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Warhammer 40,000/9th Edition Tactics/Eldar Harlequins
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===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.
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