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Warhammer 40,000/8th Edition Tactics/Eldar Harlequins
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===Ranged Weapons=== *'''Fusion Pistol''' Just like the Craftworld Eldar version, but you get to take it on Troops. It has a tiny 6" range, but S8 AP-4 and D6 damage (rolling two dice for damage and picking the highest at 3" range) makes it a powerful tool for melting vehicles. Remember that your units are fast and can leapfrog enemy units, which allows you to occasionally catch out a poorly placed Character. Being able to fire it in assault makes it a more worthwhile pickup for Troupe Masters. *'''Hallucinogen Grenade Launcher''' Not a grenade, but an 18" range Assault 1 weapon exclusive to the Shadowseer. On hit, you roll a 2D6, and if it's equal to or higher than the target's leadership they take D3 Mortal Wounds. Not a bad little toy, and could be seen as a slightly weaker extra Smite. Again, remember your speed and leapfrogging abilities- this can be used to snipe at badly bubble-wrapped Characters. ** Stacks very nicely with LD debuffs, for obvious reasons *'''Haywire Cannon''' One of your longer ranged weapons at 24", it's an Assault D6 S4 AP-1 D1 weapon designed for your vehicles and Jetbikes. Instead of the 2+ Glancing Hits of 7th, Haywire now means it causes one Mortal Wound to a vehicle on a 4+ and D3 on a 6+. Now a dedicated anti-armor weapon, and can dish out some serious hurt even on T9 heavies. Save a command re-roll for turns when you need to maximize your damage output. Its a good weapon, sadly its still unpredictable. Against T7 or less, expect 2-3 wounds inflicted, T8 or more maybe one of two. Best when used in volume and concentrated blasts, so unleash multiple cannons all at once. If you roll hot and snag multiple sixes you can outdo a lascannon, but this is not an army that compensates for randomness well... Still, if you play aggressively as you should, your opponent will likely be dealing with other threats. IF you manage to preserve your cannon wielding units they should steadily pour on wounds ''eventually'' crippling enemy armor. A fusion pistol is simply more reliable, a haywire cannon offers range and a higher upside if you pray ever-so-dearly to the dice gods. **'''Note''': The new FAQ confirms that Mortal Wounds are treated as individual "hits" so you can't roll off against Mortal Wounds inflicted by these, giving them a very powerful niche against things like Quantum Shielding and Serpent Shields. **'''23/07/2017 FAQ Update:''' FAQ confirms that a roll of 4+ is a guaranteed Mortal Wound regardless of if that 4 failed to wound. These are now very reliable at stripping wounds from vehicles that have invulnerable saves. **'''Codex:''' Now Assault d6 instead of Heavy d3, an insane boost, and should make bikes with these and zephyrglaives the go-to anti-Vehicle pick. *'''Neuro Disruptor''' 12" range at S4 AP-3 D3 Damage (1 Damage against Vehicles)at only 5 points as of CA 2019 allows it to fill an odd niche for killing multi-wound infantry units. Given fusions are only 2 points more and can do the same,though at half the range, maybe these are actually worth considering now. *'''Prismatic Cannon''' Exclusive to the Voidweaver, and gets to use one of three profiles- Heavy D6 at Strength 4 AP-2 D1, for zapping light infantry, Heavy D3 at Strength 6 AP-3 DD3 for scorching the likes of Terminators, or Strength 8 AP-4 DD6 for vehicle hunting, all at 24" range. <s>Suffers from the same Heavy-ness as the Haywire Cannon,</s> Not anymore! As of the codex it's Assault D6/D3/1 like the Haywire Cannon. It isn't terrible at what it does, which is threaten a wide range of units; if you're taking a Voidweaver you should probably opt for this seeing as if you want fast Haywire jet bikes make for a better platform. *'''Prismatic Grenade''' Your actual grenade. It's a D6 Grenade with S4 and AP-1. Nothing much to say, just remember to throw it when your Troupes shoot for a bit of extra damage. *'''Shrieker Cannon''' The Death Jester's special toy. Can be fired as a 24" Assault 3 S6 gun (with the AP-3 on a 6 to wound) or with a special Shrieker profile. The Shrieker profile only gets 1 shot with the same profile, but if it kills an Infantry model you cause an additional D3 Mortal Wounds; and if it kills any model, the target unit gets a -2 Ld penalty until the end of the turn. This is fairly useful against single-wound model units, but almost completely useless against characters or multi-wound models, so make sure to use the Shuriken profile against them. *'''[[Shuriken]] Cannon''' Just like the gun your Craftworld buddies get. 24" range, S6 Assault 3 with the ubiquitous AP-3 on a 6 to wound makes it a versatile and useful weapon that can be fired while maintaining mobility. The new wound chart means it'll wound on at least a 5+ against basically anything. Your Vehicles and Jetbikes get one or more of these standard. *'''Shuriken Pistol''' Identical to the Craftworld Eldar version, most of your units get this base. Pistol 12" S4 AP0 is eh, but AP-3 on a 6 to wound makes it moderately useful, and it adds a little extra killing power up close. Remember that it can be fired in melee now. You generally want Fusion pistols if you can afford them, however you always want one Troupe per unit carrying a Shuriken Pistol so you can still spam Grenades. *'''Star Bolas''' One of two equipment options for Skyweavers. A D3 Grenade with S6 Ap-3, which is reasonably strong, but just like in 7th it's rarely worth choosing them over the Zephyrglaive. You already have better ways to do that kind of damage. ** If you have a large jet bike unit taking 1 of these isn't a bad idea, since its a grenade and only one person can fire it. S6 AP-2 D2 isn't something to laugh at and can seriously harm whatever unit you will charge afterwards.
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