Ouai ce serai super si on arrivé à lister ces pouvoirs une fois pour toutes
Je fais la liste des pouvoirs et on l'édite ensemble ?
1) Mind Blast: The Warlock projects a mind-shredding blast of psychic energy. Target any model within
25 cm and line of sight. On a 4+ it is hit and destroyed without a saving throw. If the target uses a damage template,
roll on the head / bridge damage table. This is an ethereal psychic power.
2) Psychic Lock: The Warlock unleashes a bolt of psychic energy which wraps itself around the target and
renders it immobile. Target any model 75 cm and line of sight. On a 4+ the target is pinned and will be unable to
move or fire, but titans can repair damage and raise void shields as normal. The affected target is exempt from
coherency rules and the rest of the detachment may move away. If the target is attacked in Close Combat it does not
get any dice – just use it’s CAF score. This effect lasts until the pinned model can roll a 4+ in the End Phase. Also,
the Warlock may do nothing else if he wishes to maintain the lock from turn to turn (i.e. if the Warlock wants to
move, use another power, etc). This is an ethereal psychic power so Psychic Saves apply.
3) Eldritch Storm: The Warlock summons a huge tempest of psychic energy, which gathers and swirls
above his head. The maelstrom is then sent hurtling across the battle to smash into enemy formations, scattering
them like leaves in the wind. Place the 6 cm barrage template anywhere within 50 cm and line of sight. All models
under the template will be flung to a random edge of it. Scattered models may do nothing for the remainder of the
turn (though the rest of the detachment may act normally). The Storm blocks LOS and nobody can see, move or
shoot through it, but barrages can still be fired indirectly over it. Remove the template at the start of the End Phase.
NetEpic 5.0 Eldar Army Book 21
The Storm has less of an effect on units with a hit location template, taking down one shield if there are any
active or inflicting a single hit on the lowest location on its template with a -2 TSM if no shields are active. These
units can otherwise move and shoot normally.
Doom: Use on any model within 50 cm and line of sight. All shots against that model will hit on a
3+. If that model is in Close Combat its base CAF is halved. Models with shields have a 4+ save against Doom and
may be rolled every turn. Psychic saves may be made against Doom. This lasts until another power is used.
Witch Sight: All enemy firing at the Titan in this combat phase suffer a -1 To-Hit penalty. In
Close Combat, opposing Titans and vehicles use one less die. If the Titan is immobilized it cannot use Witch Sight.
Mind Shout: All enemy models within 25 cm must immediately pass a morale check or go onto
Fall Back orders. Rolls of 1 fail automatically. All friendly units with models within 25 cm can immediately roll to
rally from Fall Back.