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===Lords of War=== With the current rules behind taking a Super-Heavy Detachment or a Super Heavy Auxiliary Detachment in place, taking any one of these options is impractical at best. If you want a single Wraithknight or Super-Heavy tank, you can drop 3CP for exactly one of the following options, [[FAIL|but then they don't get to benefit from any detachment attributes, like Iyanden's damage table modifier]]. Alternatively, if you're simply ''stacked'' with points and CP (hint, you're not), you can take the Super-Heavy Detachment for 6CP and take between 3-5 of the following units and actually have them benefit from detachment traits. Even in situations where the heavy firepower of a Wraithknight or Cobra might seem tempting, it cannot be overstated how much more efficient it is to simply take a squad of Wraithguard in a Wave Serpent or throw down a couple D-Cannon Support Platforms. If you're not worried about being competitively viable or just want to play a "friendly" game with the big boys, go nuts. <!-- ---------------------------------------------------------------------Wraithknight-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithknight]]''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:WraithknightwithoutGuardian.jpeg|200px|right|border]] Wraithknights have, for the most part, languished in obscurity ever since the close of 7th edition. This is because, despite how durable these guys are (the most durable they've ever been with a new 5++ invulnerable save and -1D to multi-damage weapons), they are grossly impractical to field. Though recent changes to the CP tax to the Axillary Super-Heavy Detachment have improved your stratagem flexibility, the jaw-dropping point cost for this behemoth still makes it a tough sell. Yes, each of it's weapons can deal titanic death to anything you point it at. But, arguably, you can get the same or similar results from units substantially lighter on the points. Twin Wraithcannons will utterly eviscerate enemy vehicles, but two Fire Prisms can do the exact same for about the same price. Plus, they are substantially easier to hide out of LoS. Still, if you want to field one (to be fair, it is a cool model), just make sure you take whatever precautions you can to support it. Which, admittedly, isn't much; changes to most of your psychic powers have dramatically restricted the direct support your Wraithknight can receive. No longer good in melee unless you take Ghostglaive. |- |colspan="2"| :'''Weapon Loadouts''': Wraithknights are equipped with a Titanic Ghostglaive and a Scattershield. The Ghostglaive can be replaced by a Suncannon or Heavy Wraithcannon, and the Scattershield can be replaced with a Heavy Wraithcannon. They can also take two Shuriken Cannons, Scatter Lasers, or Starcannons on their shoulders. <tabs> <tab name="Shuriken Cannon"> Shuricannons are a good middle ground option, able to take on any non-vehicle threat reasonably well, but suffer compared to the Scatter Laser and Starcannons at their specialized roles. </tab> <tab name="Scatter Laser"> The Scatter Laser is the best anti-horde choice you can pair with your Wraithknight. Two of these can help alleviate the low shot volume the double Heavy Wraithcannons suffer from and can still contribute towards harder targets for the lucky chip damage here and there. It's also your cheapest choice, so stick with it as the default if you're short on points. </tab> <tab name="Starcannon"> A good premium option that pairs very nicely with the Suncannon for rather obvious reasons. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option. </tab> <tab name="Double Heavy Wraithcannons"> A go to long-range vehicle/monster wrecker now each one is an Assault d3 S16 AP-4 d3+6 dmg with an extra d3 mortal wounds on a wound roll of 6, which will punch through most armor saves and wound basically everything in the game on a 2+. Though expensive, these are powerful. Make sure you keep them away from melee; even though they can fallback and shoot, only 5 attacks hitting on 3s wont exactly scare off your opponent's melee heavy hitters. </tab> <tab name="Heavy Wraithcannon and Suncannon"> A bit of the best of both weapon worlds at the cost of your Scattershield. Unlike with Fire Prisms, you will always have to deal with enemy invuln saves, and while both weapons are Blast, when attacking big stuff or small groups, you're still liable to roll crap for number of attacks. Hope you have a few Strands of Fate Saving Throw dice queued up; you'll need 'em. With a bit of luck (or Strands of Fate), you'll roll through TEQ and most vehicles. As with the other ranged only loadouts, try to avoid enemy melee units, as stomps are not what they used to be. </tab> <tab name="Suncannon and Scattershield"> Still a viable TEQ killer now Heavy 2d6 S8 AP-3 D3 with Blast. A bit more survivable with a scattershield but quite a bit weaker with variable shots and still forced to roll to hit after. But if you look closely you'll see it's actually Avenger knight minigun, but it's not Heavy 12. Avoid this loadout, as it has mediocre ranged and melee damage. Your opponent can safely ignore this all game and mop up the rest of your army at their leisure since you're down 450 points. </tab> <tab name="Titanic Ghostglaive and Scattershield"> Now the cheapest variant, giving you either a Knight-fighting S+6 AP-4 D6 or tripling your attacks ad S:User AP-3 D2 so you can eradicate anything below Terminators. If you're expecting the enemy titans to be CQC oriented, it may be in your better interest to take the Wraithcannon loadout. What this loadout does work well for is as a huge distraction for the enemy. They won't want to ignore it, as it will shred everything in melee, but at T8 with a 4++ invulnerable save and -1 damage received, it won't be easy to kill. Take advantage of the distraction to get your fragile elves into position. </tab> <tab name="Titanic Ghostglaive and Heavy Wraithcannon"> The most well-rounded of the loadouts, this sacrifices the 4++ invuln of the Scattershield to give you a real shooting threat. You still have the default 5++, so this isn't a huge loss in durability in exchange for the ability to pick and choose one thing to fucking explode at range per turn. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Skathach Wraithknight----------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Wraithknight|Skathach Wraithknight]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Scathach-Wraithknight.jpeg|200px|left|border]] A Wraithknight+, Skathach Wraithknights are identical in statline to their vanilla kin save for two key differences. The first major change, simply enough, is their primary weapon loadout options. With the ability to mix and match both of it's unique guns with each other or the Scattershield, the SWK has the most flexible playstyle of your titanic units. Additionally, with all of its primary weapons having a minimum of d6 shots, the SWK is much better suited to clearing out infantry in any loadout than the standard WK is (with the potential exception of the Suncannon). The second major difference, and debatably the selling point of the Skathach, is it's ability to freely deepstrike. With its webway shunt generators, the SWK can remain safely in reserves and pop onto the table at your whim (following the typical deepstrike rules, of course). Additionally, at the start of any movement phase, you may have it re-enter your reserves so long as it's not in combat. From there, it is free to re-deepstrike as you see fit. The only major issue you'll need to keep in mind is that if you have it leave the battlefield this way and the game ends before it can return to the battlefield, it's considered slain. |- |colspan="2"| :'''Weapon Loadouts''': Skathach Wraithknights are equipped with two Shuriken Cannons and Deathshroud Cannons. They may trade their Shuriken Cannons for Starcannons or Scatter Lasers. They may exchange one or both of their Deathshroud Cannons for Inferno Lances. Skathach Wraithknights may also exchange a Deathshroud Cannon or Inferno Lance for a Scatter Shield. <tabs> <tab name="Shuriken Cannon"> Shuricannons are a legitimate waste of a slot here. Skathach Wraithknights don't suffer hit penalties for moving and shooting heavy weapons, so the one advantage the Shuricannon has over the other heavy weapons is rendered moot. Skip this one. </tab> <tab name="Scatter Laser"> The Scatter Laser is the best anti-horde choice you can pair with your Skathach Wraithknight. Pair these with your Deathshroud Cannons to erase blobs indiscriminately. Stick with it as the default if you're short on points. </tab> <tab name="Starcannon"> A good premium option. Great for taking on anything with half a decent armor save or multiple wounds to their name but is your most expensive shoulder option. </tab> <tab name="Deathshroud Cannon"> Anti-infantry cannons that'd make a Warp Spider Exarch weep with envy... even if he's the only one envious of the things. A Blast weapon with two profiles (Focused; 48" d6 S8 AP-2 D2 or Dispersed; 12" 2d6 S7 AP0 D1 Auto-Hitting), the Deathshroud Cannon gains the same juicy AP-4 per wound roll of a 5 (regardless of profile) in a manner similar to the smaller deathspinners Warp Spiders use. While the addition of Blast gives these guns a bit of heft against larger squad sizes, 55pts for a very temperamental (2)d6 shots doesn't inspire much confidence when the purpose of these man-mulchers is to pulp infantry wholesale. Sure, an unsaved Focused shot will murder any standard Marine (unless they're in Gravis armor), but that won't exactly feel like an accomplishment when that was the ''only'' Marine you managed to kill and the remainder of the squad unloads their Lascannons or Multi-Meltas into you. Having said that, these guns, particularly if used in the dispersed mode, can do serious work against most infantry or horde-inclined factions like the Imperial Guard or Orks. </tab> <tab name="Inferno Lance"> A rapidly firing (in theory) fusion gun, the Inferno Lance feels a bit... underwhelming for a titanic melta weapon. While it thankfully received the d6+2 half-range damage buff most melta weapons received, it is still only hitting targets at a very standard S8 AP-4 with a variable d6 shots per lance. So long as you're at least reasonably lucky, it can put out a lot of damage against vehicles and can even be used to reasonable effect against MEQ/TEQ squads. However, the inconsistency of the d6 shots can and very likely will leave you high and dry at the worst possible time. If you're simply looking for a competitive anti-vehicle/monster unit, consider just sticking with Fire Dragons, Wraithguard, Dark Reapers or even D-Cannon Support Weapons. These options will attract ''considerably'' less attention than a foot-tall titan dominating the tabletop, will be substantially easier to tuck out of LoS or in cover and are pennies to the proverbial dollar you're spending to field this thing. Granted, you're likely not thinking about competitive viability when you're looking to bring a Lord of War, so if you have it and want to use it, go nuts. </tab> <tab name="Scattershield"> The option to make your overcosted titan less so, this will give the SWK a 5++ at the cost of one of its other unique cannons. Honestly the best choice since it'll help stretch those 12 wounds that keep your Wraithknight remotely effective while giving you 40+ points to spend on more infantry or upgrades for other, more cost-effective vehicles you may be fielding with it. A Deathshroud+Scattershield SWK is the cheapest loadout available if you're looking to pinch pennies. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Scorpion-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Scorpion]] <sup>Forge World</sup>''' |- |''Titanic'' |''Vehicle'' |- |colspan="2"|[[File:Scorpion.jpg|200px|right|border]] Your first super-heavy grav-tank and the best one suited for all-around murder. Twin Scorpion Pulsars have a high enough rate of fire to wipe out squads of infantry wholesale and hit hard and deep enough to blow through most enemy vehicles. Super heavy vehicles as well. Unfortunately, two major things hold it back. First, is its limited firepower. Aside the complimentary heavy weapon, your Scorpion can shoot exactly one target a turn. It'll damn likely ''kill'' that target, but that's basically all it'll do for the turn. Considering the... considerable point investment you made to field one of these, it might not be the most economic option worth considering. If your opponent went vehicle heavy or invested a lot in more elite units, the Scorpion may well earn it's points back, but that's a mighty ''if'' that's really dependent on elements well outside your control. The second issue is, while this tank is exceptionally durable, it's going to be a [[DISTRACTION CARNIFEX|fire magnet]]. If your opponent is packing some serious heat of their own on more cost efficient platforms, you're going to need to pray you get first turn. |- |colspan="2"| :'''Heavy Weapon Options''': Your Scorpion comes equipped with a Twin Scorpion Pulsar and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish. <tabs> <tab name="Shuriken Cannon"> Shuricannons are the default option and the only one that will work if you need to advance your Scorpion and didn't spring for the CTM for some reason. It is a... decent choice that has the potential to rend, but the inconsistency of it isn't really worth taking over the scatter laser. Never mind that you don't really want to actually put yourself even closer into harm's way to use its pitiful range. </tab> <tab name="Scatter Laser"> The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12" of range in comparison. 4 S6 shots at a 36" range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they'll be all the more likely to wander within range of this thing though. </tab> <tab name="Starcannon"> The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn't all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon. </tab> <tab name="Bright Lance"> A pretty hard pass. You're really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can't really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that'll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn't all too terrible </tab> <tab name="Aeldari Missile Launcher"> Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it'll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Scorpion is 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"> Ignoring hit modifiers may help your Scorpion deal with enemy fliers or other shenanigans </tab> <tab name="Soul Stones"> A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Warp Hunter. Hard pass. </tab> <tab name="Vectored Engines"> Fairly useless. Pass. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Cobra-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Cobra]] <sup>Forge World</sup>:'''''' |- |''Titanic'' |''Vehicle'' |- |colspan="2"|[[File:CobraForgeworld.jpg|200px|left|border]] When compared to the Scorpion, what the Cobra lacks in volume of fire it more than makes up for in sheer power. A dedicated {{w40kkeyword|Vehicle}} and {{w40kkeyword|Titan}} slayer, the D-Impaler strikes at a jawdropping Heavy2d3 S16 AP-5 D6 (yes, flat 6) statline, tossing on d3 mortal wounds per wound roll of a 4+ to emphasize that particular point. Bar the literal worst possible rolls, you will decimate any vehicle you point this massive D at with impunity. The drop down to BS3+ does hurt a bit compared to before, but your Farseers can more than make up the difference with the Guide rune of fate. Defensively, the Cobra is identical to the Scorpion; A 3+/5++ save covering a T8 model with 26 wounds will keep it in the fight for quite a while, but the degrading statline will really hinder its performance if it takes too much fire. Believe me, this thing will not go unnoticed by your opponent. Much like the Scorpion, you'll want to take every measure in the book to keep this thing alive and kicking as long and hard as possible. Unlike the Scorpion, the Cobra is a bit more of a niche pick it handles infantry much worse, at max getting half the shots that its pulsars would. |- |colspan="2"| :'''Heavy Weapon Options''': Your Cobra comes equipped with a D-Impaler and a Shuriken Cannon. The Shuriken Cannon can be exchanged for any standard Heavy Weapon if you so wish. <tabs> <tab name="Shuriken Cannon"> Aside keeping it cheap, you should probably give this a pass. </tab> <tab name="Scatter Laser"> The Scatter Laser is tied with the Shuriken Cannon for being the cheapest choice, costing you nothing and probably is the better budget option out of the two for this tank. Suffers from the same problem as the Shuriken Cannon, though to a lesser extent given it has an extra 12" of range in comparison. 4 S6 shots at a 36" range is alright to supplement the main guns against GEQs foolish enough to get close enough to be within range of it. With 9th having a relatively smaller board size though, it does mean they'll be all the more likely to wander within range of this thing though. </tab> <tab name="Starcannon"> The Starcannon, while great for killing MEQ targets, lacks the firepower, consistent damage or volume that would allow it to perform as an optimal sidearm to your Scorpion. However, given the prevalence of such targets it isn't all too terrible a choice at the same time. Suffers from the same sort of range issue as the previous weapon. </tab> <tab name="Bright Lance"> A pretty hard pass. You're really not hurting for high strength or high AP firepower given its primary gun, though the singular d6 damage can't really compare to the 12 3 damage shots the Pulsar deals. Once the codex drops and this thing gets a buff (which it almost certainly will go to at least D3+3) it may be worth considering on this thing. One extra shot that'll do at the very least the same base damage of the Pulsar with the possibility for a bit more isn't all too terrible </tab> <tab name="Aeldari Missile Launcher"> Another questionable choice. Suffers from the same problem the Bright Lance does with its single shot profile doing a worse job at what the main gun will already be trying to do, with the d6 shot one being in an odd place. Like the scatter laser, it'll do work against hordes with the benefit of more possible shots, combined with it being a blast weapon and a single point of AP, though having a slightly harder time to wound. </tab> </tabs> :'''Vehicle Upgrade Options''': Your Cobra is 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"> Ignoring hit modifiers may help your Cobra deal with enemy fliers or other shenanigans </tab> <tab name="Soul Stones"> A borderline must. Getting the absolute most out of each damage table bracket is a necessity for such a heavy point sink. </tab> <tab name="Star Engines"> A fairly useless upgrade for your Warp Hunter. Hard pass. </tab> <tab name="Vectored Engines"> Fairly useless. Pass. </tab> </tabs> |} ====Conclave Titans==== These are the largest and most powerful aeldari war machines you could ever use... if they weren't so eye-wateringly expensive to both buy and field. The only realistic time you could expect to field even one of these would be in an Apocalypse game, or in a β₯3000 point list and even then, they'll leave virtually no wiggle room for any other units you might want to support them with. <!-- ---------------------------------------------------------------------Revenant Titan-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Revenant Scout Titan|Revenant Titan]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Revenant-Titan.jpeg|200px|right|border]] After languishing for over two years as a ludicrously overcosted resin statue, the Revenant Titan is... still overcosted. Of the two major Conclave titans, the Revenant is the only one that you may potentially take into a standard game. At 1500pts, you won't have much room for an accompanying army so you'll need to keep all accompanying units as cheap as possible if you want any board presence. In terms of durability, the Revenant is nearly unrivaled; 32W at T9 with a 3+/4++ save makes all but the heaviest firepower a trivial matter. Offensively, Revenants are reasonably flexible at engaging infantry, monsters, vehicles and even other Titans. However, consider how many Fire Dragons, Dark Reapers, Wave Serpents, Fire Prisms and even Wraithknights you can bring to the table for the 1500pts this one model costs. |- |colspan="2"| :'''Weapon Loadout Options''': Revenant Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Cloudburst Missile Launcher . Outside of that, they have exactly two choices in primary armament. <tabs> <tab name="Revenant Pulsar"> The default loadout, each Pulsar is a Heavy 6 S12 AP-4 D4 cannon that'll let your Revenant engage targets very flexibly and from a respectable distance; something your glass-jawed titan would rather stay at considering their lack of a melee-friendly invuln. Likely your go-to in most circumstances. </tab> <tab name="Sonic Lance"> Though the Sonic Lance has a rather unholy 3D6 shot output per lance, it's one of the few blob-blender weapons in the game that ''didn't'' get the Blast keyword. Would that be a bit overkill for a weapon that wounds all non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Monster}} units on a 2+? Maybe, but you aren't dropping 1500 points to deal in "maybe"s. Having said that, even though each individual hit only deals 1 damage, their AP-3 and (theoretical) volume of hits will easily carve through GEQ, MEQ and TEQ targets indiscriminately and being able to wound everything else on a 4+ isn't the worst possible outcome for such a specialized weapon. The thing that really hurts this weapon compared to the Pulsar is the paltry 18" range it has. Using this in a match involving enemy knights or titans severely increases the odds something with a rather big sword will tackle it come their turn, obviously alongside the dramatically reduced damage output the Revenant would be dealing to said titans when trying to shoot them. </tab> </tabs> |} <!-- ---------------------------------------------------------------------Phantom Titan-------------------------------------------------------------------- --> {| class="wikitable" style="text-align: left" !colspan="2"|'''[[Phantom Battle Titan|Phantom Titan]] <sup>Forge World</sup>''' |- |''Titanic'' |''Spirit Host'' |- |colspan="2"|[[File:Phantom Titan.jpg|200px|left|border]] The biggest, baddest, priciest model in the entire Eldar arsenal. At 3000pts to field and a minimum of $860 for the privilege to actually own one, you will ''never'' field even one of these in any conventional games. But, if you happen to be particularly loaded and know a few rich friends, you ''might'' get to break out your premier titan in an Apocalypse game. At 60 wounds at T9, the Phantom Titan is one of the most durable units in the game and with weapons leaning upwards of S14-S18 and all primary weapons dealing between 5 to 12 flat damage a hit, one of the most powerful. No other non-Titanic unit in the game can hope to stand against a Phantom Titan's sheer firepower and survive. To this end, the only units that a Phantom Titan should really pay attention to are opposing Titans. Due to this thing's massive pricepoint, opposing players can field a substantial number of opposing Imperial Knights, Wraithknights or other "conventional" titans that are able to overwhelm a Phantom Titan through sheer numbers... which is honestly kind of saying something. |- |colspan="2"| :'''Weapon Loadout Options''': Phantom Titans are equipped with a Titanic Stride (S9 AP-3 D3 stomp attacks that make 3 hit rolls per attack like the Wraithknight's stomp attack) and a Voidstorm Missile Launcher (2d6 S8 AP-3 D2 Blast). Outside of that, they have three interchangeable weapon choices in primary armament per arm and a support weapon mounted in the chassis. <tabs> <tab name="Starcannon"> The Starcannon is the default choice in this slot. With only two S6 shots, there's precious little this weapon can really contribute to targets that you'll actually want your Phantom Titan engaging. May as well swap it for the Bright Lance. </tab> <tab name="Bright Lance"> *Like the Starcannon, what the Bright Lance brings to the table is so pitifully minor compared to your main weapons that you'll likely forget that it even comes with your Phantom Titan. It is a bit more in line with the Voidstorm Missile Launcher and as such tends to contribute a bit more than the Starcannon will against the targets your Phantom Titan will even bother paying attention to. No reason not to pick it. </tab> <tab name="Phantom Pulsar"> The longest ranged weapon available to it, as well as its default weapon, the Dire Pulsar is the first of the Phantom's two ranged weapons. Firing 8 shots at S14 at AP-4 120" downrange, whatever it's hitting is not having a good time. Each hit also deals a flat 5 damage, a hefty value that'll eviscerate enemy vehicles, monsters and knights in short order. It has ever so slightly less total potential against single targets, but the consistent number of shots makes it more ideal in the event you need to target squads of infantry. </tab> <tab name="D-Bombard"> Though D-Strength is gone, S16 at AP-5 comes about as close to it as you can get anymore. While it sacrifices the range and volume of shots the Pulsar fires off, this Heavy 2d3 blast weapon causes 3 Mortal Wounds per wound roll of a 4+ in addition to the 8 damage each hit deals. It's a tough call, but this makes the D-Bombard more ideal for dealing with superheavy vehicles and lowerscale titans compared to the Pulsar. </tab> <tab name="Wraith Glaive"> As mentioned in the main entry above, the Wraith Glaive is the single highest stat weapon in the entire Aeldari range. S18 AP-5 D12 ''will'' destroy a majority of all non-superheavy vehicles in a single swing, most superheavy/knight models in as few as two or three swings and will very likely put down most other true-blooded titans in full round of combat, assuming you rolled well. Considering many of the invulnerable saves other titanic targets have tend to only work against ranged attacks, this is your best tool for killing enemy titans if/when you encounter them. For virtually everything else, it's complete and total overkill, though overkill is the name of the game with this fucking thing. </tab> </tabs> |}
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