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The Farseer examines the The Farseer examines the The Farseer manipulates matter through
skeins of probability to try to skeins of probability to try to space and time, conjuring a mass of
determine which courses of determine which courses of Wraithbone to materialize at the feet of the
action will give a single action will give a single enemy and ensnare then in an incapacitating
squad the best chance of squad the best chance of web of razor sharp thorny vines.
success. Choose any squad success. Choose any squad All enemy models in one section are
on the board. All the on the board. All the immobilized and receive a - 1 modifier to
members of that squad get a members of that squad get a close combat until the start of the next
+1 modifier applied to all +1 modifier applied to all Eldar turn, though they can still shoot and
their shooting and close their shooting and close perform special abilities as normal within
combat rolls. combat rolls. their current line of sight
The Farseer reaches out and attempts to The Farseer generates and channels the
The Farseer calls upon the power
single out the source of enemy psychic positive psychic harmonic energy coursing
of the Wraithbone to invigorate all
power. Once he has found it he blasts it through the Wraithbone of the Craftworld,
with a bolt of psychic energy. This and emanates a powerful psychic aura that Spirit Stones. All Wraithguard on
temporarily disorientates the enemy's boosts the morale and fighting vigor of all the board receive 1 bonus AP,
command and makes them act slowly and Eldar nearby. which can be spent in your own turn
without purpose. The opposing player Any Eldar model occupying the same
or in the opponent's turn like a CP.
must complete their turn in 2 minutes, even if section as, or having line of sight to the
normally they don't have a timed turn. If they Farseer gains a +1 modifier to all shooting
have any models which give them bonuses to and close combat rolls until the start of the
their timer then they are ignored for this next Eldar turn.
turn.
FORTUNE
FORCE OF ASURYAN FORCE OF ASURYAN
The Farseer summons protective
The Farseer calls upon the The Farseer calls upon the energies and casts them about one
powers of an ancient spirit to powers of an ancient spirit to of the Eldar units. Choose any
enhance his force's fighting enhance his force's fighting one squad on the board. For this
potential. Choose any squad potential. Choose any squad
turn any model in the squad that is
in your force and roll a die. in your force and roll a die.
The number rolled is the The number rolled is the killed should roll a die. On a roll of
number of bonus APs which number of bonus APs which 5 or 6 the model is saved by the
can be expended by that can be expended by that protective energies and you can
squad. They can be spent in squad. They can be spent in
ignore the kill.
your own turn, or in the your own turn, or in the
opponent's turn like CPs. opponent's turn like CPs.
The Farseer or Warlock summons a The Farseer or Warlock summons a The Farseer or Warlock summons a
protective field of warp energy that protective field of warp energy that protective field of warp energy that
nullifies any kill they have just suffered. nullifies any kill they have just suffered. nullifies any kill they have just suffered.
Any psychic effects targeted at units in Any psychic effects targeted at the section Any psychic effects targeted at the section
the section containing the Farseer or containing the Farseer or Warlock are containing the Farseer or Warlock are
Warlock are also nullified. also nullified. also nullified.