Psychic Powers

Source: Codex: Eldar, p. 38; Chapter Approved – Codex: Eldar Q&A (v2.0), p. 1

Farseer Psychic Powers

Unless otherwise noted, these work as described in the Psychic Powers section on page 74 of the Warhammer 40,000 rulebook.

Eldritch Storm: The Farseer may summon a corona of crackling energy which strikes out with arcs of lightning and hurls enemies in all directions. A Farseer may create an Eldritch Storm in the shooting phase, instead of firing a weapon. The Eldar player places the large Ordnance Blast template on an enemy unit within 18". Each model touched by the template takes a Strength 3 hit with no AP value. The target unit must also pass a Pinning test as described on page 58 of the Warhammer 40,000 rulebook. Vehicles touched by the template suffer a hit with 2D6 armour penetration (note that it is 2D6, not 2D6+3) and are spun around to face in a random direction.

Fortune: The Farseer scries the possible futures to foresee where the enemy will attack, warning his fellow Eldar so that they may avoid enemy fire. This psychic power is used at the start of the Eldar turn. Nominate one Eldar unit with a model within 6" of the Farseer (which may be the Farseer's own unit). This unit may re-roll any failed armour saves or cover saves until the start of the next Eldar turn.

Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Fortune does apply to Invulnerable saves as well, even though the wording above only names Armour and Cover saves explicitly — this includes a Warlock's Invulnerable Rune Armour save. Fortune does not affect vehicles, even Eldar vehicles built with the VDR rules that grant some of them a 4+ Invulnerable save.

Guide: The Farseer's prophetic powers warn him of the enemy's movements, allowing him to direct the fire of his warriors. This psychic power is used at the start of the Eldar turn. Nominate one Eldar unit with a model within 6" of the Farseer (which may be the Farseer's own unit). This unit may re-roll any missed shooting to hit rolls until the start of the next Eldar turn. If the unit is using a guess range weapon (such as a D-cannon) you may re-roll the Scatter dice if a 'hit' is not scored with the first roll.

Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Guide does affect vehicles (eg a nominated Falcon or War Walker re-rolling its own to-hit rolls).

Mind War: The Farseer reaches out to attack the mind of an enemy in a desperate mental duel. This psychic power is used in the shooting phase instead of firing a weapon. The Eldar player may choose any enemy model within 18" of the Farseer and within his line of sight as the target for the attack. Both players roll a D6 and add the Leadership of their respective models. For each point the Farseer wins by, the target loses a wound, with no normal armour saves allowed. If the scores are drawn, or the Farseer scores less, the Mind War has no effect.

Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Mind War is an "instead of shooting" power, so it cannot be used while the Farseer is himself in close combat. The Eldar player may pick any legal target he has line of sight to — remember close combats block line of sight, and squad members embarked in a transport can't be targeted. If the target has an Invulnerable save, it's rolled separately against each wound Mind War inflicts, not once against the total.

Warlock Powers

A Warlock's power is available permanently, so he does not need to take a Psychic test to use it. Although they require no Psychic test to use, these powers are treated as psychic powers in all other respects (for example, Destructor could not affect an enemy immune to psychic powers) and the Warlock is treated as a psyker.

Conceal: The Warlock creates a shield of shifting shadows and drifting mists about his squad, concealing them from the enemy. The Warlock's whole squad receives a 5+ cover save. Note that if the squad is also in normal cover, you may only use one cover save.

Destructor: The Warlock gathers up his anger and hatred and unleashes it at the enemy in a roiling blast of raw psychic power. This power is used in the shooting phase instead of firing a weapon. The Destructor is worked out like a normal shooting attack with the following profile:

Range Strength AP Type
Flame 5 4 Assault 1

Embolden: The Warlock instills in his comrades an unshakeable courage, reaching into their minds with visions of mighty heroes and great victories. The Warlock and his squad may re-roll any failed Morale checks or Pinning tests they have to take.

Enhance: The Warlock empowers his fellow warriors with great speed and skill. All models in the Warlock's squad, including the Warlock himself, add +1 to their Weapon Skill and Initiative. The effects of Enhance are not cumulative.

Errata — Chapter Approved: Codex: Eldar Q&A (v2.0): Confirmed: Enhance is not cumulative, so five Warlocks with Enhance in the same retinue would not stack to +5 WS. A Space Marine Psychic Hood can nullify a Warlock power — against Enhance, Embolden, or Conceal (which need no Psychic test), the Librarian may use his hood against one Warlock at the start of a Space Marine turn, and if he succeeds the power has no effect for the rest of that Space Marine turn; against Destructor it works as normal, with the hood declared as soon as the Eldar player announces he's using Destructor. A Warlock may select Runes of Witnessing to help powers such as Augment.