40K: Eldar Psychic Powers Part 1

The Eldar have a pretty unique psychic power set with the new book – let’s take a look at why.

Eldar Psychic Powers have always been a mainstay of the army and this new edition is no different. Not only do the Eldar have more powers in their book than most (with the exception of CSM thanks to having 3 Chaos Gods) but they have a truly unique take on how those powers work. For starters they have TWO different sets of powers: Runes of Battle and the Runes of Fate. Today, we’re going to focus on the Runes of Battle because it really highlights the uniqueness of the Eldar. So that said – let’s dive in!

In case you were wondering where we got the info from…

First things first – the Runes of Battle are unique because they have two names and two effects. Basically, when you “roll” to get a power, you get BOTH powers and can choose which is manifesting when you cast the power. You can only resolve one effect per cast, but it’s that dual nature that is so unique – only the Eldar have these double powers (for now). They get two powers for the price of one “slot” which is a deal! What you will notice for these dual powers is that they are sort of like mirrors of each other. One is a positive effect (a buff) and one is a negative effect (debuff). This creates lots of opportunities for your pskyers to mess with your opponents.

Conceal/Reveal

Conceal/Reveal is all about messing with a unit’s ability to be seen or to be hit.

Conceal: Opponents are -1 to hit with ranged weapons on the target unit.

Reveal: Target Unit does not game bonuses to their saving throws for being in cover.

Embolden/Horrify

Sometimes all it takes is a word to encourage or terrify and Embolden/Horrify does just that.

Embolden: Add 2 to a target unit’s Leadership.

Horrify: Subtract 1 from a target enemy unit’s leadership.

 

Enhance/Drain

This one is perfect for creating a favorable situation in close combat.

Enhance: Add 1 to a target unit’s to-hit rolls in the Fight Phase.

Drain: Subtract 1 to a target unit’s to-hit rolls in the Fight Phase.

 

Protect/Jinx

Protect/Jinx is going to really create some vulnerable targets to open up the offensive power of the Eldar on. Conversely, it’s going to make units that typically get rolled over much harder to simply steam-roll.

Protect: Add 1 to a target unit’s saving throws.

Jinx: Subtract 1 to a target unit’s saving throws.

 

Quicken/Restrain

Quicken/Restrain will help your units get where you need them and it will cut the enemy mobility down by half!

Quicken: Target unit can immediately move as if it were the movement phase.

Restrain: Target unit halves their Move characteristic until your next Psychic phase.

 

Empower/Enervate

This is another power that is designed to create a favorable match-up in the fight phase. Keep in mind weapons that trigger on to-wound rolls of 6s when selecting targets for these two powers.

Empower: Add 1 to a target unit’s to-wound rolls in the Fight phase.

Enervate: Target unit must subtract 1 from all wound rolls made in the Fight phase.

12

 

What do you think of the Runes of Battle? Are you ready for the Psychic Onslaught that the Eldar will be bringing to the table.

  • Sebastian Marrero

    Oh Gee, Eldar. How come Mom lets you have two powers per power?

    • Red_Five_Standing_By

      They are way older than you?

    • Christopher2004

      That’s like saying why does guard have so many tanks. It’s what they do

    • LankTank

      Oh god and why do space marines wear power armour?

    • Ninety

      Don’t worry man, I got the reference.

  • Rob brown

    Will they be able to cast reveal and conceal in a matched play game turn though I wonder?

    • Spade McTrowel

      Yeah. 3rd picture down.

      • Rob brown

        Thanks I missed that bit!

    • Me

      Yes, unless they house rule it.

    • I_am_Alpharius

      Well the Conceal/Reveal psychic power is still only a single power, and therefore follow the normal match play restrictions i.e. With the exception of Smite, each psychic power can be attempted only once per turn, rather than once per psyker per turn.

      • Spade McTrowel

        Um…
        Conceal and Reveal are considered two separate powers for purposes of Matched play, as per the Runes of Battle pic, up-top.

        • Heinz Fiction

          Which runes of battle pic are you referring to? I see an artwork picture, then a photo of a few models and a bag of dice, then 6 psycic powers and then another artwork in this article…

          • Spade McTrowel

            Just below the Dice Bag. Click on the “Runes of Battle” box, and it will expand.

          • Heinz Fiction

            Wasn’t showing in mine either for reasons I mentiond in another reply, that was censored by a moderator. Quite spooky…

        • I_am_Alpharius

          Hmm that pic was not showing in my browser unless I cycles through them. I stand corrected! I shall simply delete myself.

  • Heinz Fiction

    Embolden/Horrify is pretty weak, the rest is very useful. Quickening in particular is extremely strong.

    I actually like, that they moved away from aura effects, as playing Eldar shouldn’t be about clumping your units together…

    • Spade McTrowel

      Embolden + Horrify Then cast mind war.

      • Heinz Fiction

        Nah, better smite 2 times

        • Christopher2004

          Except these are Warnock powers and warlocks had crappy smite

          • Heinz Fiction

            Mind war is a farseer power though. You can either choose to buff it’s average damage by 3, using two warlock powers, which will result in 3 mortal wounds total on average if leadership values are even. Or you can have your 3 psykers smite, resulting in 4 mortal wounds total on average (2 from Farseer, 1 from each warlock). Or even better: use 3 of the far more useful powers in your arsenal. Only take embolden/horrify if you already have everything else.

          • Spade McTrowel

            If one of those “Warlocks” is the Hemlock, then you also get the Hemlocks natural LD mod plus IT can cast Horrify. (though TBH, I think the fighter can cast a normal Smite). The real advantage is to snipe characters that are bubbled. Takes a bit of set up so rather situational, but powerful in its own right.

          • Nightwalker

            Yeah but Mind War doesn’t have to target the closest visible target so…

  • BJ Mickle

    Looks like none of these will be able to hit the Hemlock Wraithfighter, which it is already a powerful unit, just kind of ironic that the caster can’t target himself.

  • I_am_Alpharius

    Seem all par for the course when it comes to Eldar powers. Nothing too unfamiliar from previous Codex’s. Good stuff and deadly when their use is timed right.

    • LankTank

      Its good. And I hate them for it =)

  • Christopher2004

    Conceal and protect would be a potent mix. Esp for units like guardians or dark reapers

  • Red_Five_Standing_By
    • Marcet

      That image isn’t showing for me in the main article. Does answer the question though.

    • Yes, having that image show up in the article would have been really helpful.

    • I_am_Alpharius

      The Eldar where ‘concealing’ it….sneaky Elves…

  • Dulahan

    I’m curious what the Farseer ones are gonna be. Especially vis a vis who they can target, like will they still be able to target Tanks and Knights with their buffs?

  • MechBattler

    I’m not sure I like the idea that they can stack Conceal/Reveal and Protect./Jinx. In fact, stacking any of these powers onto the same unit could break things really fast.

    Imagine if they stacked Enervate, Jinx, and Drain onto an enemy unit before charging it. I’m seeing some combos that people are going to really start hating.

    • Gabor Fazekas

      take a hemlock, embolden a farseer, terrify the target and if a darkeldar phantasm happens to be around shoot it, 6 LD difference :3 for pure lolz

    • Alejandro Delgado Gonzalez

      Then u fallback and stomp that unit with shots since they lost so many spells only to do a melee especialist cloose to viable but they only works for melee and has 0 utility on ranged.

      Like others pointed i see them pretty weak. Why would u cast +1 to wound on a bad melee unit when u can do a smite( around 2 mortals) instead. And saying warlocks smite sucks bla bla dont matter. Dont take warloks and take spiritseers. They have normal smites and are so cheap.

      i see all 12 powers sooo weak. Only quicken and conceal are ok among 12 spells lol. Or our powers sucks or smite is too strong

  • MechBattler
    • BigGrim

      What? It’s wrong the the most psychicly gifted race is good at psychic battle?

      • MechBattler

        There’s a difference between being good at psychic powers and having psychic powers or other abilities that abuse and break the game mechanics.
        For example, it’s not a psychic power, but remember how ANTSKNF changed? In 5th, you were able to chase a morale failed marine unit off the board by staying within 6″ of it. Then in 6th and 7th, they totally broke the rule by making the marines auto-regroup no matter what you did. They either regrouped after falling back from combat, or reengaged in combat if you tried to sweep them. Either way, morale was basically meaningless to marines. Now in 8th, it’s just a simple reroll of a failed test, which is powerful, but not broken.

        Eldar psychics have always bent the way certain game mechanics worked. While simple +1s or -1s to various rolls are standard fare, it’s the Eldar’s ability to stack those bonuses and debuffs via casting multiple psychic powers that can make things absurd.

        Remember how bad things could get when Tau stacked Markerlight effects? Eldar are worse than that this edition.

        Eldar could stack Reveal and Jinx onto a unit being shot at by Fire Dragons and that unit would get no saves at all. Add Horrify on top of that, and you practically guarantee that if there are any survivors they will break and flee. These three powers in tandem could systematically ensure the removal of an entire unit from the board with 100% chance of success.

        I’m sure actual Eldar players will come up with even nastier combos than that. Plus these are only half the powers. The half may enable even more ridiculous combo stacking than what’s obvious here.

        Eldar were a Glass Cannon in 5th edition. They were a highly technical army that was powerful in the hands of skilled player that knew what they were doing.

        In 6th and 7th Edition, Eldar became a Derp Cannon that could win almost regardless of what the player did.

        I fear that in 8th Edition, they’re going to be even worse than that.