Eldrad Ulthran, Farseer of Ulthwe

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 4ced-ba66-1e53-2816
Hidden: false
Costs: 246 pts

Constraints:

max: 1
Options (1)
Warlock Bodyguard:
Rules (8)
Divination
After both sides have deployed at the start of the game, the Eldar player my reposition D3 units in his army up to 6" from its original position within the normal deploment zone. Additionally, when using reserves the Elday player may add +1 to a single reserve roll each turn.
Runes of Warding
If an enemy psyker attempts to use a psychic power and the psyker or the target is with 6" of the Farseer, the enemy must take the Psychic test on a 3D6 and discard the lowest roll. Psykers who not normally need to make a Psyhich test are unaffected.
Runes of Witnessing
A Farseer with runes of witnessing rolls 3D6 and discards the highest when taking a Psychic test. Note, you must use the two lowest dice, even in the case of two ones.
Rune Armour
A model wearing rune armour has a 4+ invulnerable saving throw. If the move is mounted on a jetbike it may take either the normal 3+ armour saving throw or a 4+ rune armour invulnerable save.
Spirit Stones
A psyker with a spirit stone can use two powers each turn instead of one, but they must be different powers.
Ghosthelm
If the model suffers an attack from the Perils of the Warp he may ignore the attack on a D6 roll of 4+. In addition, any Daemon that is fighting the model in close combat halves (rounding up) its WS.
Independent Character
Individual model. Can join other units in battle
Fleet of Foot
Eldar units with this rule may run instead of shooting in the shooting phase. Roll a D6. The score is the distance in inches the unit may move in the shooting phase. This move is not affected by difficult terrain.
The Avatar; vehicles; jetbikes; any model with a saving throw better than 4+ (with the exception of Dire Avengers, Howling Banshees; Fire Dragon Exarchs and Phoenix Lords); units contain anti-grav/support weapons; and Dark Reapers may never run.

Profiles:

Unit WSBSSTWIALdSv
Eldrad Ulthran

5

5

4

4

3

5

1

10

3+

Weapon RangeSAPType
Staff of Ulthamar

Melee

2+

1

Melee

Allows Eldrad to cast an additional psychic power (including one he already cast this turn), or can be used in an assault, wounding on 2+ and ignoring armour saves. It cannot be used in both manners in the same turn.

Shuriken Pistol

12"

4

5

Pistol

Abilities
Eldritch Storm:

Instead of firing a weapon, place the large Ordnance Blast template on an enemy unit with 18". Each move touched by the templaces takes a Strength 3 hit. The target unit also takes a Pinning test. A vehicle touched by the template suffers a hit with 2D6 armour peneraton and are spun around to face a random direction.

Fortune:

Nominate one Eldar unit with a model within 6" of the Farseer (which may be the Farseer's own unit). This unit may re-rolled any failed armour saves or cover saves unitl the start of the next Eldar turn.

Guide:

At the start of the Eldar turn, nominate one Eldar unit with a model with 6" of the Farseer (which may be the Farseer's own unit). This unit may re-roll any missed shooting to hit rolls until the start of the next Eldar turn. If the unit is using a guess range weapon, you may re-roll the scatter dice if a 'hit' is not the result of the first roll.

Mind War:

Instead of firing a weapon, the Eldar player may choose any enemy model within 18" of the Farseer and within line of sight. Both players roll a D6 and add the Leadership test of the respective models. For each point the Farseer wins by the target loses a wound with no normal armour saves allowed. If the scores are tied, or the Farseer scores less, then there is no effect.

Used By (3)
Eldar (2000)(Catalogue)