Force Organisation: HQ (0-1)
| Pts/Model | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Farseer | +40 | 5 | 5 | 3 | 3 | 1 | 5 | 1 | 10 |
| Warlock | 11 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Squad: The Seer Council forms a single unit consisting of 2 Farseers and 3 Warlocks at a cost of 90 points.
Options: Up to three extra Farseers can be added to the Seer Council for +40 points each. If Eldrad Ulthran is included in the army, he counts as a HQ choice as normal, but must join the Seer Council and remain with it throughout the game.
Any number of additional Warlocks may be added to the unit at +11 points per Warlock.
Any Farseer or Warlock may be given any equipment allowed from the Eldar Armoury except that Farseers may not be mounted on jetbikes (they are far too old and proud to go racing around the skies!).
Special Rules
Psychic Powers: Each Farseer must be given between one and four Farseer psychic powers for the points cost listed in the Eldar armoury. Warlocks must be given one Warlock power from the Eldar Armoury.
Rune Armour: See the Wargear section of Codex: Eldar for details.
Detaching Warlocks: You may detach Warlocks from the Seer Council and attach them to Guardian squads, as detailed in the Codex: Eldar army list. However, you must leave at least three Warlocks in the Seer Council.