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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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==Armory== ===Ranged Weapons=== *'''Shuriken Pistol''' Identical to the Craftworld Eldar version, most of your units get this base. Pistol 12" S4 AP-1 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. *'''Fusion Pistol''' Just like the Craftworld Eldar version, but you get to take it on Troops. It has a tiny 6" range, but S9 AP-4 and D6+2 damage makes it a powerful tool for melting vehicles and monsters. 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. *'''Neuro Disruptor:''' 12" range at S6 AP-3 D1 at 5 points. Underwhelming? Not at all. Unless you shoot at a vehicle, successful hits will inflict a mortal wound on a target instead of normal damage, bypassing saves. *'''Hallucinogen Grenade Launcher:''' Not a grenade, but an 18" range Assault D3 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 *'''Skyweaver Haywire Cannon:''' One of your longer-ranged weapons at 24" Heavy D3+1 S3 AP-3 Dd3, Blast, against {{W40Kkeyword|vehicle}}s unmodified 4+ to wound always wounds and unmodified 6 to wound deals +1d3 mortals. Strictly worse than their 8th edition incarnation against anything with an invuln save, but the normal shots will basically deny anything an armour save. Also worse against infantry than it was, though it can still do work against GEQs with blast. *'''Voidweaver Haywire Cannon:''' Similar to the last entry, but heavier. 24" Heavy 2d3 S4 AP-3 D3, Blast, against {{W40Kkeyword|vehicle}}s unmodified 4+ to wound always wounds and unmodified 6 to wound deals +1d3 mortals. Your preferred prey will still be vehicles but the blast rule combined with the good AP and damage means it can put some serious hurt on MEQs and weaker units. *'''Prismatic Cannon:''' Exclusive to the Voidweaver, and gets to use one of two profiles, all of which are 36" Heavy: **3D3 S5 AP-3 D1, Blast, good for fucking up marines and guardsmen alike. **2 S12 AP-4 D2d3 for heavy hunting. Averages out to about 4 damage each successful wound. *'''Plasma 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. A shuriken cannon with an extra point of AP and 30" of range that can snipe characters. *'''Shuriken Cannon''' The same gun your Craftworld buddies get. 24" range, Heavy 3 S6 AP-1 D2 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 high strength means it'll wound on at least a 5+ against basically anything. Your Vehicles and Jetbikes get one or more of these standard. *'''Star Bolas''' One of two equipment options for Skyweavers. A D3 Assault weapon rather than a grenade now, with S6 Ap-3 D2, which is reasonably strong, but just like in 8th it's rarely worth choosing them over the Zephyrglaive. You already have better ways to do that kind of damage. ** If you have a jet bike unit that you plan on just using for ranged, these aren't a bad idea. The stat line isn't something to laugh at and can put out the same sorta hurt shuriken cannons can. ===Melee Weapons=== *'''Harlequin's Blade:''' It's a free CC weapon with a bonus attack and AP-1. Does work against T3, and also some other select targets (see troupe entry for elaboration), particularly if you're in a Troupe master's Aura. That said you typically will only take it if you don't have the points for any of the below. *'''Harlequin's Caress/Embrace/Kiss:'''The Harlequin weapons were all folded into a S+1 AP-2 D2 statline. The only differentiating feature between them is which stratagem they can trigger. See that section for that info but otherwise these have a nice general profile that'll threaten the majority of units in the game. *'''Miststave:''' The special melee weapon for the Shadowseer, it hits hard with S+2, AP-1 and D1d3. While AP-1 is poor , the Shadowseer's 4 attacks let it do a surprising amount of damage up close for a Psyker. D3 damage, while not ideal compared to a flat 2 gives it a chance to splat other HQs if things go right. *'''Power Sword:''' Only available to Troupe Masters and exactly like any other Power Sword at S+1 AP-3, making it just about the same thing as the old Embrace. The only real reason to take one is for the Power Sword relic. The trade off of damage for the extra point of AP is questionable at best. *'''Zephyrglaive:''' The melee option for Skyweavers, a S+2 AP-2 weapon with 2 Damage. Combined with the extremely high speed of Skyweavers, it's a useful weapon for quickly wiping out MEQs. Send 'em in for backline support units or have them go in as the vanguard of your forces to tie up and hurt things while your footsloggers hop outta their clown cars. ===Relics=== *'''The Storied Sword''': Replaces a Power Sword, and thus can only be taken by a Troupe Master. A nice little weapon with S+2 AP-3 D2 which automatically hit the target. Pairs nicely with the Veiled King Pivotal Role for reasons that should be obvious. *'''Cegorach's Rose''': Replaces a Harlequin's Kiss, S+2 AP-2 D3 and rerolls failed wound rolls. A decent option that'll let your Troupe Master fuck with death guard and characters all the same. *'''Crescendo''': Replaces a Shuriken Pistol. Fires a staggering 6 shots with a flat AP-3 D2 with Shuriken. A strange choice for a Troupe Master but a pretty solid option on a Shadowseer that wants to hang back outside of fights but still do some damage. *'''Suit of Hidden Knives''': At the end of the fight phase, the bearer can make 3 additional melee attacks (cannot target {{W40kKeyword|TITANIC}} units). When resolving these attacks, each hit inflicts 1 mortal wound and the attack sequence ends. A decent way of finishing off a straggler or a hero on death's door before they could fight back. **Absolutely hilarious on a Death Jester with Rift Ghoul, which gives him a very surprising amount of mortal wound output in melee for a sniper character. Probably not competitive, though hilarious. *** Unfortunately the two abilities don't stack - you can't use Rift Ghoul to get double mortals on your Suit of Hidden Knives attacks because you never roll to wound. They still can trigger their mortal wounds separately though all the same. *'''Starmist Raiment''': Each time an attack is made against the bearer, the hit and wound roll cannot be rerolled. Once per battle in your command phase, you can trigger a 3++ invuln for the bearer until your next turn. Pretty meh compared to the old version, probably a pass but it can help make a unit more durable. *'''The Laughing God's Eye''': Whilst within 6" of the bearer, units gain a 5+++ against mortal wounds. You've got psykers you should be taking to deny powers which shouldn't give you all too much trouble on that front, though if you're up against Thousand Sons or Grey Knights which are pretty hard matchups, a definite thing to consider at the least. Stick it on a Shadowseer or a second Troupe Master if you're gonna take it.
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