Editing
Warhammer 40,000/9th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Armory== ===Ranged Weapons=== *'''Shuriken Weapons:''' The unique weapons of the Craftworld Eldar and their bolter equivalent. Though their default statlines only render them particularly reliable against GEQ targets, the signature ability of all shuriken weaponry confers an additional -2 to AP on unmodified 6 to wound, bringing them to AP -3 or AP -4. This can threaten just about any unit in the game that relies on their armour saves, and always combos well with Doom. **'''Shuriken Pistol:''' 12" Pistol 1 S4 AP-1 D1. A complimentary sidearm for Farseers, Warlocks, Spiritseers, and a number of your Aspect Warriors and assorted others. They differ from their rifle-sized cousins only in the rate of fire and range. **'''Shuriken Catapult:''' 18" Assault 2 S4 AP-1 D1. Standard armament for Guardian Defenders and the gun is traditionally pictured when one mentions the Eldar. The improved range means that now they aren't risking charges just to fire their guns, but expect most other forces to shoot at them well beforehand. ***'''Avenger Shuriken Catapult:''' 18" Assault 3 S4 AP-2 D1; having AP-2 base means this beats out a Shuriken Cannon against some highly specific targets - mainly Sisters of Battle, since the target has to be W1 with a good save. Other than that, you can generally treat it like 1.5 Shuriken Catapults. Considering AoC it is now almost 2 times better against those models. AP-4 seems not as much an overkill too now when there are 1+ save terminators in cover that you need AP5 to push to invulns. ***'''Twin Shuriken Catapult:''' 18" Assault 4 S4 AP-1 D1. Two shuriken catapults strapped together. The default underslung gun for jetbikes and hovertanks. **'''Shuriken Rifle:''' 24" Rapid Fire 1 S4 AP-1 D1. The shuriken catapult's big brother, the rifle to its carabine, trading volume of fire for the safety and power projection of an extra bit of range, allowing your shooty Corsairs to soften the enemy for your more close-and-personal units. **'''Shuriken Cannon:''' 24" Heavy 3 S6 AP-1 D2. The first heavy weapon, the shuriken cannon is typically reserved for jetbikes and vehicles. With the changes to both the Shuriken rules and its own statline, this weapon has become something more of a threat against MEQ and the like, though it will still suffer against vehicles. **Shuriken Math: the odds of a successful wound getting the AP benefit are higher the ''harder'' it is to wound something, so Shuriken is a more powerful ability with worse S, while the usual rules for improving AP apply, so it's also more powerful on a gun with worse AP. Here's the breakdown of effective average penetration for the Shuriken Weapons above: {| class="wikitable sortable mw-collapsible mw-collapsed" style="text-align:center;margin-left:auto;margin-right:auto;" |+ style="white-space:nowrap;" | Shuriken Math ! scope=col rowspan=2 | Toughness ! scope=col rowspan=2 | Save ! scope=colgroup colspan=2 | S4 AP-1 ! scope=colgroup colspan=2 | S4 AP-2 ! scope=colgroup colspan=2 | S6 AP-1 |- ! scope=col | Effective AP ! scope=col | Wound+Penetrate Odds ! scope=col | Effective AP ! scope=col | Wound+Penetrate Odds ! scope=col | Effective AP ! scope=col | Wound+Penetrate Odds |- |rowspan=2| 1-2 || 3+/7++ ||rowspan=2| -1.4 || 47.22% ||rowspan=2| -2.4 || 61.11% ||rowspan=2| -1.4 || 47.22% |- | 2+/5++ || 33.33% || 44.44% || 33.33% |- |rowspan=2| 3 || 3+/7++ ||rowspan=2| -1.5 || 38.89% ||rowspan=2| -2.5 || 50.00% ||rowspan=2| -1.4 || 47.22% |- | 2+/5++ || 27.78% || 36.11% || 33.33% |- |rowspan=2| 4 || 3+/7++ ||rowspan=2| -1.67 || 30.56% ||rowspan=2| -2.67 || 38.89% ||rowspan=2| -1.5 || 38.89% |- | 2+/5++ || 22.22% || 27.78% || 27.78% |- |rowspan=2| 5 || 3+/7++ ||rowspan=2| -2 || 22.22% ||rowspan=2| -3 || 27.78% ||rowspan=2| -1.5 || 38.89% |- | 2+/5++ || 16.67% || 19.44% || 27.78% |- |rowspan=2| 6 || 3+/7++ ||rowspan=2| -2 || 22.22% ||rowspan=2| -3 || 27.78% ||rowspan=2| -1.67 || 30.56% |- | 2+/5++ || 16.67% || 19.44% || 22.22% |- |rowspan=2| 7 || 3+/7++ ||rowspan=2| -2 || 22.22% ||rowspan=2| -3 || 27.78% ||rowspan=2| -2 || 22.22% |- | 2+/5++ || 16.67% || 19.44% || 16.67% |- |rowspan=2| 8-11 || 3+/7++ ||rowspan=2| -3 || 13.89% ||rowspan=2| -4 || 16.67% ||rowspan=2| -2 || 22.22% |- | 2+/5++ || 11.11% || 11.11% || 16.67% |- |rowspan=2| 12+ || 3+/7++ ||rowspan=2| -3 || 13.89% ||rowspan=2| -4 || 16.67% ||rowspan=2| -3 || 13.89% |} ***Note this doesn't necessarily mean that you ''should'' fire your shuriken catapults and stuff at vehicles and expect to kill them. Sure, they'll be more likely to do damage, should a wound go through but you're not looking at a lot of them doing so *'''Heavy Weapons:''' Standard fare on a majority of your vehicles that actually have options. Compared to their equivalents in other armies, your Heavy weapons tend to have slightly better AP but pay for it with their reduced range/strength values. **'''Scatter Laser:''' 36" Heavy 6 S6 Ap-0 D1. A GEQ grinder and multilaser equivalent. Most of the time, worse than a Shuriken Cannon (e.g. against MEQ), relying more on the volume of fire to kill targets rather than AP. Perfect for hunting ork mobs. **'''Starcannon:''' 36" Heavy 2 S7 AP-3 D2. Eldar plasma weaponry, MEQ/TEQ mulcher and capable of some hurt on your average vehicle. Consider it as something of a side grade to your shuriken cannons, more strength, and more reliable AP but fewer shots. It'll fry the aforementioned targets more consistently but it absolutely does not want to be aimed at hordes. **'''Bright Lance:''' 36" Heavy 1 S8 AP-4 D3+3. A Tank/Monster terminator. A space elf lascannon. It finally got its damage output changed from d6 to 3+d3, making it a very consistent damage dealer and a solid choice for some heavy, long-range firepower. **'''Aeldari Missile Launcher:''' Choice of two profiles: 48" Heavy 1 S8 AP-2 D1d6 or 48" Heavy 1d6 S4 AP-1 D1, Blast (the latter is basically a long-range Plasma Grenade). A flexible weapon that does its best work against single models like vehicles or against GEQ infantry squads. Unchanged from the last edition and because it's a more generalist option, tends to fall flat compared to other specialized weapons. You'll probably wanna pass most of the time. *'''Plasma Grenade:''' 6" Grenade 1d6 S4 AP-1 D1, Blast. [[Heresy|The xeno love child of Frag and Krak]]. A Grenade that does work against GEQ and can reasonably threaten MEQ, though it's generally not healthy for the units who can take these to be within such close proximity to them. ===Melee Weapons=== *'''Power Sword:''' Our classic butter knives, now with some extra added bite! The +1 to strength pushes all our standard space-elves to strength four, letting them cleave through GEQs and even MEQs that little bit easier. As always with power swords, anything without an invulnerable save will suffer under their -3 AP. *'''Power Glaive:''' S+2 AP-2 D2. A bit more of a MEQ hunter, wounds more reliably and does more damage, with slightly less AP. *'''Star Glaive:''' Sx2 AP-3 D2. It's a powerfist, sorta. Noticing a theme with the glaives? *'''Witchblade:''' One of the melee weapons legitimately unique to the Eldar, it has a strange profile at first glance, with S User AP-1 D2, but it always wounds on 2+. [[rape|Always. On everything.]] Unless it doesn't because it has transhuman or some other rule. **'''Singing Spear:''' A worse witchblade, except it also includes a shooting profile of 12" Assault 1 S9 with no AP, but D3 (why the S is different is anybody's guess, since it doesn't change how the weapon performs). Given this makes your psyker less of a threat in melee and will hurt pretty much nothing with its lack of AP, pass this one. ===Vehicle Wargear=== *'''Crystal Targeting Matrix:''' (10pts) Your vehicle may ignore modifiers to its ballistic skill. This doesn't prevent the vehicle's BS from dropping whenever it drops to a lower bracket on it's damage table. *'''Spirit Stones:''' (10pts) When referencing your vehicle's damage table, double the number of remaining wounds it has for the purpose of determining stats. *'''Star Engines:''' (10pts) Add 3" to the vehicle's move characteristic. *'''Vectored Engines:''' (20pts) Once per battle, during your command phase, you may activate your vehicle's Vectored Engines. It gains Battle Focus for the turn. Very expensive, but can keep your Fire Prisms alive for an extra turn. ===Relics=== Any non-named {{W40Kkeyword|Asuryani Characters}} can take one of the following relics if your warlord is part of a battle-forged {{W40Kkeyword|Asuryani}} detachment. However, you could instead take two of the Aspect Shrine Relics in place of a regular one. <tabs> <tab name="Universal"> *'''Aegis of Eldanesh:''' Autarch only. This provides a 2+ save and reduces incoming damage by 1, making for a tanky model. A definite recommend if you plan on throwing him into anywhere where they'll be in very fierce combat. *'''Faolchu's Wing''': {{W40Kkeyword|Infantry}} only. The bearer's Movement is set to 12", and he gains {{W40Kkeyword|fly}}. Whenever the bearer flies over one enemy unit, you can deal d3 mortal wounds on a 2+. Useful for speeding up a Spiritseer or a Bonesinger that should accompany some wraith units. *'''Firesabre''': Replaces a Starglaive or Banshee Blade. This beast is a much more respectable S+3 AP-4 D2, and on a 6+ inflicts a Mortal Wound on top of the base damage, it's given a good little bump when fighting single models. Nice for fighting Characters with an Invuln. The only issue stems from the fact that Autarchs with wings aren't especially good for character hunting, and Skyrunners will be trading in the Power Sword for a Lance anyway. Not much of an improvement over the base Star Glaive, you're better saving your CP unless you REALLY need that AP-4. *'''Kurnous' Bow''': The bearer's Shuriken pistol gets three shots at S5 that deal mortal wounds. Though somewhat potent, Kurnous' Bow is still limited by its Strength, which means the Star of Vaul will likely give you considerably more mileage against a wider array of enemies (particularly if equipped on a Skyrunner). Combos well with the Hail of Doom custom trait, exploding 6s strat, and a few Strands of Fate 6s on hits and wounds to become a CP intensive MW machine. *'''The Phoenix Gem''': The first time the bearer is slain, he resurrects with 1d3 wounds on a 2+. Gone is the explosion, gone is the potential cheesing with the Ynnari. All that's left is the desperation to save your precious HQ. The good news is that you now wait until the end of the phase that your character died in to bring them back, keeping them safe from further focus fire. *'''Shard of Anaris''': Replaces a Starglaive or Banshee Blade, making it S+1 AP-3. Because you should only be getting into fights with T4 or less if you can help it, the Firesabre will actually usually do better for you - have something else in your army deal with higher toughness models. However, if you're planning on breaking hordes, this allows you to easily wipe them since the shard provides 3+d3 extra attacks. Interestingly, this is actually worse than the base star glaive against most things in the game you would want to dedicate a melee monster character to kill. Always pass, unless you find that guard conscripts are ruining your day. *'''Sunstorm''': Replaces a jetbike, granting it a monstrous 20" movement as well as ObSec - a curious but powerful addition since characters don't tend to get this rule. That said, this can make for a very nimble pincushion of a biker Autarch or a biker Farseer who wants to cover everyone with their casting. *'''The Weeping Stones:''' {{W40Kkeyword|Psyker}} only. While the bearer is on the field, you can roll an additional d6 for Strands of Fate. </tab> <tab name="Aspect Shrine Relics"> *'''The Avenging Blade:''' Replaces the Dire Avenger Exarch's Diresword, giving an S+2 weapon that deals a mortal wound every time. This bump in strength can help with overpowering T4 or T5 infantry, but now that MEQ tend to have multiple wounds, don't expect to see your exarch murdering much. If you want a melee exarch, the D2 power glaive is a better choice and doesn't cost CP. *'''Cronescream:''' The Howling Banshee Exarch's relic, which replaces nothing. Once per battle during the fight phase, you can trigger this, dealing d3 mortal wounds to an engaged enemy and then another mortal wound for each charge this unit has made ''during the battle''. You know how they can often fall back and then use their stratagem to charge again? Now you can weaponize it further. Critically can also be used after you have been charged by something else that threatens to wipe your Banshees in melee, like Incubi, Repentia, or Harlequins. *'''Dragon's Fury:''' The Fire Dragon Exarch's relic, which replaces nothing. Instead, enemies charging this unit take a -2 to their rolls. Maybe this would prevent the charging rage of a dreadnought or maulerfiend, but don't expect a leman russ to care. *'''Khaine's Lance:''' The Shining Spear Exarch's relic, which replaces nothing. When charging, they can make an engaged enemy suffer d3 mortal wounds and makes them fight last on a 4+, which is a decent rider on their favored action. *'''Shadowsting:''' Replaces the Striking Scorpion Exarch's Biting Blade. Provides an extra-meaty chainsword with S+3 AP-2 D2 that still gives two extra attacks, making them a better option for killing MEQ and higher. Since you pretty much always want your Scorpion exarch to have the auto-wound power, this doesn't provide much benefit. *'''Shrine Skull:''' Only usable on a Dark Reaper Exarch with a Reaper Launcher, not any of the other guns. Whenever the exarch kills someone, that unit takes -1 to their combat attrition checks until the next turn. Remember kids, morale tricks are almost never worth it. *'''The Spider's Bite:''' Replaces the Warp Spider Exarch's Powerblades. S+2 AP-3 D2 sounds alright, and a natural 6 to wound deals an additional wound, though you're still only dealing this like once per turn. While Spiders tend to be close-ranged, this won't do much beyond a dead model or two a turn. *'''The Swooping Plume:''' The Swooping Hawk Exarch's relic, which replaces nothing. This grants the exarch a 4++ invuln and the rest of the squad a 5+++ FNP save. This makes your Hawks surprisingly durable when combined with their redeploy ability. </tab> </tabs>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information