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===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.
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