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I dont play eldar myself, but my friend does, so i know the codex anyway.
Anyway, I was playing a game with him, and his farseer took 2 wounds from perils of the warp, in 2 turns, and didn't use a psychic power for the rest of the game because he thought it was jinxed (so did I). After that game he started using runes of winessing. I read the codex on what they do and I thought that theyd cause perils of the warp more often than if he didn't take runes.
I did the averages on this and it turn out if you take runes of witnessing on your farseer you will, on average suffer from perils of the warp more often than if you didn't. This was i while ago so I currently don't have the statistics but I will do them up again if anyone wants to see them.
... There's no place like 127.0.0.1
That is true. Perils of the Warp will happen more often with Runes of Witnessing but if you combine that with a Ghost Helm, your chances of being hurt are reduced quite a bit.
"They say the Darkness consumes you. They don't say what happens after It's done."
Can you post those numbers? I would really like to see and understand them, because I get the feeling that while the chances of a double 1 are a lot bigger, getting a triple 6 is way more difficult than before. But how much more difficult? :wacko:
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
dubbel ones and dubbel sixes are two out of 36 possibilities. 2/36 or 12/216
trip sixes = 1 out of 216. 1/216
two ones out of 3 dices discarding (one of the) highest= 16/216
16/216 + 1/216 = 17/216
so thats 5 additionel perils for each 216 throws however you basicly always pass you psychic test. So good deal.
(psychic test without runes: 3 out of 36 chances of failing or 18/216
with runes: 4 out of 216. 4/216)
The Morbidos Fleet will reclaim the Eldar empire. This time there shall be no mercy. Let them choke in their own blood!