Warplocks
When the Eldar civilization was formed, before The Fall, there was not much need for the Eldar to follow the rigid constraint of the Eldar path. However, at the time of The Fall, there formed a secret organization of 22 Warlocks, and 11 Farseers, thus using the Eldar's power and knowledge, in hopes to learn more in depth of the power, and horrors that befell the Warp. They formed in order to be able to protect the Eldar race, should The Great Enemy ever take a strong enough hold on the Eldar to be able to decimate their race completely. They believed, due to their Team of Farseers that the Warp Spiders would eventually tear a hole to the Warp too large to mend, thus throwing the Eldar into a state of war once again.
The Farseers, known in the organization as Warpsights, were the wisest, and most experienced of all the Farseers, including Eldrad Ulthran, and when Eldrad was thrown into the state of unending struggle in the heart of the chaos fleet, the Warpsights were an instant away from reversing the effects of Abaddon's Blackstone Fortress, which would have engulfed the entire fleet, ending the Despoiler's Reign.
The Warplocks still remained hidden for many years, waiting for their chance to push the Chaos Legions back, and hopefully ending their torment of worlds, once and for all.
The Warplocks have been continously training their minds, and bodies, to be able to one day create enough raw emotion and feeling through the power of their Psychic abilities to create another Chaos God, but one that they could manipulate with enough of the Warplocks working together. However, the knowledge of how powerful Slaanesh is often strays their faith in themselves to depression, and worry towards every possibility that Slaanesh would only find a way to engulf the Eldar more quickly, should they do so.
These Eldar have been completely unheard of for the entirety of the organization's existance. Recently, the Biel-Tan were using the Warp Spiders' Warp Jump Generators continuously, testing the power of the contraption. When doing so, The Warplocks caught sight of the extended Warp jumps, and raced to the scene, hoping they could get there in time. When they reached the Biel Tan, it was too late. The Generators had ripped an enormous hole to the warp, just as the Warpsights had foretold.
It was then that the Warplocks emerged to defend their kin; fighting the thousands of Daemons that came through without ceasing, and eventually killed them all, and fixed the warp hole with the simple chant they had constructed to combat the Warp-crazed, all without losing any of the members. That day, the Eldar of each craftworld thanked the Warplocks for their heroism, and bravery in the act of saving the Eldar from the painful horrors they would have experienced at the hands of the Chaos Gods.
Since then, the Warplocks have split up, and increased their numbers to the thousands, for the chance that they may be needed once more.
Special Rules-
Fleet of Foot
Warplock Powers: Each Warplock may each take a psychic power as detailed below.
Link to the past: Warplocks have seen more of the remenants of Eldar from the ancient times before The Fall than anyone else, due to visits to the warp. The warplocks, and the Warpsights are Spirit Seers in all respects.
Warp-Trained: Warplocks have had many years of training, and their successors know everything they do, as the Warplocks have transferred their memories to the new recruits by a single touch to their forehead. The original Warplocks have undergone warp-missions in their quest to incorporate the Warp's powers as their own, or to increase the knowledge of the powers within such. Warplocks, and Warpsights have a hightened toughness as described in their profile Vs Flamers, Heavy Flamers, Melta weapons, Flamestorm cannons, and anything that allows the Warplock's 2+ armor save to be used, as detailed in the Warp-Tested Cloak's entry.
Wargear: (Warplocks)
Warp-Tested Cloak:The Warplocks have discovered a Rune combination that has been tested to withstand the powers infested in the Warp, let alone the Mortal Realm. Warplocks have a 2+ armour save against any and all shooting weapons in either a Chaos Daemons, or Chaos Space Marines army, all types of Psychic power-inflicted wounds, even those with AP 1 or 2, and all weapons with that inflict instant death (unless it does so due to Strength 8 or higher weaponry that does not fall under the other reasons to give a 2+ armor save), and have a 4+ invulnerable save against everything, including the previously mentioned weapons. This Cloak wearer may also attempt to negate a psychic power entirely if one wishes to, and once per game, per cloak, the player may choose to roll a D6 to try and prevent the power from ever being used. On roll of 4, the psychic power is not prevented, but both the Warplock, and his target for the cloak both take an armor save.(2+ allowed) On a roll of 5, the psychic power counts as rolling a total of 11 for the result rolled, preventing the Targeted Psyker's ability from activating. On a roll of 6, the opposing player rolls a D6. On a 4+, the targeted Psyker counts as rolling two 1's, passing the psychic test, but taking a wound, allowing an invulnerable Save. If this save is not passed, the Psyker takes an additional wound, allowing armor saves. On a 3 or less, the psyker takes two wounds, no saves allowed, invulnearble or otherwise!
WarpBlade: Warplocks have been trained in the art of close combat, to the extent of prowess that the Terminator Assault Squads of the Imperium have been. Doing so to be able to combat Warp-Crazed beings, and anything that is Chaos-Infested, thus the Warpblade was created. The Warpblade is a Wraithsword, in all respects, that is too heavy for any normal person to carry, even the Warplocks! The Warplocks can use their psychic powers, however, to decrease the density of the metal that the blade is made from, thus making it lighter, and twice as fast as a Witchblade in combat! However, it is necessary for the Warplocks to concentrate their powers into doing so, using both hands to encorporate the psychic energies into the blade. Any less would deteriorate the effect of the Warplock's psychic power. The Warpblade is a 2 handed Power weapon, that encorporates +2 strength to the bearer.
Wargear: (Warpsights)
WarpBlade: as detailed above
Runes of Witnessing: As Detailed in the Eldar Codex
Runes of Warding: As Detailed in the Eldar Codex
Spirit Stones: As Detailed in the Eldar Codex
Warp-Cloak Prototype- As described in the Warplocks' entry for a Warp-Tested Cloak, the same applies to the Warpsights, except that the Warpsights' Cloaks have been not been actually tested by admission to the Warp. This is because the Warplocks rely too much on the Warpsights for guidance to risk losing one. This is illustrated by the Prototype version, which has been created to be much more effective, as far as they know, for it has not been tested yet. Prototypes have the same rules with the following exceptions:
-The given armor save is tested each time the Warpsight is applicable for a 2+ armor save, after all shooting from a squad, directed at the Warplocks, has been completed, and a wound has been allocated to the Warpsight, Roll a D6, on a 1, only the invulnerable save is permitted for this Shooting Phase. Continue, assuming the Warpsight might have the 2+ save during the next Shooting phase. You only need to roll once per phase, and only if a wound is allocated to the Warpsight.
-The invulnerable save given to a Warpsight is a 3+, as described in their profile.
Psychic Powers: (Warplocks)
Warplocks may take any of the Warlock Psychic abilities as detailed in the Warlock Entry (Except Enhance) in the Eldar Codex, and need not test for psychic powers as stated in this entry.
In addition, Warplocks have the option to take the following Psychic powers:
Warpfire: The Warplock channels his mental energies to engulf the enemy in a fire genreated from warp particles. It is worked out like a normal shooting attack with the following profile:
Range: 18" S6 AP2 Assault 3 (these shots may never be rerolled to hit, or to wound by anything)
Swordwind: The Warplock Channels all of his energy into a single, lightning fast fury of blows with his Warpblade, thus, automattically hitting in CC, but loses the extra attack from charging. (Can only be used if the unit charged this turn)
Psychic Powers: (Warpsight)
Warpsights may take any of the Farseer Psychic abilities as detailed in the Farseer Entry (Except Fortune) in the Eldar Codex.
Warplocks__________ ___________________ _75 points per model
WS BS S T Wo I A LD Sv
Warplock - 4 5 5 4(6) 2 6 3 9 4+(i)
Warpsight- 4 5 4 4(5) 3 6 2 10 3+(i)
Unit Composition: Warpsights are 150 points each, who may
3-5 Warplocks take any of the following psychic powers:
0-2 Warpsights(1-2, if there are 5 Warplocks) -Doom-25 points
Wargear: WarpBlade, Warp-Tested Cloak. -Mind War-20 points
-Guide-20 points
Transport: May be mounted in a Wave Serpent -Eldritch Storm-20 points
Warplocks may each take Any of the Warpsights may take Runes of
one of the following Powers: Witnessing, Runes of Warding, or Spirit
-Conceal-15 points Stones for 20 points each.
-Destructor-10 points
-Embolden-5 points
-SwordWind-10 points
-Warpfire-20 points