eldar in space hulk

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    BATTLE FATEThe Farseer examines theskeins of probability to try todetermine which courses ofaction will give a singlesquad the best chance ofsuccess. Choose any squadon the board. All themembers of that squad get a+1 modifier applied to alltheir shooting and closecombat rolls.

    BATTLE FATEThe Farseer examines theskeins of probability to try todetermine which courses ofaction will give a singlesquad the best chance ofsuccess. Choose any squadon the board. All themembers of that squad get a+1 modifier applied to alltheir shooting and closecombat rolls.

    TANGLEFOOTThe Farseer manipulates matter throughspace and time, conjuring a mass ofWraithbone to materialize at the feet of theenemy and ensnare then in an incapacitatingweb of razor sharp thorny vines.All enemy models in one section areimmobilized and receive a - 1 modifier toclose combat until the start of the nextEldar turn, though they can still shoot andperform special abilities as normal withintheir current line of sight

    TEMPORAL SNAREThe Farseer locates a threadof time which is tied to the destiny of asingle enemy on the battlefield.Using his great power theFarseer disrupts the timethread, causing the enemymodel to become unwovenfrom time itself. Choose oneenemy model on the board.For this turn it may take noaction, except to defenditself in close combat .

    STORM OF SILENCEThe Farseer calls upon theHowling Banshee AspectShrine to assist him. He isanswered by Jain Zar, thePhoenix Lord of the HowlingBanshees, who invigoratesher warrior maidens with ablood curdling battle cry.Choose any one HowlingBanshee on the board. ThatHowling Banshee getsdouble APs for that turn.

    SHADOW STALKERThe Farseer calls upon theAspect Shrine of the StrikingScorpion and is answered byKarandras, the Phoenix Lord ofthe Striking Scorpions, whoimbues his warriors with the skillof stealth, muffling theirmovements and casting powerfulillusions about them. Chooseany Striking Scorpion squad. Forthis turn, if any overwatch attacks are madeagainst them, then they can force theopponent to re-roll one of their dice peroverwatch shot.TEMPORAL WEAVE

    The Farseer locates the timethread of one of his Eldar.He weaves the thread so it seems that theEldar is moving twice as fast as normal.Choose any one Eldarmodel on the board.For this turn that Eldar model receivestwice the normal number of AP's to spendduring the Eldar Phase only (unused pointscan not be saved or used as CP's duringopponent's turn).

    DOOMThe Farseer searches for thethread of destiny that spellsthe destruction of a singleenemy model. Choose any

    enemy model on the board.All ranged and close combatattacks made against themodel receive a +1 modifierto their rolls.

    CRYSTAL SEERThe Farseer calls upon thepower of the ancestor s in the Dome ofCrystal to enhance his power. The Eldarplayer gains +D6 extra AP's to use duringeither the Eldar or opponent's turn (asCP's) , and the Farseer gains +1 modifierto all shooting and close combat rolls untilthe next Eldar turn begins.When this card is played the Farseer maytake the next card in the deck and play itthe same turn Crystal Seer card is played.Unused AP's are lost at the start of thenext Eldar turn.

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    MIND WARThe Farseer reaches out and attempts tosingle out the source of enemy psychicpower. Once he has found it he blasts itwith a bolt of psychic energy. Thistemporarily disorientates the enemy'scommand and makes them act slowly andwithout purpose. The opposing playermust complete their turn in 2 minutes, even ifnormally they don't have a timed turn. If theyhave any models which give them bonuses totheir timer then they are ignored for thisturn.

    EMBOLDENThe Farseer generates and channels thepositive psychic harmonic energy coursingthrough the Wraithbone of the Craftworld,and emanates a powerful psychic aura thatboosts the morale and fighting vigor of allEldar nearby.Any Eldar model occupying the samesection as, or having line of sight to theFarseer gains a +1 modifier to all shootingand close combat rolls until the start of thenext Eldar turn.

    SPIRIT SEERThe Farseer calls upon the powerof the Wraithbone to invigorate allSpirit Stones. All Wraithguard onthe board receive 1 bonus AP,which can be spent in your own turnor in the opponent's turn like a CP.

    FORCE OF ASURYANThe Farseer calls upon thepowers of an ancient spirit toenhance his force's fightingpotential. Choose any squadin your force and roll a die.The number rolled is thenumber of bonus APs which

    can be expended by thatsquad. They can be spent inyour own turn, or in theopponent's turn like CPs.

    FORCE OF ASURYANThe Farseer calls upon thepowers of an ancient spirit toenhance his force's fightingpotential. Choose any squadin your force and roll a die.The number rolled is thenumber of bonus APs which

    can be expended by thatsquad. They can be spent inyour own turn, or in theopponent's turn like CPs.

    FORTUNEThe Farseer summons protectiveenergies and casts them about oneof the Eldar units. Choose anyone squad on the board. For thisturn any model in the squad that iskilled should roll a die. On a roll of5 or 6 the model is saved by theprotective energies and you canignore the kill.

    PHOENIX SPIRITThe Farseer calls upon the Wraithbone toallow him to reanimate a recently fallenEldar. The Eldar player may select oneEldar model (not Wraithguard) that haspreviously been killed in the game. TheEldar may be placed in an a squareadjacent to any Eldar model. The revivedmodel may immediately take action with D6action points, using all weapon & specialabilities (except psychic ) that the modelwould have normally. At the end of theaction the model is removed from playagain..

    DOOMThe Farseer searches for thethread of destiny that spells

    the destruction of a singleenemy model. Choose anyenemy model on the board.All ranged and close combatattacks made against themodel receive a +1 modifierto their rolls.

    FORTUNEThe Farseer summons protectiveenergies and casts them about oneof the Eldar units. Choose anyone squad on the board. For thisturn any model in the squad that iskilled should roll a die. On a roll of5 or 6 the model is saved by theprotective energies and you canignore the kill.

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    AURAThe Farseer or Warlock summons aprotective field of warp energy thatnullifies any kill they have just suffered.

    Any psychic effects targeted at units inthe section containing the Farseer orWarlock are also nullified.A model in overwatch which issaved by an Aura doesnot lose overwatch.

    AURAThe Farseer or Warlock summons aprotective field of warp energy thatnullifies any kill they have just suffered.

    Any psychic effects targeted at the sectioncontaining the Farseer or Warlock arealso nullified.A model in overwatch which issaved by an Aura doesnot lose overwatch.

    AURAThe Farseer or Warlock summons aprotective field of warp energy thatnullifies any kill they have just suffered.

    Any psychic effects targeted at the sectioncontaining the Farseer or Warlock arealso nullified.A model in overwatch which issaved by an Aura doesnot lose overwatch.