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==Psychic Powers== Corsairs know some psykers that can roll on ''Divination'' to buff your army and ''Telekinesis'' for offensive capability - or a 12" movement -. In addition, Corsairs have their own discipline called ''Aethermancy'', available only for your corsaired Farseer (Void Dreamer), which is focused heavily on movement. *'''Selecting Powers''' Some folks around the internet have taken notice of the wording for acquiring powers. It states that a Void Dreamer must ''select'' a power rather than ''generate'' their power and, therefore, you can just pick any old power you feel like (this goes for Divination and Telekinesis too and work for the Prince/Baron as the wording is the same). However, The Wild Psyker special rule doesn't affect the psychic phase in that way (it doesn't say they can pick powers, only that the Perils chart is unique and they are Psykers.) so they have no special rule that allows them to select powers. ''Also'', '''the box labeled Psyker (note: ''not'' the Psyker special rule on pg.170 BRB) is described on pg28 BRB under ''Psychic Disciplines'' as "The relevent codex or Army List Entry will detail from which psychic disciplines a Psyker can generate his powers."''' This part is important, because that box, which is not a part of the Psyker special rule on pg.170 BRB nor is it a special rule itself, is what people are using to justify selecting rather than generating. So unless that box all of a sudden gives itself permission to alter the Psychic Phase (hint: it cannot)(hint: it cannot)(hint: it does not have to, phychic powers are generated, or in case of wild psyker - selected, at the start of the game, not in the psychic phase) or Wild Psyker says they can pick then they must "follow all the usual rules for Psykers." **'''Another take''' It is true that the Wild Psyker rule does not state to select powers, but why would it after it already stated to do so on the unit data sheets. '''Codex trumps rule book always'''. They have a rule that explicitly states they must select a power. Not selecting is(as in rolling), in fact going against this rule. RAW maybe what is intended because the wild psyker chart has major penalties and disadvantages far worse than the normal perils chart (unit is pinned and useless, psyker is removed without a leadership check then turns to a daemon your opponent controls without a leadership check, every spell perils on any double) and they only have access to Divination and Telekinesis(So no picking invisibility). The only other option is Aethermancy, but you can only have one Void Dreamer per army anyway. At this point in 7E, with all the crazy formations and powerful codex's out there who can truly say what is RAI. Play RAW until forge world releases a FAQ, if needed on the subject at all, this is not AoS, nore is it overpowered in anyway (see wild psyker chart) we should not be making up rules especially when they specifically state what they are. For example, a Prince can take Spirit Stone of Anath'lan, when he uses it he still gets his save because he does not use runic armor. Nothing in the entry states he does not get his save and should not be played as such. ust because a player does not agree with a rule does not mean it was not intended especially after it is specifically stated. **'''Note:'''In the same book Wraithseer is said to "not generate" his powers, therefore there is no base in assuming Forgeworld used "select" instead of "generate". On the other hand, Fracture of Biel-Tan book warlord trait says that psyker can "'''select''' their powers instead of generating them". RAW generating powers for Wild Psykers is '''illegal''', but you can roll a dice and just say that you select the power with the number on a dice. *'''Primaris: Path-Ward:''' WC2 Blessing. The target unit (which must be of the Eldar Corsairs faction) always rolls sixes for Run, Difficult Terrain, Charge distance, Thrust, Hit and Run distance, and Reckless Abandon distance. No range given, which [[skub|probably]] means infinite range - there is no FAQ on this. #''' Warp Blink''' WC1 Move any unit within 6" of the caster friendly or enemy 2d6" in a direction you choose. Cannot be used on units locked in combat. #''' Dispersion Field''' WC1 Blessing. A friendly unit within 12" of the caster gains a 4+ cover save. #''' Webway Rift''' WC1 Witchfire. 12" S3 AP6, Poisoned 3+ Large Blast. #''' Webway Breach''' WC2 Select one friendly Corsair unit not locked in combat within 12" of the caster, that unit enters Ongoing Reserves. #''' Warp Tunnel''' WC2 Blessing. The Void Dreamer and his unit*, OR a friendly Corsair unit within 6" of the caster may be picked up and Deep Strike anywhere on the board without scatter [[Awesome|AND may shoot and assault]] after arriving. However, take a note of the distance the unit traveled, and for every full 6" the unit rolls a D6, for each 1 rolled the unit takes a savable wound. *I'd argue that RAW, the way the power is worded, that if the Void Dreamer was attached to an Eldar/Dark Eldar/Harlequin unit, he could use this power. #''' Webway Maze''' WC3 An enemy unit with 12" of the caster, not locked in combat, is placed into Ongoing Reserves (cannot target Super-Heavies). Other Corsairs, DE, Eldar, or Harlequins add +1 to their Deny attempts when targeted. Regardless of the discipline you use, Corsairs also have their own Perils of the Warp table to represent the whole reason why the species finds Slaanesh terrifying, which we have never seen in the rules before since Dark Eldar simply don't use Psykers and Craftworlders spend a lot of time training to make themselves "safe" *'''1 Devoured:''' The psykers switches sides as his soul is torn out and replaced with a Slaaneshi daemon. They get all the rules associated with ''Daemon of Slaanesh'' and are now under the control of your opponent. Sucks to be you. *'''2-3 Soul Wracked:''' your psyker and his unit are pinned, and your opponent may choose to change the target of the power that was cast, or cancel it. *'''4-5 Warp Terrors:''' The unit and all Corsairs within 12" must take a Morale check on the worst two dice of 3d6 or start falling back, and considering how Corsairs don't like regroup tests this can absolutely cripple your army. *'''6 The Eye of She-Who-Thirsts:''' Nothing happens straight away, but for the rest of the game your psykers now perils on ''any'' double.
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