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i have looked in both the rule book and the codex and i cant find the answer as to when Eldar cast their Phychic powers. The Codex says to follow the rules in the rule book, and the rule book doesn't tell you what part of the turn you cast them. The only thing i found was where the codex describes the powers it says "at the beginning of the turn". So does that mean before movement, or before anything else can happen?
That is exactly what it means. There is nothing before movement, and that's when Psychic Powers happen (for the Eldar)
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
So if at the start of turn 2 my Farseer is 10 inches away from my Dire Avengers he will not be able to cast Guide on them?
Yup you won't be able to, With Eldar you have to plan a few turns ahead like in chess so each unit can support eachother. Doom, guide and fortune are all before movemnt and require no LoS. They other two require LoS and are in the shooting phase. so you have to plan ahead as to what you want.
I've heard talk that psychic powers in the future might work the same as the mastery level for DH so a couple years and you might be able to do it .
"Reached under the bed and pulled out a Converse and a beer, I appear to of developed the miraculous power to turn shoes into beer!.... or beer into shoes." - Fallen Autarch after St. Patricks day.
Somewhat relatedly, if you're new to Eldar and psychic powers you should locate the Eldar FAQ on the GW website. It clears some questions up that you 're bound to have before you run into them in the middle of a game.
Actually I'd encourage you to print out the sheet on how runes of witnessing interact with various other armies anti-psycher stuff. It's generally quite favorable to the runes and if you're playing against an overly competitive type they may not want to believe you without some evidence.