Farseer

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 4f73-47cf-f46b-cbd2
Hidden: false
Costs: 55 Points
Options (3)
A Farseer must buy between one and four Farseer Psychic Powers:
Rules (1)
Farseer Psychic Powers
Farseer Powers are used at the start of the Eldar turn and do not require the Eldar Psyker to have line of sight to the target.

Profiles:

Wargear
Rune Armour:

The bearer gains a 4+ Invulnerable save.

Ghosthelm:

If a Farseer suffers a Perils of the Warp attack, his Ghosthelm will prevent it on a D6 roll of 3+.

Unit WSBSSTWIALdSv
Farseer

5

5

3

3

3

5

1

10

-

Weapons RangeStr.APTypeNotes
Shuriken Pistol

12"

4

5

Pistol

Melee Weapons
Witchblade:

All hits scored in close combat by models armed with a witchblade inflict wounds on a roll of 2+, regardless of the target’s Toughness. Armour saves are taken as normal. Against vehicles, the wielder of a witchblade counts his Strength as 9.

Abilities
Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Used By (1)
Eldar(Catalogue)