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BATTLE FATE BATTLE FATE TANGLEFOOT

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

TEMPORAL SNARE STORM OF SILENCE SHADOW STALKER


The Farseer calls upon the
Aspect Shrine of the Striking
The Farseer locates a thread The Farseer calls upon the
Scorpion and is answered by
of time which is tied to the destiny of a Howling Banshee Aspect
Karandras, the Phoenix Lord of
single enemy on the battlefield. Shrine to assist him. He is
the Striking Scorpions, who
Using his great power the answered by Jain Zar, the
imbues his warriors with the skill
Farseer disrupts the time Phoenix Lord of the Howling of stealth, muffling their
thread, causing the enemy Banshees, who invigorates movements and casting powerful
model to become unwoven her warrior maidens with a illusions about them. Choose
from time itself. Choose one blood curdling battle cry. any Striking Scorpion squad. For
enemy model on the board. Choose any one Howling this turn, if any overwatch attacks are made
For this turn it may take no Banshee on the board. That against them, then they can force the
action, except to defend Howling Banshee gets opponent to re-roll one of their dice per
itself in close combat . double APs for that turn. overwatch shot.

TEMPORAL WEAVE DOOM CRYSTAL SEER


The Farseer calls upon the
The Farseer locates the time power of the ancestor s in the Dome of
The Farseer searches for the
thread of one of his Eldar. Crystal to enhance his power. The Eldar
thread of destiny that spells
He weaves the thread so it seems that the player gains +D6 extra AP's to use during
the destruction of a single
Eldar is moving twice as fast as normal. either the Eldar or opponent's turn (as
enemy model. Choose any
Choose any one Eldar CP's) , and the Farseer gains +1 modifier
enemy model on the board.
model on the board. to all shooting and close combat rolls until
All ranged and close combat
For this turn that Eldar model receives the next Eldar turn begins.
attacks made against the
twice the normal number of AP's to spend When this card is played the Farseer may
model receive a +1 modifier
during the Eldar Phase only (unused points take the next card in the deck and play it
to their rolls.
can not be saved or used as CP's during the same turn Crystal Seer card is played.
opponent's turn). Unused AP's are lost at the start of the
next Eldar turn.
SPIRIT SEER
MIND WAR EMBOLDEN

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.

PHOENIX SPIRIT FORTUNE


The Farseer calls upon the Wraithbone to DOOM The Farseer summons protective
allow him to reanimate a recently fallen
energies and casts them about one
Eldar. The Eldar player may select one
Eldar model (not Wraithguard) that has
The Farseer searches for the of the Eldar units. Choose any
thread of destiny that spells one squad on the board. For this
previously been killed in the game. The
the destruction of a single
Eldar may be placed in an a square turn any model in the squad that is
enemy model. Choose any
adjacent to any Eldar model. The revived
enemy model on the board. killed should roll a die. On a roll of
model may immediately take action with D6
All ranged and close combat 5 or 6 the model is saved by the
action points, using all weapon & special
attacks made against the protective energies and you can
abilities (except psychic ) that the model
model receive a +1 modifier
would have normally. At the end of the ignore the kill.
to their rolls.
action the model is removed from play
again..
AURA AURA AURA

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.

A model in overwatch which is A model in overwatch which is A model in overwatch which is


saved by an Aura does saved by an Aura does saved by an Aura does
not lose overwatch. not lose overwatch. not lose overwatch.

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