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Made in us
Angry Chaos Agitator






Dallas, TX

I am confused. The Eldar codex entry for Warlocks (pg 27) says that "each warlock is a psyker and must take a single warlock power..." but the army list entry (pg 60) says that warlocks "may buy one Warlock psychic power" so which is it? Optional or mandatory? The FAQ says nothing on the topic.
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

I'm fairly sure I'm right, but you do have to buy one. I think the "may" in the army list entry is reflecting the choice you have to pick any of the powers listed.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Angry Chaos Agitator






Dallas, TX

But in the army list entry it says may, not must. Is there an actual source that says which is correct? Or is it a judgement call because RAW is says both must and may?
   
Made in gb
Decrepit Dakkanaut




May is overridden by must. The only way to complete both rules without breaking one is to purchase the power
   
Made in pl
Regular Dakkanaut



Warsaw

Well, I've noticed that people that take Farseer Council do not buy power for every Warlock member...

Also can Warlock replace it's power for Divination for example?
   
Made in us
Martial Arts Fiday






Nashville, TN

No, Warlocks don't have a Mastery Level or generate a Warp Charge at all.

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

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Proverbs 18:2

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 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


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Made in gb
Decrepit Dakkanaut




Fikol wrote:
Well, I've noticed that people that take Farseer Council do not buy power for every Warlock member...

Also can Warlock replace it's power for Divination for example?

No, as the FAQ does not let them do so

Every person I have seen run a seer council does, as required, buy a power for every member. Otherwise theyre cheating
   
Made in us
Angry Chaos Agitator






Dallas, TX

So does everyone take the other three and then destructor over and over for a seer council? Or Embolden over and over because its cheapest?
   
Made in gb
Decrepit Dakkanaut




Couple embolden, and destructor is always good for thinning hordes before you attack.
   
Made in nz
Longtime Dakkanaut



New Zealand

I'm confused, are there multiple editions of the Eldar codex?

On pg 27, under Warlock Powers mine says; 'each Warlock is a psyker and MAY be given a single Warlock power ....' and on pg 60 under Warlock options 'All Warlocks MAY buy one Warlock psychic power...'.

Seems pretty clear cut to me, not sure where the must is coming from.
   
Made in us
Furious Fire Dragon





The 4th Edition FAQ corrected it to must. The 6th Edition FAQ is silent. Looks like it is optional now... unless of course there has been a silent 2nd printing between 4th and 6th. I wouldn't put it past GW..

Homer

P.S. Although I can't lay my hands on it right now, I'm certain this was the case. At any rate, the current FAQ is silent on any change to "may" for powers.

This message was edited 3 times. Last update was at 2013/01/07 14:07:37


The only "hobby" GW is interested in is lining their pockets with your money.
 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

There was a reprinting of the Eldar codex. Most of the errata was put in. one of the changes was must buy to may buy.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in ca
Dakka Veteran





 Happyjew wrote:
There was a reprinting of the Eldar codex. Most of the errata was put in. one of the changes was must buy to may buy.


I have the 4th ed. codex right in front of me. Under the warlock entry it says that:

"Options: All warlocks may buy one warlock psychic power from the following list:" (pp. 60)

To me this suggests that it is not necessary to buy a psychic power.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

I have two Eldar codices.
One says "must be given a single power" on page 27. It also states that Warp Spiders only have a Deathspinner on page 65.
The other says "may be given a single power" on page 27. This one lists Warp Spiders as having a Warp jump generator and Deathspinner.
Per the FAQs one of these has updated information.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in ca
Dakka Veteran





 Happyjew wrote:
I have two Eldar codices.
One says "must be given a single power" on page 27. It also states that Warp Spiders only have a Deathspinner on page 65.
The other says "may be given a single power" on page 27. This one lists Warp Spiders as having a Warp jump generator and Deathspinner.
Per the FAQs one of these has updated information.


We are looking at the same 2006 codex. The deal though is that page 27, their page with the fluff, says must, but the actual page that lists costs & options, pg. 60, only says may. So, because the latter is the one that is actually on the cost/option pages, I would lean towards may rather than must.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
Made in gb
Swift Swooping Hawk





England, Sunderland, Hetton-Le-Hole

The one that states a warlock may take a power and that warp spiders has a warp jumo generator is the updated version as Im guessing people now know. So I would say that you do not need to purchase the power however the majority still will. You can tell which is the updated by looking at the edition. For example I ahve the updated codex and on the first page (where it says "BY Phill Kelly") at the bottom of the page it reads "Edition March 2010" so it was written just under 3 years ago during 5th edition to update some of the smaller FAQ changes.

 
   
Made in ca
Fresh-Faced New User




So it looks like in 4th it was mandatory (like in 3rd) but in 5th they made it optional.

In 6th they kept it optonal.
   
 
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