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Published: 2011-02-07 20:36:31 +0000 UTC; Views: 6447; Favourites: 5; Downloads: 45
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NOTE: Picture (c.) Games Workshop.I can't believe the last unit I did, of all the special characters, Guardian stuff, and aspect warriors, was the Farseer. And let me tell you, doing these last two (Farseer and Avatar) was not mentally easy.
I brought back Toughness 4 to the Farseer, and took away Fleet like they used to be in 3rd Edition.
Psychic powers haven't changed much. Except Mind War. Which is far more evil than it used to be. Basically getting back at all the crap coming out of the new Codexes. I also added "Levitation".
Levitation: The psyker uses his powers to lifts himself and float across the battlefield with ease. No psychic test is needed for this power to work and it does not count against the number of powers the psyker may use. This power is used in the Movement Phase. The model counts as being equipped with a Jump Pack, but he may not Deep Strike. There is no effect if the model is mounted on a Jetbike.
Mind War: The psyker reaches out and inflicts serious pain upon his chosen enemy, boiling his mind away to nothing and bringing forth all his greatest fears and triggering all manner of hallucinations.
It is a psychic shooting attack. One model chosen by the Eldar player within 18" of the psyker must pass a Leadership test on 3D6. If it fails, they lose their Fearless status (if they had it) and must pass a Pinning Check every time they wish to move. Any unit the model is part of may opt to leave it behind, but it would then count as destroyed.
Runes of Warding: Any enemy psyker within 36" of a model with runes of warding must pass their psychic test with +1 more D6 than usual. If the total of the dice adds up to 12+, or any are double 1s, they suffer from Perils of the Warp.
== POINTS AND OPTIONS ==
Cost: 70 points
May replace Witchblade with...
- Singing Spear: +10 points
Must take between 1 and 4 of the following powers...
- Levitation: +15 points
- Eldritch Storm: +15 points
- Guide: +20 points
- Doom: +25 points
- Fortune: +30 points
- Mind War: +35 points
May carry one of the following...
- Banner of Alaitoc: +25 points
- Banner of Biel-Tan: +25 points
- Banner of Iyanden: +30 points
- Banner of Saim-Hann: +20 points
- Banner of UlthwΓ©: +35 points
May take any of the following...
- Spirit Stones: +20 points
- Runes of Warding: +10 points
- Jetbike: +40 points
Related content
Comments: 21
DaveV [2011-02-11 02:27:11 +0000 UTC]
I like the addition of Levitation.
Can the Farseer so equipped still ride inside a vehicle? Jump packers cannot.
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ColonelMarksman In reply to DaveV [2011-02-11 04:33:52 +0000 UTC]
Hmm, good point, though the main idea is so that he can take a cheap version of the Jetbike. (And actually, the cost of the Jetbike didn't come along till later, and then I changed Levitation from Jet Pack to Jump Infantry). I changed it so that the power is actually listed for a phase (as I will for all the powers).
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bda56 [2011-02-08 13:06:28 +0000 UTC]
I like the Farseer being T4 T3 is just to easy to instant kill now adays.
How about giving in an option to take a staff like one of the mins has?
Maybe it could give increase the range of his powers. This way you could have a Farseer who is geared up for powers more than combat?
Some more idea's for powers.
Gate (the 2nd ed space wolf power)
Place 2 gates with in 18" of him any one unit may move between them that turn.
And
fear the darkens
pick one unit with in 24" it takes a ld test at -2 and will have -2 to there LD till the start of the next Eldar turn?
These are the sort of powers that Eldar like where they a suitle and donβt do massive damage but non the less very useful.
I like the idea of levitation but if he has a jump pack it is more like flying. How about a jet pack? That way we can move fire move?
I have not checked your warlock section but can they act as a coven to boost his powers in some way?
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ColonelMarksman In reply to bda56 [2011-02-09 00:12:54 +0000 UTC]
"Maybe it could give increase the range of his powers."
-- That's why I brought back Augment. And yes, that is a Warlock power.
The Gate power sounds like a type of teleportation, something a Farseer doesn't normally do or is accustomed to doing.
Fear the Darkness is too... dark. The Solitaire on the other hand has something almost exactly like that.
The original concept for Levitation was actually Jet Pack, but then I realized that would be worthless since how no other Eldar unit actually has a Jet Pack. This allows him to join a unit of Warp Spiders or Jetbikes without having one himself. Of course he can't turbo-boost though. And Jet Packs do seem a bit jerky.
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bda56 In reply to ColonelMarksman [2011-02-09 13:14:31 +0000 UTC]
The Eldar have these things call webways and they use them lots to get around so it is by no means un Eldar like to use them..... they are also a lot more reliable then the crude human equivalents
Groovy some sort of warlock coveren to boost a Farseer is always good. They have it in apoc but not in the normal dex
The new death spectres have jetpacks
Also I would think he could move with jetbike squads thought he would limit there speed to 6"
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ColonelMarksman In reply to bda56 [2011-02-09 17:20:02 +0000 UTC]
Webway portals aren't created by psychic powers though.
Yes, for the Jetbike squad that's exactly the point. The purpose would be to allow him to hover over the ground and move in large, gentle anti-gravity "jumps". The power would be useless since how everything in the Codex moves 12" as with a jump pack.
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bda56 In reply to ColonelMarksman [2011-02-10 12:42:40 +0000 UTC]
..... Everything the Eldar do uses psychic power they use psychic power to power the technology to operate there weapons and indeed create there web ways portals. Though to be fair under non battle field situations they would probably have a funky gizmo to create it.
The Dark Eldar donβt have psychics so have to rely on tech to create there portals.
I like the idea but to be honest it is a wee bit to like the blood angel power that and I have never read or seen a Farseer bouncing around the place in the fluff. Could just give him a jetbike though on an aumusing front you could cast it on an opponent to make them float in the air and be un able to move. Bit like 2nd ed gravity gun
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ColonelMarksman In reply to bda56 [2011-02-10 18:04:02 +0000 UTC]
It's true it's similar to the Blood Angel's [i]Wings of Sanguninus[/i], but the Jet Pack idea is too much of a waste, otherwise I would've done it. The reason why someone might take this over the Jetbike is that the power itself is +15 points. The Jetbike is +40 points.
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bda56 In reply to ColonelMarksman [2011-02-14 12:40:43 +0000 UTC]
How come you made the jetbike 40 points it is only 30 points in the main dex and that is a bit much.
I think I would chose the bike over the power any day
First) it gives better protection
Second) you can not cancel it out so you wont find your self stuck somewhere you really donβt want to be (I know there is no test for it but it is only a matter of time till GW make it possible to chancel them out)
Third) if you are attached to a bike unit you can boost with them if you need to and not get left behind.
Fourth) If he joins a jetbike squad squad they will be able to do there secondary moves.
That said as levitation is a power and you donβt have to use it so he could get in a transport as he would normally be infantry. Warlock powers donβt have to be used if you donβt want to after all.
Also he would be a smaller target
Well at the end of the day it is your dex man
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ColonelMarksman In reply to bda56 [2011-03-12 04:09:33 +0000 UTC]
Don't forget also that the Jetbike upgrade is free when you buy a Banner of Saim-Han with him.
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bda56 In reply to ColonelMarksman [2011-03-14 12:22:51 +0000 UTC]
that is a good point
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ColonelMarksman In reply to bda56 [2011-03-12 04:08:54 +0000 UTC]
Jetbike cost: Farseer is T:4, so a Jetbike would make him an incredible T:5.
The power is designed to be a cheap-o fix to not wanting to pay for the Jetbike, that's it's very purpose. Otherwise it would always be ignored. But the power works automatically and cannot be denied (because there's no psychic test).
Something else you didn't consider though is that Levitation allows him to join a unit of Jump Infantry. He can't Deep Strike, but he can join and keep up with them.
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bda56 In reply to ColonelMarksman [2011-03-14 12:27:39 +0000 UTC]
Ok a T5 farseer is nice did you know they use to be T5 back in the good old days before 3rd ed
also had 3 attacks each and a ws and bs of 7
but back then power weapons where all str 6 basic lol
The main thing that grates on my nerves with levitate is that there has never been fluff or pic of a flying Farseer that and levitate implies (to me at least) slowly floating around a bit like the big nasty necron gods do. Saying that being a super power psychic floating around and casting storm on people has got is appeal
True but there is nothing stopping him joining jump infantry on a bike either or indeed foot sluggers
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ColonelMarksman In reply to ColonelMarksman [2011-03-12 04:13:42 +0000 UTC]
Yes at the end of the day is it my Codex project, but every single thing in it is extremely detailed, reliant on input to improve, and heavily thought-out. I don't believe in "simply doing whatever it is you want to do because its yours." I demand input and criticism as a form of testing the truthfulness that this is a good project, no opinions.
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Narric-SB0 [2011-02-07 20:52:47 +0000 UTC]
Levitation - does this count towards the limit of psychic powers he can use per turn?
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ColonelMarksman In reply to Narric-SB0 [2011-02-07 20:56:16 +0000 UTC]
No, there is no test for it. It's automatic, just like the Warlock powers.
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Narric-SB0 In reply to ColonelMarksman [2011-02-07 21:55:12 +0000 UTC]
but is it in addition to his Psychic powers, or as one of his Psychic Powers.
regular Psykers can only use two powers a turn afterall. (Spess Mahrines use their second for their force weapons most of the time.)
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ColonelMarksman In reply to Narric-SB0 [2011-02-07 22:11:12 +0000 UTC]
I changed the wording to clarify.
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Narric-SB0 In reply to ColonelMarksman [2011-02-07 22:17:39 +0000 UTC]
Thats better, and now can changes with the rulebooks rules for Psykers.
You said you took away "Fleet", but its still there in the Special Rules
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ColonelMarksman In reply to Narric-SB0 [2011-02-09 00:13:02 +0000 UTC]
Crap, came back somehow in my edit.
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