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  1. #1
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    Psychic powers in melee

    OK, i've got a pretty noobish question, but i think it's worth asking: can farseers and warlocks cast the psychic powers while they are in melee? obviously, they can't use the 3 shooting powers: mind war, destructo and Eldritch storm; however, the others i find are of great interest. So, can for example, a warlcok cast embolden while his group is in melee?

    Thanks for the answers!


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    Herman1004 Rising Leviathan's Avatar
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    Not sure I can answer your question, but I don't think you have to cast the Warlock powers. I think they're permanent.

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    a warlocks powers, except destructor are always on, and do not require psychic tests to activate, a farseer's powers excepting mind war and eldritch storm are used at the start of the turn and last till the beginning of the next eldar turn, while the two mentioned are used during the shooting phase

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    Awesome, i wasn't sure if the warlock powers are always on. But now let me give you a farseer example:

    My shimmershield/powerweapon Dire Avengers have come into melee with the tau HQ. now, i have a farseer with them, and he cast fortune. However, the fight is prolonged into the next turn. Am i allowed to make another check for perils and use fortune again, as it is not a shooting power?

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    Quote Originally Posted by tabiris View Post
    Awesome, i wasn't sure if the warlock powers are always on. But now let me give you a farseer example:

    My shimmershield/powerweapon Dire Avengers have come into melee with the tau HQ. now, i have a farseer with them, and he cast fortune. However, the fight is prolonged into the next turn. Am i allowed to make another check for perils and use fortune again, as it is not a shooting power?
    Do you mean the fight is extended into your next turn or your opponent's turn? If it's your opponent's turn, Fortune will still be active. If it's your next turn, you do have to re-cast Fortune on them, which I believe you can do in combat since it isn't a psychic shooting attack.

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    I meant in my next turn, and thank you all for the info! This seems like some really, REALLY powerful stuff here... And this gives said Dire Avengers incredible survivability, making the tied-up unit very vulnerable to a cc-specialist attack... the options!

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    Son of LO ericismyname's Avatar
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    Yes you can cast non shooting powers while in CC, and I beleive the math puts a 5+ save reroll at 55%
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    Quote Originally Posted by Prisoner37 View Post
    a warlocks powers, except destructor are always on, and do not require psychic tests to activate
    just to clean up the wording of that a little..
    destructor can always be used if the model is able to shoot. none of the warlock powers require a psychic test.

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    Quote Originally Posted by tabiris View Post
    I meant in my next turn, and thank you all for the info! This seems like some really, REALLY powerful stuff here... And this gives said Dire Avengers incredible survivability, making the tied-up unit very vulnerable to a cc-specialist attack... the options!
    It is indeed, just wait until you try it on a Seer Council (a Jetbike-mounted one preferrably). It's always fun to have a nigh-invulnerable squad to take down your opponent's scary stuff.

    In fact, if what you're going for is a 'tarpit' unit (that is to say, a unit that can absorb a lot of hits/wounds without being wiped out), a Seer Council with Fortune is one of the best in the game. I love to see them shrug off Railgun and Lascannon fire as easily as Lasguns.

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    I've been thinking about it, to be honest, but for that, i'd need to throw 2 units out of my 2000 points list (the way id' play it would be farseer + 6 warlocks). They might be just as effective, though... just need to get some jetbikes then XD

    also, will try out the farseer/DA combo today. I've been using fortune on banshees usually, and it made them even awesomer, since they wiped the target right in the first assault and got shot in the opponent's turn. Now, a DA/farseer combo... i'm gonna try and use that agains the Tau HQ, commander with bodyguard and shield drones, worth bout 350 points. i'm pretty sure they can tie it up till the end of the game.

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