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Couple of questions about Eldar....


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Hi folks

 

2 questions really, first...

 

the power "fortune", does it apply to all saves,invulerable, cover, etc?

 

and the eldar have a wargear mask that "prevents" perils of the warp. Is this roll in lieu of a save or in addition too (In other words, 2 saves)

 

Cheers!

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I assume you came up against these and were flustered by its power, since normally one can't ask such things in this PA forum.

 

Fortune applies to "any failed saves" as stated in the codex, so yes that's any and all, including such things as cover saves for vehicles.

 

As for the Ghosthelm, the piece of wargear you're referring to, it's stated thusly: "If a Farseer suffers a Perils of the Warp attack his Ghosthelm will negate it on the D6 roll of a 3+." Note that this means it is not a save of any kind and so can't be rerolled with Fortune. It is made in lieu of an invulnerable save. Basically, when a Fortuned Farseer suffers Perils, there are two choices with four outcomes:

 

Attempt Invulnerable save

- Pass Invulnerable save then be forced to reroll it.

- Fail Invulnerable save then be forced to reroll it.

 

...or...

 

Attempt Ghosthelm Negation

- Pass Ghosthelm ability.

- Fail Ghosthelm ability, suffer 1 wound.

Yes, I'm a Deathwing player. And even tho I won, the effects of these 2 things made the result too close for comfort. That makes "fortune" really powerful... wow...

 

But I was right about that "Ghosthelm". The eldar player was saying you use that, and if it fails, you get your 3+ inv! That made perils of the warp nearly impossible to not pass. Thanks for the heads up!

 

Cheers!

Hmmm....

 

You know what, he would get both, and here's why in a handy resolution chart:

 

1. Player rolls a Perils. Uh ohs!

2. Player rolls for Ghosthelm and fails. Uh ohs!

3. Player now takes a wound, but it can be saved by a normal invulnerable save.

4. Player rolls for inv save and passes, but has to reroll because of the rulebook saying so.

 

I know you're talking about him using the Eldrad special character, in which case he gets a 3+ ward and a 3+ inv save, as his rune armor is better. Just be happy that he has to reroll the inv if he passes it I guess.

The Ghosthelm isn't overpowered, it represents the superior psychic abilities and technology of the Eldar. Their Farseers are like gods compared to human psykers, and Eldar technology is light-years ahead of humanity.

 

I have a question about Fortune and Perils of the Warp. Say I cast Fortune on the Farseer, and he rolls a 2 (therefore the power still works, but he suffers Perils). Is this the progression?

 

1. Perils of the Warp

2. Ghosthelm works on a 3+

3. Assuming it fails, I take a wound, but can use rune armour (4+ invul) against it

5. Fortune cancels out the 'must re-roll invul saves' rule for Perils wounds. So, he just takes a normal 4+ invul save.

The Ghosthelm isn't overpowered, it represents the superior psychic abilities and technology of the Eldar. Their Farseers are like gods compared to human psykers, and Eldar technology is light-years ahead of humanity.

 

I have a question about Fortune and Perils of the Warp. Say I cast Fortune on the Farseer, and he rolls a 2 (therefore the power still works, but he suffers Perils). Is this the progression?

 

1. Perils of the Warp

2. Ghosthelm works on a 3+

3. Assuming it fails, I take a wound, but can use rune armour (4+ invul) against it

5. Fortune cancels out the 'must re-roll invul saves' rule for Perils wounds. So, he just takes a normal 4+ invul save.

 

:D What happened to point 4? :o

 

Anyway, I don't see anything that says that fortune cancels out the Perils re-roll, the combination of the two means that the first roll means nothing and you always re-roll it.

 

Unless you means because you always re-roll, you might as well just roll once. Just make sure you tell your opponent your doing that first.

Reglor is more correct. They do not cancel each other out at all. It's simply "if you succeed the first time, reroll it; or, if you fail the first time, reroll it." Since you can't reroll a reroll, the second result always stands.

 

Why just roll once? If you pass you may yet fail, giving points to your opponent, and vice versa, or the original result might be repeated. It's quite an important thing, and I'd always have my opponent roll both, just like rolling for penetration when nailing a landspeeder with a railgun. You might roll a 6 for pen then a 1 on the chart; but if I just assumed you'd penetrate (S10 + D6 vs AV 10 of course it will), that first 6 now means it explodes. Not gonna fly, so roll both.

 

But the short answer is yes. This is what I wrote earlier:

 

1. Player rolls a Perils. Uh ohs!

2. Player rolls for Ghosthelm and fails. Uh ohs!

3. Player now takes a wound, but it can be saved by a normal invulnerable save.

4. Player rolls for inv save and passes, but has to reroll because of the rulebook saying so.

 

For Eldar Farseers, they have a 4-step program when they peril.

Fortune does cancel out the perils required reroll.

 

So the progression of a farseer with fortune would be

 

Farseer rolled a 2 or 12.

Roll for ghosthelm (3+)

If ghost helm fails then roll for rune armor (4+; 3+ for eldrad)

If that fails the farseer takes a wound

No, Mordekiem, it doesn't cancel it. Period. Where in the rules does it say that? It doesn't. Like the others have said, you re-roll it regardless of the results, by RAW. However, you can just explain this to your opponent and have him agree that you only roll it once to waste less time. Then again, it will probably take as long to do this than it would just to roll it and then re-roll it.
Wait - are people here saying if you use fortune you have to re-roll ALL saves, or are you referring to something else, because fortune is only for failed saves.

 

Yes, fortune makes you re-roll failed saves, but Perils of the Warp makes you re-roll successful saves.

You're right, Legatus. It is pointless. However, them's the rules. Regardless of the agreement you make with your opponent, you have to stick with it. Otherwise, he might just decide to reroll or have them cancel out whenever it's most beneficial for him. If you stick by the rules, then there can be no problem.
No, Mordekiem, it doesn't cancel it. Period. Where in the rules does it say that? It doesn't. Like the others have said, you re-roll it regardless of the results, by RAW. However, you can just explain this to your opponent and have him agree that you only roll it once to waste less time. Then again, it will probably take as long to do this than it would just to roll it and then re-roll it.

Right, so since you have to reroll no matter what they effectively cancel each other and you just roll once normally with no additional rerolls.

 

Say it how ever you want, but they cancel each other out and you just roll once.

No, Mordekiem. Ignoring rules is not how to correctly play the game. In no way can you actually prove what you are saying.

 

In theory, they cancel each other out. However, in practice, you still have to roll, and then re-roll the dice. That is called playing by the rules. And playing by the rules is the foundation of this game.

 

If you want, you can discuss this with your opponent, and agree that they cancel out.

 

So, aside from being quite incorrect, you're also being unneccesarily stubborn about this.

No, Mordekiem. Ignoring rules is not how to correctly play the game. In no way can you actually prove what you are saying.

 

In theory, they cancel each other out. However, in practice, you still have to roll, and then re-roll the dice. That is called playing by the rules. And playing by the rules is the foundation of this game.

 

If you want, you can discuss this with your opponent, and agree that they cancel out.

 

So, aside from being quite incorrect, you're also being unneccesarily stubborn about this.

No matter what you roll on the first roll you must reroll. No matter what you roll on the second roll it stands. So you may as well only roll one dice and let it stand. No need to roll twice. So effectively yes, they do cancel each other out. Yes I have just proved that and yes I am playing by the rules.

 

So I am correct. You rolling twice and only countig the last one is also correct, but unneccesary.

 

You can stubbornly say over and over that they don't cancel each other out, but they do. While I praise you for clarifying how things work, telling people they have to roll twice is just plain silly. Stubbornly clinging to that lame idea is even sillier.

 

Take a chill pill and just roll one dice, dude. ^_^ It makes life easier for everyone, including your opponent.

No matter what you roll on the first roll you must reroll.

Very good. You are catching on.

 

So I am correct. You rolling twice and only countig the last one is also correct, but unneccesary.

How this makes sense... I don't know. You just stated that I'm right, but you are right.

 

...telling people they have to roll twice is just plain silly. Stubbornly clinging to that lame idea is even sillier.

You should read what I type before writing a response, one which you will hopefully think about as you type it.

 

I very specifically gave the alternative to what we both agree to be silliness... that is discussing it with your opponent. Because that's how it works. You follow the rules. If theres an issue like this, you discuss it with your opponent, and save time for everyone in the future. However, in no way is it assumed that the 2 rolls nullify each other, and you only roll once. As I stated, this could lead to inconstincies, such as your opponent deciding to not reroll it at one time, but rerolling it another.

 

When you can bring actual proof to this discussion, your point will be valid. For example, an FAQ that supports your position, or some rule in the rulebook. However, I know you can't. So, you have no proof. As such, play by the rules, and talk it over with your opponent.

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