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===={{W40kkeyword|Vehicle}}==== <!-- ---------------------------------------------------------------------Support Weapons-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Support Weapon Battery|Support Weapons]] ''' |- |''Vehicle'' |- |colspan="2"|[[File:Eldar Support Weapon.jpg|200px|left|border]] Your cheapest Heavy Support options are not to be underestimated. Support Weapon teams have access to a relatively unique roster of guns that are tailor made to wreck someone's day from a distance quite alien to a substantial portion of your non-tank roster. Long story short, you take these guys if you still want to hit harder targets fairly hard, but want to save points for one of your other slots. You can still take up to 3 of these guys per unit, though they have lost the ability to split off and act independently. |- |colspan="2"| :'''Heavy Weapon Options''': Support Weapons come equipped with a Shadow Weaver. They may exchange it for either a Vibro Cannon or a D-Cannon <tabs> <tab name="Shadow Weaver"> Your cheap artillery platform. d6 S6 AP-2 D1 is good for killing GEQ targets and stripping wounds off of MEQ targets, but you'll want to take a couple of these if you want to genuinely notice whenever they shoot something with it. </tab> <tab name="Vibro Cannon"> This gun got a lot more potential since the number of shots it got bumped up to d6. In addition, 2 or more Vibro Cannons into the same (non-FLY) targets hit automatically, a third gets plus 1 to wound and each unsaved wound is a dead marine from up to 48" away. Definitely worth a shot. </tab> <tab name="D-Cannon"> The most expensive, but most devastating option. Though your shortest ranged weapon at 24", you can hit some poor sonovabitch with a d3 S12 AP-4 d3+3 Blast that ignores LoS to thoroughly ruin his day. Unmodified 6's to wound with this also plant on a MW for good measure. Best reserved for tanks, monsters and titans. </tab> </tabs> |} <!-- ---------------------------------------------------------------------War Walker-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Eldar War Walker|War Walker]]''' |- |''Vehicle'' |- |colspan="2"|[[File:War Walker.jpg|200px|right|border]] Your discount standard heavy weapon platforms, War Walkers are the cheapest option available to you for bringing any of the standard heavy weapons to the field in bulk. Because they can be equipped with any two heavy weapons, they are immensely flexible and can perform anything from anti-infantry duties to anti-vehicle duties as well as any mixed combination you desire. They're also blessed with a respectably durable statline complete with a 5+ invulnerable save in case your opponent brought some anti-vehicle weapons of their own. Keep in mind, though a walker, this thing is basically helpless in melee so try to keep a tasteful distance from the mon'keigh you're gunning down. |- |colspan="2"| :'''Heavy Weapon Options''': War Walkers are equipped with two Shuriken Cannons by default, but are free to mix and match them with any other standard Heavy Weapon. <tabs> <tab name=" Shuriken Cannon"> When you want to keep it dirt cheap or expect a mix of GEQ/MEQ targets, you can't go wrong with these. Not much to say about them that hasn't already been said. </tab> <tab name="Scatter Laser"> A War Walker equipped with two of these can make for a rather frighteningly cost effective GEQ killer, not even mentioning if you took more than one such equipped War Walker. If you take a full unit of War Walkers, consider having at least one equipped with bright lances (or pair a scatter laser with a bright lance per walker) in case your opponent brought some vehicles to contest yours. </tab> <tab name="Starcannon"> Two starcannons can easily decimate MEQ/TEQ units, but you'll likely want at least four spread out across two-to-three other War Walkers to ensure the complete death of a MEQ unit in case a shot or two missed. </tab> <tab name="Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer, wonderfully effective if dual-wielded. One or two War Walkers with bright lances can safely erase enemy monsters or vehicles quite handily, assuming their shots landed true. Consider bringing another one with shuricannons/scatter lasers to help balance the unit against infantry. </tab> <tab name="Aeldari Missile Launcher"> A flexible option for flexible chicken walkers. The flexibility is extraordinarily useful, but these things dramatically spike the price of your War Walkers, which may somewhat undermine the point of bringing them. That said, ultimately a War Walker with two of these is still cheaper than a Wraithlord or Wave Serpent with two of these. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Falcon-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Falcon]]''' |- |''Vehicle'' |''Transport'' |- |colspan="2"|[[File:Falcon 1.jpg|200px|left|border]] The classic Falcon continues to serve as a jack-of-all-trades tank capable of carting a family of six to and from glorious battle or just firing its array of weaponry at whatever type of target you equipped it to handle. Each Falcon is equipped specifically with a Pulse Laser that is best suited against more elite targets due to its multi-damage profile and high strength. As ever, you can pair the falcon with one heavy weapon of your choice. To this end, you can double down on the Pulse Laser's anti-{{w40kkeyword|vehicle}}/{{w40kkeyword|monster}} specialty or you can equip it with something more tailored towards infantry to ensure it can do a little of everything. Just keep in mind that if you do equip it with something like a shuricannon or scatter laser that it's going to generally struggle to off any one type of target on it's own in as little as one turn. Fortunately, that's where the transport capacity can come in handy; whatever the Falcon may have struggled to kill the Aspects embarked inside may very well be able to finish off. As far as comparisons go, when held up to it's Wave Serpent cousin, the Falcon is the discount, offensive option while the Wave Serpent functions as the defensive premium version. Unfortunately, Falcons are in a rather hotly contested unit category with the likes of Support Platforms and Fire Prisms while the Wave Serpent sits comfortably in it's own dedicated slot. If your focus is heavy in Aspect Warriors like Fire Dragons or Howling Banshees, a Falcon can do the job while functioning like a Great Value Fire Prism. If you plan on maxing out those Aspect Warrior squads or plan on going heavy with your vehicles, you may consider splurging for the Wave Serpent instead. |- |colspan="2"| :'''Heavy Weapon Options''': Your Falcon comes equipped with a chin mounted Twin Shuriken Catapult as well as a turret-mounted Pulse Laser and a Shuriken Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon while the Shuriken Cannon on the turret can be swapped for a Scatter Laser, Starcannon, Bright Lance or Aeldari Missile Launcher. <tabs> <tab name=" Shuriken Cannon"> When you're just looking for the cheapest transport you can field, this is it. If you upgrade the underslung shuripults to a cannon as well, you can get a solid amount of work done between the two of them as well as the pulse laser. </tab> <tab name="Scatter Laser"> The increase from 4 to 6 shots per scatter laser did wonders for this gun. Paired with the underslung shuripults/cannon, this can put out a respectable amount of anti-infantry firepower while still being a threat to bigger targets courtesy of the pulse laser. Consider this loadout if you plan on dumping Fire Dragons out of the Falcon to help cover their weakness against hordes. </tab> <tab name="Starcannon"> Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. Fortunately, the pulse laser is functionally an upgraded starcannon and pairs quite well with it when it comes to killing MEQ/TEQ targets. </tab> <tab name="Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer and the ideal partner for the pulse laser for the job. This pairing gets slightly more done than the Wave Serpent's twin bright lance and is cheaper to boot, so consider this setup if you don't quite have the funds for a Fire Prism. </tab> <tab name="Aeldari Missile Launcher"> A flexible option for flexible transports. This pairs reasonably well with the Pulse Laser and can be used in conjunction with the underslung shuripults/cannon if you fear you'll be swamped with enemies, though the scatter laser will be the more ideal companion for that. Still, flexibility to adapt is it's own reward. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Falcons are eligible for all the vehicle upgrades available to you and honestly, they're all really good for them. If you're looking to get the absolute most out of your transport, consider purchasing at least one of these. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Turn your vehicle's weapons from Heavy to Assault when it advances. A very solid choice on your Falcon, especially if it's doubling as a transport. Spending a couple points to allow it to shoot (albeit at a reduced accuracy) while it speeds about so isn't a bad investment at all. </tab> <tab name="Spirit Stones"> Probably the best pick for your Falcon. It lacks the protections of the Wave Serpent, so any extra layer of defense helps when it comes to keeping this thing on the field. </tab> <tab name="Star Engines"> Though they aren't dedicated transports like their hardier cousins, Falcons are still fully able to act like one. If loading dudes up in this is part of your gameplan, consider upgrading the Falcon with this to get it's passengers where they need to be as quickly as possible. </tab> <tab name="Vectored Engines"> Another durability upgrade, which also stacks very nicely with Spirit Stones, CTM and the Star Engines. A -1 to-hit modifier can help save your Falcon's bacon from the rogue lascannon or railgun shot while you're zipping up the field. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Fire Prism-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Fire Prism]]''' |- |''Vehicle'' |- |colspan="2"|[[File:Fire Prism.jpg|200px|right|border]] The Grav-Tank with the big gun. The Lance mode on its Prism Cannon is the highest-stat weapon in the conventional Eldar arsenal. The Focused mode (Heavy 2 S14 AP-5 D3d3) is what you take to obliterate tanks and knights, and the Dispersed mode (Heavy 3d3 S6 AP-2 D2 with Blast) is great against MEQ and lower. With the removal of the "double-tap if you move less than half your total movement" rule, you are free to reposition your Fire Prism as much as you'd like without sacrificing volume of fire. Honestly, the Fire Prism is now your go-to Heavy Support when you're expecting anything around T7/T8; the reworked '''Linked Fire''' stratagem, though requiring your Fire Prisms to be in much closer proximity to each other, allows them all to dump their collective firepower into a single target. Unlike the prior version of this stratagem, which gave hit/wound re-rolls, it now allows all those shots to ignore invulnerable saves. This makes Fire Prisms extremely useful Titan-Be-Gone tools and general all-around murder machines. |- |colspan="2"| :'''Heavy Weapon Options''': Your Fire Prism comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Prism Cannon. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish. :'''Vehicle Upgrade Options''': Your Falcons are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Now that your Fire Prism can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Fire Prism, but with the 60" range on the Prism Cannon, it doesn't really seem worth investing in. </tab> <tab name="Soul Stones"> Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Fire Prisms. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Fire Prism. With a range of 60" on their main gun, Fire Prisms will very rarely be wanting for the extra possible mobility these provide. If you do take this, bringing a CTM is a ''must'', since it'll allow you to fire the prism cannon even after advancing. </tab> <tab name="Vectored Engines"> These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Fire Prisms under any other circumstance. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Night Spinner-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Night Spinner]]''' |- |''Vehicle'' |- |colspan="2"|[[File:Night Spinner.jpg|200px|left|border]] Your anti-GEQ/MEQ artillery tank. The Doomweaver received a slight buff, gaining a consistent AP-2 to better deal with armored targets, but is otherwise virtually identical to how it behaved before; launching 2d6 S7 D2 shots at anything within 48", LoS be damned. There's precious little to say about it; it faces competition from the Support Platform Shadow Weaver as a cheaper artillery piece against GEQ targets. It is notably more efficient against MEQ targets and can even slice through lighter vehicles and tanks for some respectable damage, but is considerably outclassed in this regard by the Fire Prism. Still, it's ability to ignore LoS can be quite valuable in the right battlefield. |- |colspan="2"| :'''Heavy Weapon Options''': Your Night Spinner comes equipped with a chin mounted Twin Shuriken Catapult as well as the turret-mounted Doomweaver. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish. :'''Vehicle Upgrade Options''': Your Night Spinners are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Now that your Night Spinner can move and shoot without penalty, this upgrade is largely unnecessary. Yes, you can use it if you see yourself advancing the Night Spinner, but with the 48" range on the Doomweaver and the ability to ignore LoS, it doesn't really seem worth investing in. </tab> <tab name="Soul Stones"> Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Night Spinners. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Night Spinner. With a range of 48" on their main gun and the ability to ignore LoS, you'll very rarely be wanting for the extra possible mobility these provide. Hard pass. </tab> <tab name="Vectored Engines"> These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. However, the same issues plaguing the Star Engines apply here; traditionally, there will be next to no reason to advance your Night Spinners under any other circumstance. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Warp Hunter-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Warp Hunter]] <sup>Forge World</sup>''' |- |''Vehicle'' |- |colspan="2"|[[File:Eldarwarphunter.jpg|200px|right|border]] A niche alternative to the Fire Prism, the Warp Hunter honestly struggles to justify it's rather steep point cost. It's main weapon, the D-Flail, can either shoot a 24" Heavy d3 S12 AP-4 Dd3+3 Blast shot that ignores LoS or it can fire a 12" Heavy 3 S12 AP-4 Dd6 profile that automatically hits the target. Compared to the Fire Prism, which is considerably stronger than it for a substantial discount... it's very hard justifying the price tag to bring one of these. The only thing this tank has over the Fire Prism is that it can ignore LoS, which to be honest, isn't worth the dramatic fall off in damage you're trading off for the Warp Hunter. |- |colspan="2"| :'''Heavy Weapon Options''': Your Warp Hunter comes equipped with a chin mounted Twin Shuriken Catapult as well as a D-Flail. The Twin Shuriken Catapult can be exchanged for a Shuriken Cannon if you so wish. :'''Vehicle Upgrade Options''': Your Warp Hunters are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Now that your Warp Hunter can move and shoot without penalty, this upgrade is somewhat unnecessary. However, with how limited the range is on the main gun, you may consider having the option open. </tab> <tab name="Soul Stones"> Damage mitigation is always useful, so always consider setting aside a few extra points for some of these if you're bringing Warp Hunters. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Warp Hunter. Hard pass. </tab> <tab name="Vectored Engines"> These can be ''potentially'' handy in emergency scenarios where you need to get your tank to safety while maximizing their defensibility while doing so. It's a bit pricey, but if you grab this and the CTM, you can fire the Rift profile of your D-Flail without worrying about potential accuracy drops. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Lynx-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Lynx]] <sup>Forge World</sup>''' |- |''Vehicle'' |- |colspan="2"|[[File:EldarLynx.jpg|200px|left|border]] When you want a super-heavy tank, but don't want to pay super-heavy prices or take up super-heavy slots. The Lynx puts out a delightfully consistent 6 S9 AP-4 D3 shots that can burn a hole in most other vehicles or wipe out any 5-man infantry squad, be they GEQ, MEQ or TEQ. It is now somewhat outclassed by the Fire Prism in terms of raw power, though the Lynx is a sight more durable thanks to it's greater wound total covered by a 5++ distortion field invulnerable save. |- |colspan="2"| :'''Heavy Weapon Options''': Your Lynx comes equipped with Lynx Pulsar and a Shuriken Cannon. The Shuriken Cannon may be exchanged for any standard heavy weapon. <tabs> <tab name=" Shuriken Cannon"> When you're just looking for the cheapest Lynx you can field, this is it. It's reasonably effective at killing GEQ/MEQ, but you may consider getting a scatter laser or starcannon for consistency. </tab> <tab name="Scatter Laser"> 6 high powered multi-damage shots paired with 6 medium powered single-damage shots can to terrible things to any 6-10 man squad of infantry. Alternatively, it gives the Lynx the flexibility to focus the Lynx pulsar on a priority tank or monster while contributing some firepower towards a random infantry squad you don't really care for. </tab> <tab name="Starcannon"> Normally, one starcannon tends to be a bit underwhelming these days, especially with the shuricannon providing some not-so-friendly competition at the MEQ killing role. However, the multi-damage and consistent AP-3 lets this pair reasonably well with the Lynx pulsar if you're trying to kill as many marines as you can in a single shooting phase. </tab> <tab name="Bright Lance"> Your {{W40Kkeyword|Monster/Vehicle}} killer and a good partner for the Lynx pulsar if you ''really'' hate that enemy vehicle. </tab> <tab name="Aeldari Missile Launcher"> A flexible option, but honestly not that ideal for a Lynx. You're already getting a solid rate of fire for a high damage weapon on the main gun, so a bright lance would be better for anti-vehicle/monster consistency. The d6 blast profile is blatantly inferior to the scatter laser, especially when the pulsar itself has a solid 6 shots of it's own. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Lynx tanks are eligible for all the vehicle upgrades available to you. Keep in mind though, these can really pump up your point costs. <tabs> <tab name="Crystal Targeting Matrix"> Turn your vehicle's weapons from Heavy to Assault when it advances. A reasonable choice, but your main gun has a range of 48". Advancing is rarely going to be needed to get into range of something important to your opponent. </tab> <tab name="Spirit Stones"> A solid investment for your not-so-super-heavy tank to keep it around as long as possible. </tab> <tab name="Star Engines"> You can give this a solid pass; if you need to advance, you already get to move a solid 12" due to the Speed of Vaul rule this thing has. </tab> <tab name="Vectored Engines"> Another durability upgrade, which also stacks very nicely with Spirit Stones and CTM. Your Lynx is already pretty pricey, spending a touch more to maximize it's durability isn't a bad call. Just keep in mind you need to advance to get the benefits, which reduces your offensive capabilities. </tab> </tabs> |}
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