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What is the point of snake eyes being devastating for eldar farseer if the ghost helm reverses the effect anyways
Last edited by Skarsgard; February 12th, 2009 at 21:50. Reason: Capitals.
"Suffering Is Wisdom"
From memory, (don't have my codex in front of me disclaimer )
I think the ghosthelm gives you a roll to ingore the effects of the perils of the warp attacks. It is not an automatic "ignore".
*Stands back and prepares to be corrected*
What ??? on a roll of double one for a phsycic test you have perils of warp which as farseers are now toughness 3 is instant death unless you roll a 3+ for your ghosthelm. Where does mind war come in to this farseers dont take wounds from mind wars. Even if your oponents leadership+d6 is more than your leadership + d6.
Last edited by Skarsgard; February 12th, 2009 at 21:52. Reason: Capitals
you cannot shoot my harliquins because beneath their mask is an idea and ideas are bulletproof
Perils has changed in 5th Ed. It just causes a wound (no strength associated with it).
What the OP is talking about is rolling snake eye for the psychic test. Not the roll off for the effects of mindwar.
5th has made the farseers what I think they should have always been, one of the safest pyskers in the game. With the wound no longer insta killing normal farseers (which was stupid seeing as eldar are one of the most powerful psyker races ) I feel free to cast all day long. And you are correct the ghost helm only negates on a roll. Of course we also get the inv save. So to answer the original question the snake eyes will cause a perils test which the farseer will hopefully not take a wound from.
The worst part of it is that you have to re-roll a successful invulnerable save for a perils attack. It makes the Ghost helm really good.
If you have fortune up you can reroll a failed one and the second roll is fine if it works as you can't reroll a reroll so we even get a sneaky work around to avoid that some times.
Oh, I agree. Farseers are the best placed psykers to deal with a perils attack, well second anyway...
the ghosthelm - gives an additional save against perils-of-the-warp
runes of warding - all enemy psychic attacks are made with extra dice
runes of witnessing - roll extra dice for all psychic attacks, discard highest number (which unfortunately increase the potential for snake eyes)
Just a minor edit. Just try and keep direct rule quotes to a minimum or paraphrase slightly.
Last edited by Skarsgard; February 12th, 2009 at 23:10.
Terminator armor going critical would be like Three Mile Island only very, VERY angry, and carrying a hammer.
LO rules in a nutshell: Don't post unit costs, be polite, rep posts containing of win.
A rerollable 3++ is not bad at all. I'll take those chances.
If a Million Guardsmen die, that's a statistic. If one marine dies, that's a tragedy.