BATTLE FATE

The Farseer examines the determine which courses of action will give a single squad the best chance of on the board. All the

BATTLE FATE
The Farseer examines the determine which courses of action will give a single squad the best chance of on the board. All the

TANGLEFOOT
The Farseer manipulates matter through space and time, conjuring a mass of Wraithbone to materialize at the feet of the web of razor sharp thorny vines.

skeins of probability to try to

skeins of probability to try to

enemy and ensnare then in an incapacitating All enemy models in one section are immobilized and receive a - 1 modifier to close combat until the start of the next Eldar turn, though they can still shoot and perform special abilities as normal within their current line of sight

success. Choose any squad members of that squad get a +1 modifier applied to all their shooting and close combat rolls.

success. Choose any squad members of that squad get a +1 modifier applied to all their shooting and close combat rolls.

TEMPORAL SNARE
The Farseer locates a thread of time which is tied to the destiny of a single enemy on the battlefield. Using his great power the Farseer disrupts the time thread, causing the enemy

STORM OF SILENCE
The Farseer calls upon the Howling Banshee Aspect Shrine to assist him. He is answered by Jain Zar, the

SHADOW STALKER
The Farseer calls upon the Aspect Shrine of the Striking Scorpion and is answered by Karandras, the Phoenix Lord of the Striking Scorpions, who imbues his warriors with the skill of stealth, muffling their movements and casting powerful illusions about them. Choose any Striking Scorpion squad. For this turn, if any overwatch attacks are made against them, then they can force the opponent to re-roll one of their dice per overwatch shot.

Phoenix Lord of the Howling Banshees, who invigorates her warrior maidens with a blood curdling battle cry.

model to become unwoven from time itself. Choose one enemy model on the board. action, except to defend itself in close combat . For this turn it may take no

Choose any one Howling Banshee on the board. That Howling Banshee gets double APs for that turn.

TEMPORAL WEAVE
The Farseer locates the time He weaves the thread so it seems that the Eldar is moving twice as fast as normal. Choose any one Eldar model on the board. thread of one of his Eldar.

DOOM
The Farseer searches for the thread of destiny that spells enemy model. Choose any All ranged and close combat model receive a +1 modifier to their rolls. attacks made against the enemy model on the board. the destruction of a single

CRYSTAL SEER
power of the ancestor s in the Dome of Crystal to enhance his power. The Eldar player gains +D6 extra AP's to use during CP's) , and the Farseer gains +1 modifier to all shooting and close combat rolls until the next Eldar turn begins. When this card is played the Farseer may take the next card in the deck and play it the same turn Crystal Seer card is played. Unused AP's are lost at the start of the next Eldar turn. either the Eldar or opponent's turn (as The Farseer calls upon the

For this turn that Eldar model receives during the Eldar Phase only (unused points can not be saved or used as CP's during opponent's turn). twice the normal number of AP's to spend

MIND WAR

EMBOLDEN

SPIRIT SEER

The Farseer reaches out and attempts to The Farseer generates and channels the single out the source of enemy psychic with a bolt of psychic energy. This

positive psychic harmonic energy coursing

The Farseer calls upon the power

power. Once he has found it he blasts it through the Wraithbone of the Craftworld, and emanates a powerful psychic aura that boosts the morale and fighting vigor of all Eldar nearby. Any Eldar model occupying the same temporarily disorientates the enemy's

of the Wraithbone to invigorate all the board receive 1 bonus AP,

Spirit Stones. All Wraithguard on which can be spent in your own turn or in the opponent's turn like a CP.

command and makes them act slowly and must complete their turn in 2 minutes, even if without purpose. The opposing player

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 their timer then they are ignored for this turn. next Eldar turn.

have any models which give them bonuses to and close combat rolls until the start of the

FORCE OF ASURYAN FORCE OF ASURYAN
The Farseer calls upon the enhance his force's fighting in your force and roll a die. The number rolled is the number of bonus APs which can be expended by that your own turn, or in the squad. They can be spent in opponent's turn like CPs. The Farseer calls upon the enhance his force's fighting in your force and roll a die. The number rolled is the number of bonus APs which can be expended by that your own turn, or in the squad. They can be spent in opponent's turn like CPs.

FORTUNE energies and casts them about one one squad on the board. For this of the Eldar units. Choose any The Farseer summons protective

powers of an ancient spirit to potential. Choose any squad

powers of an ancient spirit to potential. Choose any squad

killed should roll a die. On a roll of protective energies and you can ignore the kill. 5 or 6 the model is saved by the

turn any model in the squad that is

PHOENIX SPIRIT
The Farseer calls upon the Wraithbone to allow him to reanimate a recently fallen Eldar. The Eldar player may select one Eldar model (not Wraithguard) that has previously been killed in the game. The Eldar may be placed in an a square adjacent to any Eldar model. The revived action points, using all weapon & special abilities (except psychic ) that the model would have normally. At the end of the action the model is removed from play again..

FORTUNE

DOOM
The Farseer searches for the thread of destiny that spells the destruction of a single enemy model. Choose any

The Farseer summons protective of the Eldar units. Choose any

energies and casts them about one one squad on the board. For this

turn any model in the squad that is 5 or 6 the model is saved by the ignore the kill.

model may immediately take action with D6

enemy model on the board. All ranged and close combat attacks made against the to their rolls. model receive a +1 modifier

killed should roll a die. On a roll of protective energies and you can

AURA
The Farseer or Warlock summons a protective field of warp energy that nullifies any kill they have just suffered.

AURA
The Farseer or Warlock summons a protective field of warp energy that nullifies any kill they have just suffered.

AURA
The Farseer or Warlock summons a protective field of warp energy that 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 Warlock are also nullified. A model in overwatch which is saved by an Aura does not lose overwatch. containing the Farseer or Warlock are also nullified. A model in overwatch which is saved by an Aura does not lose overwatch. containing the Farseer or Warlock are also nullified. A model in overwatch which is saved by an Aura does not lose overwatch.

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