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Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Make them awesome. Either 2 Powers a turn base (even 2 of the same power), or they can always choose from every power available (no need to buy a power), or maybe both. Make them super tactically versatile, so they can use that obscure mind war or eldritch storm the 1 turn in every 2 games you wanna cast it.

Give them more awesome powers, too, with neat abilities we haven't seen before, like modifying a unit's movement - preventing enemy movement, or improving friendly movement. Or, granting one universal special rule to a friendly eldar unit (or enemy unit!). Imagine being able to make any unit slow and purposeful. Some would not be on the list, like Feel no Pain (no more armies deserve that rule, period), and some don't make sense, like Swarm.

Or, a Psychic Power that can be used in response after an enemy unit is declared to target one of your units. That unit can be moved up to 6". Maybe, they're now in cover, maybe they're now they can't be seen - the enemy can no longer fire with that unit, tricked by your foresight. Or, maybe you can just move one friendly unit at the beginning of your opponent's shooting phase via scout rules (upon a successful test of course).

Commence more good ideas!

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Made in us
Feldwebel





I totally agree that Farseers should be made better in the upcoming codex. I mean, the Eldar are the absolute best psykers (maybe other than chaos daemons?) in the entire WH40k universe, and the fact that certain GK, BA, and even standard Librarian powers utterly outclass Eldar powers is just disgraceful to the fluff. I would love to see 2 powers base, and from what I've 'skimmed' from the supposed 6th ed leak is that "Some Eldar psykers can have a Mastery level up to 5", proving how badass they are!

I just hope the endless Eldar hate-fest over at GW stops for one Edition....
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Only if all the other races get some sort of psychic defense. Its already pretty bad with SW and GK running around with their psychic powers.

What I have
~4100
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Westwood lives in death!
Peace through power!

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Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

I'm ok with each army being rediculously good at something - as long as the game remains balanced. Give Eldar sweet powers that are sensible and sneaky - we don't need s10 ap1 templates or shooting attacks - but ones considering movement, deployment, tactics, maybe swapping location of 2 friendly units? I don't know, something we just haven't seen before, that still requires a good general to make effective, but to be good!

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Made in us
Feldwebel





I agree completely: Leave all the clutzy SUPER DUPER psychic powers to the MeQs and their line infantry generals, while the Eldar sneak around behind them and give them a psychic wedgie! XD
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Eldar should have good counter abilites - a set that can be used in response to either enemy shooting, assaulting, moving, etc, that does something useful. say, move in response, cause difficult dangerous terrain, etc.

A sweet power for the new Codex:

Stasis:
Select a non-vehicle enemy unit within 24". Both the Farseer and the unit roll a d6 and add their leadership; If the Farseer meets or beats the opponent, that unit is pinned until the beginning of the next Eldar turn. (even works on Fearless units, because of how it's written)


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Made in us
Feldwebel





I like the idea of being mind-locked with an opponent: clouding their judgement and thoughts, making them less effective on the battlefield.
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Make eldar the Blue of 40k. (MTG)

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Made in gb
Devastating Dark Reaper





York U.K

loving the sound of this only played eldar for about a year and i agree completely but eldrad doesn't improving he is already win apart from maybe two powers a turn (if not locked in combat- you shouldn't of done it anyway) but extra range like an extra half original range to his physic powers?

"The tactical power of the Dakair craftworld will destroy the imperium for selfishly exploiting the maiden worlds that so rightfully belong to us!" Yaralii azur Farseer of Dakair.
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Made in us
Regular Dakkanaut




One power I can think of off the top of my head would be a Vehicle only "Lash"... would solve most of the short range issues that Eldar face when smashing their pointy ear'd heads against an armor wall.
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

SaganGree wrote:One power I can think of off the top of my head would be a Vehicle only "Lash"... would solve most of the short range issues that Eldar face when smashing their pointy ear'd heads against an armor wall.


That would be a great idea, to pull an enemy vehicle in the choice of your direction, and to be able to force a tank shock or ram with this ... awesome!

Actually, what they should do is modify the effect of Eldritch Storm to scatter an enemy tank d6 inches in a random direction along with facing, and on a hit you get to choose how it moves.

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Made in de
Deadly Dire Avenger





All Farseers should be able to take divination as a power and be given the option to take PW if not then they NEED 2 CC attacks. It's ok wounding on a 2+ but with only one attack it's pretty obsolete. Eldrad should definately have 2 CC attacks!

Guide and fortune range should be doubled to 12'.

Either increase the base point cost and give them all the psychic powers or reduce the cost of purchasing powers.

Just my 2 cents.

This message was edited 1 time. Last update was at 2012/04/20 11:12:36


 
   
Made in us
Longtime Dakkanaut






Dallas Texas

I think they should get the power called "LOL"

A Farseer casts "LOL" at the start of their turn. If the psychic test is passed, the Player casting the spell rolls a d6. On a Roll of a 1+ Eldar win the game with a massacre.


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Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Eldar power "Foresight" (lol): Roll a d6. Roll of a 1, The Eldar player looses (retreats, no hope for the future). 2-5, no effect (cannot predict the future), 6 Eldar player wins (sees the way to victory).

This message was edited 3 times. Last update was at 2012/04/21 06:28:07


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Made in us
Feldwebel





I'd like to see something similar to a Space Wolf: Rune Priest when it comes to effectiveness for the points AT LEAST! If not, better. I mean: 100pts base for 2 psychic powers, a decent save, and all that jazz.
   
Made in se
Wicked Warp Spider






Ios

Eldar don't need to be the strongest, that's for Chaos Sorcerers to be, Eldar simply need to have the strongest psychic presence.
And the likes of Space Wolf, Blood Angels and Grey Knight psychic powers to be brought in line with Imperial Guard or Tyranids.

Regardless. Here's my dream:
1. Elevate Warlocks to proper psychers and have their psychic powers more aggressive. Mind War should be S10vsLd AP1 instant death, template AP3, and so on.
2. Farseers know two psychic powers for their base price (which need to approach 75-80), Warlocks know one psychic power for their base price.
3. For each HQ choice, up to 5 Warlocks may be chosen and distributed similar to a Royal Court.
4. Non-PSA are used in the movement phase.

Additionally, the Eldar army is extremely reliant on having a Farseer with them to doom, guide and fortune. While these are appropriate abilities for a Farseer, the army tends to depend too much on the Farseer and this is simply bad design since it invalidates the other HQ choices. By seeding more options to make weapons twin-linked, to get the appropriate units to receive re-roll to wounds, and so on, the reliance on Farseers can be decreased.

For example:
Banshees - Warshout now instead allow the Banshee squad to re-roll to-wound during a turn they assault.
Dark Reapers - replace Fast Shot with Sensory Communion, allows the squad to re-roll any failed rolls to hit.
Vehicle upgrade - Crystal Targeting Matrix, this recycled item now allows the vehicle to treat any weapon as twin-linked.

In addition, Doom can be removed from the Farseer repertoire and be given to the Warlock since now they are nearly everywhere.

It is not a matter of bolstering the Eldar psychic powers (except their psychic shooting attacks which are barely worth being normal weapons, let alone a psychic power that you need to pay and roll for!) but rather a matter of proliferation. The Farseers as a concept aren't bad. In their current execution they are too good, if anything, but not in terms of being overpowered, rather that they influence the rest of the HQ choices extremely negatively.

P.S. Phoenix Lords should learn from Snikrot and be super-chargers for Exarchs instead.

I really need to stay away from the 40K forums. 
   
Made in us
Feldwebel





Well, to be fair, Farseers are some of the singular most powerful psychic bastions in existence. They are millennium old combat veterans with psychic might honed by a race older than any of the other races in existence (barring Necrons, Orks, and maybe Tyranids).

Personally, I think Farseers need a bunch of mind-screw powers. Deceiver-esque redeployment, callidus assassin/marbo type unit reveals, morale lowering effects, and general abilities to let them win a fight without firing a shot.

Warlocks are, and should, have more powerful attack spells than Farseers. Because that's the purpose of a Warlock.

This message was edited 1 time. Last update was at 2012/04/21 15:52:21


 
   
Made in gb
Agile Revenant Titan





Scotland

I would like to see 2 base powers a turn and the option to be upgraded to 3 per turn. I think all the psychic powers are fine as-is, just don't allow cover saves for Mind War!

I'd agree with a "Royal Court"-esque style of Warlock unit.

I'd also like to see some psychic defence defence. It really bums me out when a single Space Wolves unit with a Rune Priest gets a 4+ then 5+ then sometimes even an additional 5+ save on top of that. Perhaps something like Fantasy's "Irresistible Force" casting.

Iranna.

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Heres what I have got.

Farseers may use two powers per turn. They may pgarde to 3 for 10pts. If they do so then they may upgarde again for 4per turn for 15pts. They may go up to 5. (15pts for the 5 upgarde. So a Farseer may take 5 powers per turn for 40pts.

Each Farseer has 3 Farseerpowers for free, and each Mastery Level Upgarde allows them to ake another. A Farseer who is Mastery Lvl 5 counts his Witchblade as a force weapon as well. Note this only applies to Witchblads and not Singing Spears.

A Farseer has a Ghosthelm. This allows him to ignore Perils of the Warp on a 4+. A mastery Level 4 Farseer increases this to a 3+. Lvl 5 ignores Perils altogether. In addition, if a model with a Ghosthelm is within 18" of a model using a psychic power it may attempt to negate it. Roll a D6 and add your Ld. Your opponent does the same. If the farseer beats his opponent's score, the power does not take effect, though any perils of the warp still apply. A mastery Lvl 5 Farseer may roll 2D6 and choose the highest.

This message was edited 1 time. Last update was at 2012/04/21 16:33:21


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Devastating Dark Reaper





York U.K

5 POWERS A TURN! As much as i want eldar farseers to be the best physkers in the game thats taking the mick i think. i would rather just have increased range powers and 2 powers a turn. Plus we have been talking that farseers negate other HQ choices and this would mean that you gain extra points for taking any other choices!

This message was edited 1 time. Last update was at 2012/04/21 17:13:10


"The tactical power of the Dakair craftworld will destroy the imperium for selfishly exploiting the maiden worlds that so rightfully belong to us!" Yaralii azur Farseer of Dakair.
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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

5 powers per turn was a rumour I heard about the next Codex having.

Plus, it costs 40pts on top of the Farseer for 5powers per turn, with 6 to choose from. Your still only a T3 model with no save as standard. As soon as an assault cannon touches the field the Farseer is gone.

The Farseer Lvl 5 would certainly be a powerful asset with his added bonuses over a Lvl 3 or 4 (ignore perils by double 1 or double 6) and the added dice for Hood. But it is an expensive one. Besides mastery levels and those, i simply plan to add 15pts to the basecost. I hope to have 12 Farseer powers and 8 warlock powers to choose, with Warlocks being 1-4 pr squad. And only 1 squad per Farseer. So the only way to get every Power n the army is 2 Maxed out Farseers with 4 warlocks each.

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Made in us
Feldwebel





I could totally see Farseers being able to cast 3 support powers a turn, even the same powers to be honest.
   
Made in pl
Screaming Shining Spear




NeoGliwice III

Deadshot wrote:5 powers per turn was a rumour I heard about the next Codex having.

Wh40k Pancake Edition wrote:The power of a psyker’s abilities is measured by
his Mastery Level. Mastery Levels range from one
to six, but most psykers have either a level of one
or two. Only the best human battle psykers have a
Mastery Level of three. Even for the twisted
disciples of the ever-changing god and the
erudite farseers of the Eldar race a mastery level
of five is the pinnacle of their craft.

5 would go to totally-not-dead Eldrad I guess.
I would be happy to have 3 supporting powers but cast at any time in movement phase and having longer range. 6" is just sad really.

Some anti anti power defence. I was thinking something like:
- First of all, one chance of negating powers. No 4+ 5+ 5+, exactly like saves, take your best and be done with it.
- Upgrade / item / special rule for a farseer: If by any chance the power does not work (LD failed, cancelled etc..) - you may immediately cast it again, but only ONE recast per power and maybe max. (power lvl -1) times per turn. All drawbacks from the first cast apply, so you may get double perils on one spell.
That way it works on every defence (RoW, LD+D6 vs LD+D6, 4+) and brings additional danger of using warp due to another possible perils.
TL;DR; Twin linked psykers

This message was edited 2 times. Last update was at 2012/04/23 19:23:06


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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Hold on, If it ranges from 1-6 and Tzeentch characters are Mastery Level 5, who has Lvl 6? Magnus the Red? The Emperor? Tzeentch himself?

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Made in us
Regular Dakkanaut




What about a power that makes an enemy power backfire? So if a demon prince tries to lash he just jumps off a cliff; at the very least the ability to redirect the target of the spell. Would have some funny applications.


Automatically Appended Next Post:
Another idea:


Shrink: shrinks the unit down, making it smaller. Infantry are vulnerable like swarm units (2x wounds from template weapons) monstrous creatures are now just mere infantry in cc and vehicles count as open topped vs shooting

This message was edited 1 time. Last update was at 2012/04/23 20:41:11


 
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Counterspell Powers, I like it. An ability that when successfully preventing the enemy's Psychic Power, has a chance of successfully casting it yourself! Maybe a piece of Runic Wargear.

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Made in gb
Decrepit Dakkanaut






UK

Please bear in mind that it is currently 4:0731am here, i've just spent the past few hours thinking these up in the spur of the moment, and I have a colossal headache.

I've had a few ideas about Eldar Psykers, and come up with this (all points costs are far from set in stone, please make note of this and not rip me a new one for making them under/overpriced, as I honestly could not care less, simply because they were designed to be stand-ins. By all means, suggest a cost, but don't give me flak for what's written there):

Arch Warlock:
WS BS S T W I A Ld Sv
4 4 3 3 2 4 1 9 -
Unit Composition: 1

Unit Type: Infantry (Or Jetbike if riding an Eldar Jetbike)

Wargear:
Ghosthelm
Rune Armour (4+ Invulnerable Save)
Shuriken Pistol
Witchblade

Special Rules:
Psyker (Mastery Level 2)
Fleet of Foot

Warlock Psychic Powers:
An Arch Warlock is a Psyker and may choose two powers from the following list. Any further powers may be purchased for the points shown:
Conceal – 15pts
Destructor – 10pts
Embolden – 5pts
Enhance – 15pts

Options:
An Arch Warlock may be upgraded to one of the following for the points cost shown:
Farseer – 50pts
Spiritseer – 50pts
Warseer – 50pts
Wayseer – 50pts

A Farseer is a Psyker (Mastery Level 3) and replaces his or her Warlock Psychic Powers with Embolden, and two powers chosen from the following list. Any further powers may be purchased for the points cost shown:
Mind Wither – 15pts
Disorientate – 20pts
Guide – 20pts
Doom – 25pts
Fortune – 30pts

An army that contains a Farseer may reposition a single friendly unit. This is done after both sides have deployed but before the game begins. This ability cannot be used to bring any units onto the board from reserve or visa versa, and all units must remain inside their deployment zone. An army that contains two Farseers may instead choose to reposition D3 units in this manner.

A Spiritseer is a Psyker (Mastery Level 3) and replaces his or her Warlock Psychic Powers with Enhance, and two powers chosen from the following list. Any further powers may be purchased for the points cost shown:
Veil of Spirits – 15pts
Fury of the Damned – 20pts
Invigorate – 20pts
Bolster – 25pts
Shield – 30pts

Any units with Wraithsight in an army that includes at least one Spiritseer may re-roll the die to see if they succumb. In an army that contains two Spiritseers, units with Wraithsight need not test for it so long as both Seers are alive.
A Warseer is a Psyker (Mastery Level 3) and replaces his or her Warlock Psychic Powers with Destructor, and two powers chosen from the following list. Any further powers may be purchased for the points cost shown:
Mind War – 15pts
Psychic Storm – 20pts
Focus Hatred – 20pts
Enrage – 25pts
Eldritch Storm – 30pts

An army that contains a Warseer gets 1 re-roll per game turn. This re-roll may be used by any friendly unit when rolling To Hit, To Wound, or for Armour Penetration, and may not be used to re-roll a re-roll. An army that includes two Warseer instead gets D3 re-rolls per game turn, determined at the start of each turn before the Movement Phase.

A Wayseer is a Psyker (Mastery Level 3) and replaces his or her Warlock Psychic Powers with Conceal, and two powers chosen from the following list. Any further powers may be purchased for the points cost shown:
Expel – 15pts
Cloud – 20pts
Hidden Path – 20pts
Blend – 25pts
Reveal – 30pts

Any friendly units arriving by Deep Strike within 12” of a Wayseer will not scatter. Any enemy units arriving by Deep Strike within 12” of a Wayseer will always scatter the full 2D6” directly away from the Wayseer, this can cause the enemy to land off the board or otherwise cause a Deep Strike Mishap. In an army that contains two Wayseers, the controlling player may re-roll the die to see if a unit is available to come in from reserve, and may force the enemy player to re-roll their reserve rolls.

All Seers have the following profile:
WS BS S T W I A Ld Sv
5 5 3 3 3 5 2 10 -

A Seer may purchase additional Mastery Levels up to Mastery Level 5, for 50pts per level.

An Arch Warlock or Seer may purchase any of the following upgrades:
Upgrade Witchblade to a Singing Spear – 3pts
Runes of Witnessing – 10pts
Runes of Warding – 15pts
Eldar Jetbike – 30pts

Powers:
Spoiler:
Conceal, Destructor, Embolden, Enhance, Guide, Doom, Mind War, and Fortune are all identical to the powers found in Codex: Eldar.

Mind Wither – Used during the Eldar movement phase. The Farseer can target any enemy unit within 24”. All Leadership tests (including Psychic Tests) are made at -1 Ld until the start of the next Eldar turn.

Disorientate – Used during your opponent’s movement phase. The Farseer can target any enemy unit within 24”. At any point the unit elects to move, shoot, cast a psychic power or assault, it must first pass a Leadership test (all units without a Leadership characteristic count as Ld10) until the end of that player turn. If they are forced to perform these actions (if the unit is under the effects of the Rage USR, for example) then they are unaffected.

Veil of Spirits – Used during the opponent’s shooting phase. The Spiritseer can target any enemy unit within 24”. The unit suffers -1 BS until the end of that player turn.

Fury of the Damned – Used during the Eldar shooting Phase. This power is a Psychic Shooting Attack. The Spiritseer can target any enemy unit within 24” and within his or her LoS, or any enemy unit within 12” outside his or her LoS. The affected unit takes D6 S5 AP5 hits that ignore cover. If at least one model is removed as a casualty as a direct result of this power, the unit must pass a morale check or automatically fall back.

Invigorate – Used during the Eldar movement phase. The Spiritseer can target a friendly unit within 6”, or a friendly Wraithguard or Wraithlord unit within 12”. The unit gains the Relentless USR until the start of the next Eldar turn.

Bolster – Used during the Eldar movement phase. The Spiritseer can target a friendly unit within 6”, or a friendly Wraithguard or Wraithlord unit within 12”. The unit gains +1 Toughness until the start of the next Eldar turn. Units of Wraithguard or Wraithlords instead gain Feel No Pain until the start of the next Eldar turn.

Shield – Used during the Eldar movement phase. The Spiritseer can target a friendly unit within 6”, or a friendly Wraithguard or Wraithlord unit within 12”. The unit gains a 5+ Invulnerable Save until the start of the next Eldar turn.

Psychic Storm - Used during the Eldar shooting Phase. This power is a Psychic Shooting Attack with the following profile:
Weapon Range Strength AP Type
Psychic Storm 24” X - Assault D3, Blast, Pinning

Psychic Storm always wounds on the roll of a 5+, regardless of toughness. It has no effect against vehicles.

Focus Hatred – Used during the Eldar movement phase. The Warseer can target a friendly unit within 6”. This unit immediately gains Preferred Enemy against the opposing army until the start of the next Eldar turn.

Enrage – Used during the Eldar movement phase. The Warseer can target a friendly unit within 6”. This unit immediately gains the Furious Charge USR, and may re-roll rolls To Hit in assault until the start of the next Eldar turn.

Eldritch Storm – Used during the Eldar shooting Phase. This power is a Psychic Shooting Attack with the following profile:
Weapon Range Strength AP Type
Eldritch Storm 24” X 5 Assault 1, Large Blast, Pinning

Eldritch Storm always wounds on the roll of a 3+, regardless of toughness. Against Vehicles it rolls 3D6 for armour penetration. If the marker touches a vehicle and a Hit is rolled on the scatter die, the vehicle is spun on the spot to face any direction the Eldar player wishes after the attack has been resolved; if an arrow was rolled, the vehicle is instead spun to face the direction of the arrow.

Expel – Used during the Eldar movement phase. The Wayseer can target any non-vehicle enemy unit within 24”. The targeted unit must pass a morale check at -1 Ld or automatically fall back.

Cloud – Used during the opponent’s shooting phase. The Wayseer can target any enemy unit within 24”. The range of that unit’s weapons is reduced by 2D6”, to a minimum of 12”, until the end of that player turn.

Hidden Path – Used during the Eldar movement phase. The Wayseer can target any non-vehicle friendly unit within 12”. That unit immediately moves 6” in any desired direction, following the rules for movement as normal. The unit is then free to move normally. A unit that moves in this way counts as stationary for all purposes unless it moves later in the movement phase.

Blend – Used during the Eldar movement phase. The Wayseer can target any friendly unit within 12”. That unit gains a 5+ cover save, or improves an existing cover save by 1, until the start of the next Eldar turn.

Reveal – Used during the Eldar shooting phase. The Wayseer can target any enemy unit within 24”. Any cover saves that unit has are reduced by D3 (so a cover save of 4+ becomes 5+ on the roll of a 1, 6+ on the roll of a 2, and is removed completely on the roll of a 3) until the end of that player turn.


Essentially, the Arch Warlock would be a basic psyker, and not cost a whole lot. Warlocks would still be there, just in a lesser capacity as councils and guardian leaders, so i'm thinking about 40pts, with 15pts for the extra Ld, Wound, and power.

Now that's been sorted, I thought i'd improve on the concept of the Spiritseer, and add the Warseer and Wayseer (the Warseer is kinda made up ) to allow you to upgrade your Arch Warlock into something more customisable.

It looks convoluted, but it really isn't; you can upgrade to one of the 4, each with their own basic Warlock power and access to their own list of specialised powers, and each buffing the army in some form. You're under no obligation to upgrade, but if you want to access better powers, then you have to.

FAQ:
Q: Do I still have to pay the points for Warlock Powers that have been replaced?
A: No, the points for any Warlock Powers that do not carry over are refunded.

Q: Do I have to pay for the power associated with a Seer if I have not already purchased it when upgrading?
A: Yes.

Q: If an Arch Warlock upgrades to a Seer, and has already bought the Warlock Power associated with it, do I have to pay for it again?
A: No, you don't.

Q: If my army contains two Wayseers, may I re-roll the die for my own reserves even if the unit was eligible to enter the game? What about if the enemy unit was not?
A: Yes to both questions. This re-roll can potentially stop an eligible unit from being able to enter, or enable a non-eligible unit to enter.


Any further questions can be asked here or PMed to me directly, and i'll read them later after i've had some sleep.

This message was edited 2 times. Last update was at 2012/04/25 22:05:02


Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

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War Walker Pilot with Withering Fire





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Woah.

Good ideas, long post! Lots of neat powers described here, I like the minor additions to old powers, like Eldritch Storm, etc, along with all the various enhancing powers and tricky enemy powers ( I like veiling the enemy in a cloud to reduce their vision).

More on this later - gotta go game!

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Gore-Soaked Lunatic Witchhunter







Adding a third set of Runes that work like a psychic hood would be overkill, wouldn't it?

Maybe a power that forces a target psyker to take a Perils of the Warp attack? An upgrade that works like Eldrad's Foresight rule, but lets you redeploy enemy units instead?

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Ios

No, Perils is a rather small matter for Eldar, but for most psychers it's a huge deal since they aren't exactly guaranteed an invulnerable save and what save they do get is often very low. A psycher battle squad would die extremely fast under those conditions.
Runes of Warding is already a steal and more than enough to make psycher-reliant armies simply crumble.

What the current codex need is ECCM (or anti-anti-psycher item), but I am very, very, doubtful whether Eldar actually need more reliance on the Farseer to make the codex work.

I really need to stay away from the 40K forums. 
   
 
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