|
Post by zippysguitar on Nov 22, 2006 19:55:49 GMT 1
So whatta gwan with the seer council?
Anyone know anyone who has tried them in 2nd ed? or attempted some rules for them?
I dont even what they are tbh but they look quite cool lol
|
|
|
Post by El Capitan on Nov 22, 2006 22:44:06 GMT 1
Seer council is 3-4 Warlocks and 2 Farseers. You could just put them together in 2nd edition form the charcters section to a degree.
There is the possibility of making a 'lesser' Warlock bodyguard group for a Farseer that are high strength with their force weapons and boost the farseers casting in someway.
tester example
A Farseer amy be accompanied by a group of 'Seers', lessr Warlocks whose powers light in premonition and predicition rather than forceful application. This forms a 'Seer Council' on the battlefield, an all inclusive squad led by the Farseer. A Seer council is made up of a Farseer purchased as normal from the Character section and four 'Seers'. Seers have the follwoing profile... M- 5 WS-3 BS-3 S-3 T-4 W-1, I-6, A-1, Ld-9 Weapons - Laspistols and rune baldes [count as force weapons and add +3 to the Seer's strength] Armour - Rune Armour (4= unmodified save) Special - If 3 or more Seers are alive then the Farsser draws an extra Warp card each Psychic phase that only he/she may use. If 1 or more Seers are alive then the Farseer adds +1 to nullify and Daemonic Attack rolls.
A seer bodyguard/council adds +100 to the Farseer points total.
a proviosnal idea thats interesting, applicable and not overly powerful by any means.
Post Number 1,000 ;D
|
|
Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
|
Post by Simon on Nov 23, 2006 0:28:10 GMT 1
The idea of seers rather than warlocks fits in well with the background as well. A farseer is someone who has become fully dedicated to the path of the seer, and has never followed any other Eldar path (the idea of a seer just being someone starting out on that path would play a nice role there), whereas a warlock is someone who has actually tread the warrior path previously and so are not dedicated to the seer path but are merely exploring it as a part of the eldar psyche (that's the reason there are farseer only powers in that deck)
|
|
Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
|
Post by Adoni-Zedek on Nov 23, 2006 5:37:12 GMT 1
Isn't there a limit of one Farseer per army?
I've experimented with giving my Farseer a bodyguard of Level 1 and Level 2 Warlocks, but it gets pricy very quickly. Plus it strips exarches away from my aspect squads. Aspect warriors are nice, but most of them really need that extra punch an exarch can give them. (possible exception of the Warp Spiders, but I don't own any). And with a limited power selection (only 5 powers available for a warlock) you start getting a bit redundant.
|
|
bot
Cbayghan
Posts: 115
|
Post by bot on Nov 23, 2006 10:12:01 GMT 1
you rule the psychic phase. quite powerful.
|
|
|
Post by James 40K Champ *** on Nov 23, 2006 10:52:05 GMT 1
Sounds alright to me, not overly powerful, and not too expensive, but still a nice option for the eldar.
|
|
bot
Cbayghan
Posts: 115
|
Post by bot on Nov 23, 2006 15:23:39 GMT 1
i mean the rule makes 3+ to nullifiy level 4 psyker (and 2+ for anything lower). it virtually prevents all enemy psykers from using powers. now, ice that with psychic hood - an obvious choice for seer. i'm not saying i don't like the rule. it's just quite strong. especially if you got to use psykers. think about orks for instance, who strongly rely on warphead's powers (for sheer destructivity). seer council truly rapes the orks, who are already almost defenceless against properly cheesed up eldar warhost.
|
|
|
Post by zippysguitar on Nov 23, 2006 17:25:54 GMT 1
i quite like the idea of gettin extra warp cards. maybe 1 for every 2 bodyguards rounding down
It could be a bit powerful on the nullifying bit, but this could be changed so that u get two chances to nullify with the farseer using the usual 4+ (3+ with hood) But on the reroll you may not take into account the phychic hood. This way it give the same sort of effect as trying to nullify with a second psycher (ie warlock) but you get the normal 4+ rather than the 5+ for being a lower level psycher
|
|
|
Post by James 40K Champ *** on Nov 23, 2006 21:49:55 GMT 1
True that combi would make dispelling powerful.. but Id say thats fairly realistic for such an eldar force. If you were really relying on your pyskers in the battle, then go take out their farseer?
I guess its something that laytesting could tell if it was too strong.
|
|
|
Post by El Capitan on Nov 24, 2006 10:10:03 GMT 1
rather than the nullify in that form then, possibly give the destiny of Tzeentch special 4+ nullify rule instead? + those Seers would be rather fragile so ts not like they couldnt be sorted out
|
|
|
Post by tturen on Nov 25, 2006 3:02:03 GMT 1
So thats 4 'Seers' for 100 points and a Farseer for 170 points? Force weapons and 4+ invulnerable for the Seers.
Any powers for the Seers themselves?
Would Seers count as additional psykers under the Dark Mil. rules for 1D6 warp cards per psyker? (Ouch.) Keeping in mind our Eldar players often bring in a Warlock just to get the extra D6 alone.
|
|
bot
Cbayghan
Posts: 115
|
Post by bot on Nov 25, 2006 10:23:48 GMT 1
what about borrowing the rule from daemons, where number mastery level, is based on the number of models in unit.
lev1 1-5; lev2 6-10; lev3 11-15;lev4 16+
|
|
|
Post by James 40K Champ *** on Nov 25, 2006 12:58:50 GMT 1
yeah that sounds cool. Personally Id see the unit as a single psykic mind, the seers would just be to boost the Farseers power
|
|
|
Post by zippysguitar on Nov 25, 2006 16:26:36 GMT 1
what about borrowing the rule from daemons, where number mastery level, is based on the number of models in unit. lev1 1-5; lev2 6-10; lev3 11-15;lev4 16+ Say your saying 16 extra models for a farseer!?!!?! I think maybe the amount of models accompanying the farseer should be capped at 4. Involving the 4+ unmod nullify and maybe an extra warp card from the deck for each seer present with him
|
|
|
Post by guest mike on Nov 25, 2006 17:01:25 GMT 1
seers jsut a booster for farseer with some cc potential. Taht way it applies to a psychic strategy without bringing some new terror to 40k
|
|
|
Post by tturen on Nov 26, 2006 17:48:20 GMT 1
If you borrow the Daemons rule I think you need to drop the 'free' force cards, just deal powers and roll a single additional D6.
If you use the 'free' force cards you pay 25 points per seer for up to 4 then and they have no powers. That force card rule is powerful as it allows the council a great many force cards all while the enemy recieves nothing. That has a great many implications. I could see our Eldar players always bringing atleast one Seer on the cheap.
|
|
bot
Cbayghan
Posts: 115
|
Post by bot on Nov 26, 2006 21:34:48 GMT 1
i think it's all right to treat the squad as a single psyker. i wouldn't even allow them to wield any force weapons, as they're not that common. powerswords? poweraxes? all close combat weapons all right. but not 10 force swords.
as yarlen mentioned, theoreticaly the whole army may consist of seer council members, so 20 warlocks + 1 farseer is possible. fun army i know, but for special scenarios, why not?
|
|
|
Post by LukeG on Nov 27, 2006 13:20:15 GMT 1
You're all making it far too complicated.
Leave it as this. Basically a combat squad of doom (4+ ward plus level 3 force weapons) +1 force cards OR +d6 warp flux. Counts as the higher level as long as one seer lives (so 3+ nullify until seers gone)
|
|
|
Post by LukeG on Nov 27, 2006 13:23:02 GMT 1
In fact... make it a functional Level 5 psyker all around. That effects a hell of a lot of powers and gives a point of reference beyond a +1 buff.
An additional Seer power the Farseer channels to go with this Level? Lost with the Seers of course. Additional Eldar or random Adeptus? I recon Eldar power. The seer council then becomes an all in one package of the Warhammer Fantasy familiers.
|
|
|
Post by tturen on Nov 28, 2006 1:41:06 GMT 1
That could work fine. About the force cards say 1D6 if seers are at 50% or greater strength or 1 card if lower than 50%?
|
|