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==Wargear== ===Ranged Weapons=== *'''Brace of Pistols:''' Your "basic" weapon is awesome and fluffy for space pirates. It counts as both a pair of Shuriken pistols ''and'' a pair of Splinter pistols that you can chop and change between whenever you like. Remember the ''Gunslinger'' rule so that you always fire two shots per turn and you always get +1 attack for two weapons. *'''Balelight''' - a one-use weapon. Assault 3d3, Rending, Blinding [[Lasgun|flashlight]] which is ''only'' suitable for when you're just about to charge in close combat. Your HQ choices are the only guys who get access to this. No more pinning so this is a bit overpriced but not a waste of points. *'''Dissonance Cannon/Pistol:''' Weird cousin of a Vibrocannon that starts smaller, but is still better because it can be mounted on Jetbikes and can be gathered into greater numbers. The first shot is S5 AP4, but all dissonance weapons in the unit adds S+1 and AP-1 for each 6 on To Hit rolls from this shooting attack (so sadly, not such a great chance to score 10-1 shots). This is not very reliable so think about it before wasting 60 points for 6 shots at S6 AP3 at 24". For the same points you can take Shuricannons. The pistol can be taken in pairs by HQs and Voidstorms/Felarchs with the same S5 AP4 as the cannon. Don't forget they have the Pinning rule as well. ===Melee Weapons=== *'''Void Sabre''' - Finally a decent melee weapon. '''S+1 AP3 Rending. FUCK YEAH'''. Only your HQs can be kitted with this. Take with a Close Combat Prince and enjoy your S5 eldar space ninja (with Reaper of the Outer Dark he can match 9 attacks on charge). An auto-take for each aggressive character. *'''Venom Blade''' - Stolen from our EMO cousins it's a cheap addition for Felarchs and Barons, because with only S3, compared to a prince, they do not benefit so much from a void sabre. *'''Power Weapons''' - Worth mentioning. If you know you are going to be facing MEQ then take the lance, adding a Maul gets your guys to S5 for target flexibility. The axe doesn't let you take advantage of your Initiative and the sword is less effective than the lance (with T3, 4+ save, 1W (Malevolents have 2W but it wont help them much more) you want to put as much hurt on in the charge as you can. Later rounds will spell your squads doom). The Venom Blade is still better for hitting most Infantry and MCs by far though. ===Special Wargear=== *'''Void Hardened Armour:''' Giving you the Void Hardened Armor rules from Zone Mortalis (so no Rending Flashlights). Don't confuse this with the Voidplate Harness. 10 points per squad. It's practically mandatory if you're running anything in Zone Mortalis, and don't want them to die in troves. In addition, according to FWs update to the Tyrants Legion Army List...these also allow re-rolls for failed saves against Blasts and Template type weapons. Plus a -1" to charges and runs. 10pts on your ''entire'' Reavers, Voidstorms, or Balestrikes squads suddenly seems like a decent choice. *'''Heavy Mesh Armor''' 5 pts for a 4+. For the same cost you can buy a JetPack with a 4+ armor save built in. Only if you want a questionable armored unit that can be transported. *'''Void Harness''' VoidStorm and HQ only. Giving 3+ and reroll Difficult and Dangerous terrain, but losing Fleet. Considering that is 10 pts and the CloudDancer is only 5 pts more, not an auto-take at all. For the Voidstorm is insanely expensive. *'''Tanglefield Grenades''' a S2 AP- blast 3" grenade. Units that are hit have to take a strength test or they see their I and WS halved for one turn *'''Shadowwave Grenades''' basically defensive grenades. *'''Dissonance Breach Charges''' a free upgrade for all of your corsairs within a Coterie with the Vault Breachers specialization. It's a S2 AP3 unwieldy CCW that throws 3d6 against AV (only if they are a building, immobilized or stationary vehicle). If you score at least one six for armour penetration you gain +1S and -1 AP. *'''Combat Drugs:''' If your Prince is a seeker of forbidden pleasures any unit in your army may take these for 15 pts, giving them the same buff as him on the Drugs table. *# +1 A *# +1 S *# +1 Init *# +1 T *# +1 WS *# provides two rolls on the table. *'''Shadowfield''': 25 points to protect and HQ until the end of a phase in which he fails to save a wound with this 2++ save. Our Dark Eldar 'friends' must pay 40 points for this, but our stolen versions are cheaper? Great. Oh, by the way: did I forget to mention every HQ can take it? Your baron that was gonna join the jetbikes to do nothing can now tank some damage. Great! ===Vehicle Upgrades=== *'''Corsair Kinetic Shrouds:''' Provides the Vehicle with a 5+ invulnerable save against shooting attacks if the vehicle moves at least 6" in the movement phase, increased to 4+ until its next turn if the vehicle has opted to move flat out or comes by deep strike. Also get rerolls of the failed invuln saves after deepstriking. *'''Corsair Void Burners:''' Grants Deep Strike. ====Fighter Aces==== Unfortunately taken from the '''Any Other''' Faction table. 35pts for a Flyer to get: # +1 BS # +1 Cover (up to 3+) # 12" Fearless bubble. The first two are not very useful for the Phoenix or Nightwing since they already have good jink/cover saves and accurate enough firepower. However, a Lynx can benefit from all three and the 12" fearless bubble on it meshes well with Corsairs hatred of regrouping. Same goes for the Vampire Raider.
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