically twin-links the weapons of the target squad, allowing each and every model to re-roll their to-hit rolls for shooting (but unlike Prescience this only effects shooting, not assault). Under the new rules the Farseer requires LOS for this ability but its shouldn't be an issue. Rarely will you suffer for swapping a potential power for this primaris choice, its wonderful and grants greater power to the army on the whole. '''Executioner''' *Executioner is an odd power and a lot of information to absorb, so it will be written here in as clear a description as possible. A focused witchfire with 24" range, hitting a model firstly with 3 AP- hits that wound on a 2+. If these hits manage to kill the model the power jumps and hits another model for 2 hits of the same power, if a kill is scored, another hit against a third model. However Execution has no AP value, rarely if ever would you try and snipe out a model whose armor save isn't at least a 4+. Then if the ability fails to kill the target it instantly ends and you get no more attacks period. '''Then''' if you want to actually snipe a model you have to pass the test with more than one 4+, otherwise the power goes randomly around for its full duration. Target get a full host of armor, cover and invulnerable saves against it, deny the witch as well as the benefit of 'look out sir' to save the valuable models worth sniping. It also takes place over the Farseers shooting attack. '''Doom''' *Doom is another classic Farseer power and a powerful one at that, targeting an enemy within 24" and then all wounding rolls against them get a free re-roll for the turn. Any armor penetration rolls that fail to either glance or pen target may also be rerolled. This is your primary assassination power, ensuring you kill that commissar or bosspole nobs in one turn. '''Eldritch storm''' *A large blast template of sheer devastation, Eldritch storm crushes infantry and vehicles with pinning, Haywire and Fleshbane. Watch as that gauntblob evaporates on 2+ , IG parking lot gets debilitated or even cleared. '''Death Mission''' *Death Mission is a rather situational power. Cast at the start of the move phase the ability grants the caster alone d3+2 death mission counters. Then you take d6 roll at the end of EVERY PHASE, either going down by one counter on a result of 1-3, or staying unchanged on a 4-6. If the Farseer ever runs out of counters or the game ends, your Farseer DIES (interaction with Phoenix gem is yet unclear) and awards a victory point. The seer also '''cannot cast any other powers''' for the rest of the game. You can recast death mission to get extra d3+2 counters. All this downside for +5 to its WS/BS/I, and extra 2 attacks. Combined with weapons such as the Witchblade (Eldrad's staff in his case), Firesabre or Shard of Anaris, makes the Farseer threat in assault. It bears repeating you will not be able to cast any other powers once this is cast, no guide, fortune, etc. (You will also be generating your powers AFTER already creating your lists, requiring an impossible foresight to plan for death mission+Remnants of glory). ** '''An Alternate Opinion:''' Death Mission is garbage, complete and unadulterated garbage. Easily the worst power in the set. It automatically costs you your Farseer (which most of the time means you're automatically handing your opponent Slay the Warlord), he'll almost never kill enough stuff to make up the points you'll lose when you lose him, as he still doesn't have any AP in close combat, unless you handed him a Remnant of Glory. And the worst part is, he might not even get to live long enough to recast it. Since you roll to lose a Death Mission Counter every phase, you're going to lose an average of 3 counters in between every time you use it, so if you only roll 3 Counters, you can probably say goodbye to him. If you roll Death Mission, you should probably instantly switch it out for Guide. '''Fortune''' *Now with 24" of range, this allows the Farseer to sit back and stay safe while the affected unit get a reroll on all failed saving throws until the Farseers next turn. Remember Farseer needs to have LOS, and costs 2 warp charges. Still fortune has and always will be a good power, and if you get it on your rolls, you will keep it. '''Mind war''' *Range 24" and a focussed witchfire, with quirky rules. Each combatant rolls a d6 and adds to it their LD (so d6+10 for Farseers). Then you compare the two numbers, the loser instantly having their WS & BS dropped to 1 until the end of the next turn (Farseers always win draws). If the difference in totals is weighted in the Farseer's favor, target takes wounds equal to the difference (Farseers never lose badly enough to suffer damage from this battle), getting no cover or armor saves against the wounds. Also, target can take Look Out Sir in new FAQ.
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