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==Unit Analysis== ===HQ=== *'''Corsair Prince:''' Space elf ninja pirate pimp master. He’s the bastard son of an Archon and Autarch with a bit of Rogue psyker or Chaos Lord thrown in, giving him more toys to play with. He's a versatile choice who can do decently in close combat or shooting with appropriate upgrades. You MUST include one and only one per detachment. He can dip into Divination or Telekinesis (ML1). You now get to customize your Prince with a chosen obsession which can utterly change how he plays or give the army a boost. **'''Collector of Ancient Treasures:''' Prince gets access to the relics lists of Dark Eldar, Craftworlders and Harlequins. ''Sweet'' In addition any character from the same detachment can make one weapon Master-Crafted for 10pts. Note taking the Uldanorethi Long Rifle with a jetpack (which gets you relentless) lets your prince jump around taking AP3 pot shots at people as he pleases. ***''' Relics worth noting: ''' ****''' Spirit Stone of Anath'lan''': reduce the warp charge points of a power by one in trade of your rune armour save. My what save? I'm a pirate, I don't need rune armour. 15 points well spend without risk. ****''' Shard of Anaris''': Combined with the Head Takers coterie (which you'd have to put him in then), you become a Challenge MONSTER. 5 Attacks, rerolling one's to hit (Coterie in a challenge) fleshbane with instant death. Going from ''Nice deathstar'' to ''What deathstar?'' in - hopefully - one round of combat. Check the look on your Tau buffmanderstar when you wipe half his unit in a challenge. Also note that the S+2 is also great, because you suddenly are strength 6. Shame it has no AP, but hey. You take some, you get some, right? ****''' Armour of Misery''': although you already have a 4+ save, and a 2+ invul (25 point shadowfield? I'd take it any day!), so the save's aren't interesting, but the -2 Leadership is great. Fear in the bargain is great, but with the amount of Ignores Fear special rules... Just stab them already. Take the mask of secrets instead. I'd rather have fearless - which in turn makes a roll of 2 or 3 on the perils chart a lot friendlier. ****''' Cegorach's Rose''': A harlequin kiss with master-crafted and shred? On a prince? Hilarious. Fun option, but I'd rather take the Void Sabre. If you do take this, don't forget to roll the Kiss of Death attack first. The weapon can reroll ONE hit per round of combat, why not on your best attack? ****''' The mask of Secrets''': YES. Take my bag of yes's, and get out. Really. This is GREAT! -2 leadership in a 12" bubble to enemy units is amazing already, but the icing on the cake: ''fearless''. Your prince will be fearless. 15 points for fearless is worth it already, and the bubble is just a nice bonus. Also a must if you run a psyker prince or add a void dreamer to his unit, as fearless renders the rolls of a 2 or 3 practically useless, as you cannot be pinned and cannot go to ground if you have the fearless special rule. ****''' The storied sword''': Quite alright weapon, but not worth it. Let's think this through: a rending frost sword (Void Sabre) for 20 points, make it master crafted for 10 points, or a master-crafted frost sword for 25 points. Nope. Not worth it. If you want this, get yourself a void sabre and upgrade it to master crafted, thanks to the prince's collector trait. **'''Reaper of the Outer Dark:''' Your prince gets ''Rampage'' and any unit can take the ''Rage'' rule for free, but are forced to declare charges against enemy units within 8" even if you shot against another unit. Nice way to trickshot a charge, if for nothing other than the look on your opponents face when you wipe out one unit with pistols, then charge and wipe out a second unit in the assault phase. **'''Seeker of Forbidden Pleasures:''' Your way to bring back Duke Sliscus. He gets a roll on the Combat Drugs table, and unlock combat drugs for the rest of the army for 15 points a squad. Better drugs than the dark kin at all. **'''Survivor of the Endless Darkness:''' Your Prince gains IWND and FnP (5+), but if he ever fails a IWND roll he pins himself due to being old as fuck. In addition, your other characters may buy FnP for 10 points. Stronger on Cloud Dancer or other Jetbike units because most medium strength shooting will be ignoring your FnP, but it seems to work for Dark Eldar most of the time, so it might work for us. If you're fighting Craftworlds, don't bother, they've got a ridiculous amount of S6, but against any other army, most generals don't want to have to commit their heavy weapons to dealing with the lower toughness segments of an army. Ally with Craftworlds and bring Wraithguard. See which guys your opponent chooses to shoot. **'''Traveller of Forgotten Paths:''' The prince can ''Deep Strike''. Furthermore any Character in the army can buy a multiphase key generator for 25 points, using it instead of shooting they can deploy a webway portal onto the table, creating an entry point for non-vehicle reserves, and an exit point for any which is NOT falling when they come into contact with it, but are placed into Ongoing Reserves instead. Then can re-enter the table from another webway portal or from whichever method they would normally use. **'''Wielder of Profane Powers:''' gain +1 ML, which can become Mastery 2 if you bought the generic upgrade that Princes get. They open up Malefic Daemonology to all psykers in the detachment, but must also generate at least one Malefic power for themselves. Remember too that any Psyker that isn't a Daemon suffers a Perils on any double when using Malefic. So overall a very meh choice. ***In addition, they replace the '''Eye of She-Who-Thirsts''' result on the perils table with '''Lust for Dark Power''' where for the rest of the game they must always attempt to cast a Malefic power each turn using ''at least'' two warp charges. If they somehow cannot (like other psykers hoovering up the charges before the Prince tries to cast) the Prince automatically becomes pinned. This is a difficult balance: take a malefic power, and hope for something useful, or just take the risk you're going to roll a 6 and perils on any double. It's better than some of the other options, anyway. More useful if your prince is already a Psyker, as otherwise he's just going to be demon summoning the whole game, which isn't necessarily a bad thing, but there are better obsessions to take if you aren't trying to avoid one result on the Wild Psyker perils chart. Also note, that you're most likely going to be building your army around whatever the Prince chooses as his obsession, as for four of these options, you have to pay points for them. Choosing the wrong specialisation can make or break an army. *'''Corsair Void Dreamer:''' Corsair Farseer, but (usually) nowhere near as good and you can only take 1 per detachment.<s>((?) this must be from a previous edition, in IA: DoM 2E, it doesn't stipulate any such restriction on the void dreamer, only the prince.)</s> it says 0-1 in the unit title. Has some fairly average psy-powers (Mastery Level 1, but upgradeable to ML3 for 20pts per lvl...90pts total). Must select at least one power from the Aethermancy list, but can dip into Divination or Telekinesis. Aethermancy is a very powerful discipline but the Corsair Psyker have their own PoW. The balance is difficult, when you risk seeing half of your army pinned or falling back (and corsair VERY much dislike regrouping). However there are the same wargear options of the prince so you can customize as you wish, though he cannot take a Jetbike. The Select Powers and Another Take have been moved to the Psychic Powers section, made more sense to have it brought up earlier and in the specific section. *'''Corsair Baron''' 30pts and can take everything your Prince can sans his lofty titles. He has to stay with a group of guys from Elites or Troops and if you give him a bike you must put him in a bike squad. So you essentially have to leave a squad out of their Venom/Falcon. Or you put him in a group of bikes (maybe with a Shadowfield...and a lucky roll on Divination could land you a 2++ rerollable), give him some melee and throw him in a Malevolent Band (with the aforementioned Shadowfield to help your weak ass T3 guys into combat), he's damn versatile. ===Troops=== *'''Corsair Reaver Band:''' Your "basic" Corsair troops, with build options ranging from pseudo-Guardians to 4+ armor jet pack harassers. For every five guys you get two weapon slots, open to your choice of flamers, fusion guns, shredders, or blasters. The rest of the squad gets lasblasters that can be swapped for a variety of basic Eldar guns. They even have plasma grenades and the option to take some CC gear. The entire squad can equip haywire or tanglefield grenades. They also can pick a Venom or Falcon as a transport depending on their squad size if you prefer a nice solid gunship over JSJ tomfoolery. *'''Corsair Ghostwalker Band:''' Morose and reclusive Corsairs with Stealth, Infiltrate, Scout, and the option to take Eldar longrifles for a point each. The entire squad can equip haywire or tanglefield grenades. Did somebody say "Jetpack Rangers"? Barons can join them, because the Baron isn't an ''independent'' character. Two Strikes: 1. They take up a Troops slot that could be more bikes. 2. They take up a Troops slot that could be 2 flamers/fusion/blaster in a vemon. They sure can camp an objective in ruins though! **'''Alternate take:''' Don't see them as jetpack rangers. They don't have shrouded. Instead, give them the Brace 'o Pistols and a blaster per squad and use their special rules: infiltrate, scout and stealth and harass on turn one with 3+ cover saves. *'''Corsair Cloud Dancer Band:''' Your bloodthirsty piratical Jetbike squadron. Tougher, faster and much more expensive version of regular corsairs. Following in the footsteps of their Craftworld brothers, every bike can take a heavy weapon for a cost. Their list of extras adds Splinter Cannons, Dissonance Cannons, and (oh baby) Dark Lances. The entire squad can equip haywire or tanglefield grenades. Quite the investment for a lot of firepower, so it's good they have Outflank and the Eldar jetbike jump-shoot-jump move to hide behind the walls or tanks when they aren't making your opponent froth at the mouth as his vehicles spontaneously combust. Remarkably, they benefit from "reckless abandon" rule so you can move 12" then shoot then move 6"+d6" then move again 2d6". Enjoy. ===Dedicated Transport=== *'''Corsair Falcon:''' It’s your standard eldar Falcon but with Scout for a very impressive maneuverability, with 6 elf transport capacity, and it don’t take heavy support slot. Awesome. You can never have too much S8 AP2. Can only be taken when the unit that bought it is size 6 or more. May take standard Eldar weapon options plus Splinter Cannon and Dark Lance (if you don't like the lighty one). With the Kinetic Shroud is reliable both as a GunShip and as a Transport. With Obj Secured it's good at camping too. *'''Corsair Venom:''' I love Venoms. You love Venoms. We all love Venoms. Corsairs also love Venoms but less, compared to the Dark Kin. Their ones lack inbuilt deep strike and flickerfields, but can take Void Burners and Kinetic Shrouds. Has more weapon options than the Dark Eldar version, with scatter lasers and shuriken cannons giving it anti-vehicle options. It also has Scout. Can only be taken if the unit that bought it is exactly 5 models. ===Elite=== *'''Corsair Voidstorm Squad:''' An entire squad of Felarchs. They come with Heavy Mesh Armor, two special CCW, and one special firing option for each five models, with options for grenades and jet packs as usual. They have the option for the utterly overpriced Void Harness at 10 points per model. Pay attention to the squad's cost: it can grow quickly if you do not exclude the useless options (choose the venom blade instead the power weapon, avoid the Void Harness...Giving them Power Mauls gets spendy, but lets them threaten light vehicles as well.) **They can take two dissonance/blast pistols or a power weapon/venomblade + CCW and still keep their lasblaster/catapult/rifle/brace of pistols. Furthermore, one could exchange his lasblaster/catapult/rifle/BoP for a '''flamer'''/shredder/blaster/fusion gun and still keep his two pistols or CCWs. Pretty nifty. **If you feel like having an insane alpha strike unit, a 10 man squad of these with two Dissonance pistols a pop can kill anything in the game, and don’t have to sacrifice their flamer if you want the overwatch. Attach a Baron/Prince with a multiphase keygenerator, or bring them in via Deepstrike (Or take a hop through a webway Portal) and Shoot a target 20 Times, Avging 13.3 Str of 8.3, AP 1 shots (If you have a Divination Dreamer, feel free to cast prescience and bring that to ~16 hits at Str ~9.5. Erase terminator squads with a glance, the only problem is the cost is 350 Points for the unit, before baron, and any armour you feel like giving them. *'''Malevolent Band:''' Berserking Corsairs who have succumbed to their own vices and can feel She-Who-Thirsts tugging at their souls. Surprisingly unique in that they have two wounds, Feel No Pain, and a pile of USRs (Fearless, Furious Charge, Rage), they're clearly meant for charging headlong at enemy infantry, but cannot take a dedicated transport. Just make sure the rest of your army keeps a safe distance, since their cursed nature translates to a 12" bubble of -1 Leadership for ALL Eldar models. They are extremely fragile, although FnP and the 2nd wound they have only T3 so EVERYTHING will destroy this unit. A good set-up may be a 5-elf squad with two power spears in a venom, a bit more resistent than a foot-squad and very effective with 8 S5 AP3 attacks on charge. But then you are kicking someone out of their venom, said venom won't be deep striking, and probably won't be using its scout move. Furthermore you could take Voidstorms and give all five of them power weapons/venomblades and don't have to bend over backwards making them work. **Dedicated assault unit: Another way to play these guys is to go a fully loaded 10 man squad, equip them with jet packs to gain better maneuverability, have your prince or baron join them with a Shimmer Shield to give them a 5++ on top of 4+ and 5+ FNP making them reasonably more durable. Since these guys already have Rage, taking a drug prince makes 10 of these guys really nasty on the charge. A raider allied in from DE is also viable, using the points spent on jet packs on the tranport instead. For the ultimate "all eggs in one basket", ally in an Autarch (Eldar) with jump pack and banshee mask to take away that overwatch. Maybe "fully load" them up with 4 Melta bombs instead of power weapons/venomblades? **'''Fully Load''' Herein lies the problem. To fully load Malevolents you need 10 and only 4 are getting those special weapons. 2 wounds would make that great ''if'' they were T4. 240pts with jetpacks and venom blades not including the exarch or raider or the body guard baron with the shimmershield. Melta Bombs seem their best fit, but they are in an army list that already excels in anti-armor and in much tougher bodies. *'''Corsair Wasp Assault Walker Squadron:''' 10pts more than Craftworld War Walkers. With pseudo-jump packs. That can Deep Strike (with an extra investment of 5 points per model). Not quite the autotake they were now that they're no longer Troops, but still perfectly capable of swapping in some heavier guns and bringing death from the skies. In fact, since they swap Battle Focus and Power Fields for Reckless Abandon and Kinetic Shrouds, Deep Striking them has the added benefit of giving them a 4++ re-rollable save the turn they come in. Just keep in mind that they're still AV10 2HP, so your heavy fire support won't hold up forever. Their Wasp Jump Packs are a little odd, if used in the movement phase you get to move like a jump type, have to snap shoot, but get a 4++ re-rollable against shooting. If used in the assault phase you use 3d6 for charge and pick the highest, gain HoW d6+1, AND the 4++ re-rollable...against shooting. Need to kill what you charge to make use of it, though it does make Overwatch less dangerous. ===Fast Attack=== *'''Corsair Hornet Squadron:''' AV11 fast scouting skimmers with two standard eldar guns. Vypers wish They were this awesome. Take them, zoom around and torrent death and destruction from their cannons. Pulse lasers: 80pts for '''4!!''' S8 AP2 shots or Scatter Lasers for 8 S6 AP6 shots at 70 pts. Pulse lasers are rapetastic against wound allocation abusers, Missile Launcher will ruin every 4+sv unit's Christmas, Starcannons are pointless (costs the same as the Pulse Laser which is stronger and longer-ranged), Bright lances will knock down most vehicles reliably, Shuriken Cannons/Scatter lasers own Blob units and even some Monstrous Creatures. Seriously, an entire unit (5 models) of these will kill ANYTHING you point them at, combined with the ability to outflank taking 3 will cause immense butthurt. Last but not least they have Skimmer Assault, allowing them to move flat out and firing snap shot in the same turn. Just don't forget, that full Hornet squadron with good guns would cost you an arm and leg at both points and wallet, so use them wise and carefully. *'''Corsair Vyper Squadron:''' A Vyper squadron, but different from the Craftworld versions due to their weapon selections and the Scout USR. From the outset, they have twin-linked lasblasters instead of shuriken catapults, which when coupled with their heavier turret mount means they have a slightly larger threat range (if a bit weaker) than the typical vyper without having to spend any extra points. When you look into upgrades, they have access to the full range of Craftworld options '''plus''' the Dark Eldar Splinter Cannon or the Dark Lance... which is the same as the Bright Lance, but whatever. This means your Vyper squadron can be kitted out to cover a HUGE variety of roles, from tank hunting, horde wasting, to monstrous creature slaying. Consider that a double splinter cannon viper is only 50 pts and a Eldar Missile Launcer (with the skyfire shot) carrier is only 55pts. Honestly, they are spammable Venoms with the option to take lances or EML without transport space and when said that way start sounding pretty nice. **Don't forget that Scout confers to ''Outflank''. Oh boy! Combine this with a skyburners coterie for rerollable reserve rolls, kit them with duo shuriken cannon - or splinter cannon if you feel like 12 shots per model - and the game suddenly became point and click to kill. Although Kinetic Shrouds and Void Burners sound like a cute combination to meet in the parks of Terra, note that the upgrades are almost half of the model price itself. A unit of two fully kitted with the two could have a ''third'' Vyper instead. More models is better, right? *'''Nightwing Interceptor:''' Pure undiluted destruction, BS4 (plus strafing run), 2 Shuriken Cannons and 2 Bright Lances, Supersonic and Vector Dancer make for pure terror in the hearts of your opponents. Arguably the best air superiority fighter, hell even best flyer, in 40K. Though, it's AV10 2HP, so [[Doomrider|the first time you roll one to save could be the last]]. It has ''Stealth'', giving it a flat 6+ cover save even if you don't want to Jink and a +1 if you do. It also has ''Agile'' giving it yet another +1 to any Jink save taken. So this isn't as good as the Shrouded that is used to have before, though you can upgrade it with Kinetic Shrouds if you want ''yet another'' flat save which works against pretty much anything fired at it. *'''Corsair Phoenix Bomber:'''Now a fast attack choice! Like Nightwing, this flyer also comes with stealth and vector dancer for unparalleled mobility and a modicum of protection, plus strafing run for BS 5 against ground targets. It can torrent absurd amounts of anti-infantry dakka, but it almost reaches Land Raider’s price-tag in points. There are a couple of things the Phoenix actually does really well: killing MEQ’s in the open - consider it a [[Rape|flying Dark Reaper squad]]. It also tears other flyers out of the skies by throwing around fifteen of S5-S8 shots depending on what your under slung weapon choice has been. Against Horde armies like Guard, Nids or Orks it can just remove entire squads, particularly if you replace the phoenix missile launcher'''s''' with Nightfire missile launcher'''s''', giving you '''six''' frag missiles that pin and ignore cover on top of all the other firepower. ===Heavy Support=== *'''Corsair Balestrike Band:''' Your heavy weapon squad, with the potential for some REALLY awesome destruction options. You start with five dudes with lasblasters, but you can add five more and each and every one of them can be upgraded with a man-portable heavy weapon so you can create powerfully focused squads for your chosen role. They can also be upgraded with Jet Packs to give them more mobility and Relentless so that they never miss a turn of shooting. The customization doesn't end there either, since you can give them the range of grenade options and armour upgrades. So this unit is your go-to heavy weapon option unless one of the other choices can fill a more specific role. The ONLY option for a Titan Breakers Cotories Heavy Support slot, as its rule only gets granted to Infantry or Jetbikes...unless you don't care about the Preferred Enemy Tanks & Walkers you took it for. *'''Corsair Warp Hunter Squadron:''' This is your '''D''' Tank, and you can only take one per detachment, though it comes in a vehicle squadron of up to three tanks. The latest rules incarnation increased the D-Flail strength from S7 right up to destroyer levels in keeping with the Craftworld Codex. The caveat is that any rolls of six on the destroyer table instead count as fives, so no Deathblows. ''(The Corsair version on p174 has a different wording of the rule than the Craftworld version on p209, this isn't a flat -1 as with the D-Scythe rule, so you don't suffer the increased chance of a lucky survivor)'' The D-Flail firing options cover the short/mid ranges, so gyou can either fire it as a template and ignore cover with your D weapon, or you can fire it indirectly as a barrage of D3+1 small blast templates (per tank) up to 36" away. So if you get a few of these together they can easily lay waste to knights, titans or monstrous/gargantuan creatures. *'''Corsair Fire Storm:''' A Corsair only, anti-air tank. It’s basically a Falcon with a twin-linked 6-shot R60 skyfire/interceptor scatter laser with the ''Rending'' rule added, in addition if it fires at a Zooming flyer it gains the ''Ignores Cover'' rule so they cannot even jink to avoid it; and finally they can be taken in squadrons of up to three vehicles, so you can fill the skies with disco laser lights. These buffs mean that the Firestorm is vastly improved as an Anti-Aircraft options, however it still has no real use other than killing flyers and if that's all you needed it for then you might have been better off taking a Nightwing or Phoenix which you should have done anyway. However, one thing it is really good for is annihilating AV10 skimming vehicles since skyfire works on skimmers too, but this means that you are playing against Craftworld/Dark Eldar, or against Land Speeders which is a bit of a niche that most of your other units can cover anyway. So its probably the worst Heavy Support choice you have. *'''Corsair Fire Prism:''' Identical to the Craftworld version the Fire Prism is the answer to the long range guns of other races. This magnificent jeweled weapon focuses such intense power as to turn foes of all shapes and sizes into all shapes and sizes of slag. Now boasting THREE FIRING MODES the prism cannon rules as king of your culinary delights. For your meat lovers you have the dispersed mode, a S5 AP3 large blast, great for MEQ and anything more fragile. For your vegetarians you have the focused mode, a TEQ hunting small blast with S7 and AP2, good for all things the previous mode didn’t quite get. Finally we turn the volume up to 11 and give our vegans out there the lance mode, used to scythe down anything that doesn’t strictly walk where it needs to go (and will blow smoking holes in Daemons and Tyranids, too). At S9 AP1 with the LANCE special rule this weapon will crush any armoured vehicle going in the game today. What downsides does the Fire Prism have, you ask? Expensive tank + upgrades costs, high aggro generation and usual complaint of Eldar vehicles but nothing beyond that - a solid workhorse in the army. You could field three and no one would bat an eyelash. Three full squadrons, however, would make almost anyone cry. Sadly our squadron doesn't get the rules for combined fire so, it's only a squadron. *'''Corsair Night Spinner:''' Less useful in the Corsair list, because you've got access to so many other heavy support options, like Flyers, Warp Hunters and Fire Prisms, the Nightspinner is still a useful choice when used correctly. The Doomweaver is the primary weapon and features 99% of the tanks actual threat, laying down a S7 shot of monofilament onto the board, as well as the mini rending power that makes it auto wound and AP2. Like its close cousin the Fire Prism, Nightspinners feature different modes of attack. The dispersed mode launches the shot high above the battlefield to rest silently and invisibly as a large blast, wounding and possibly pinning the target squad. Now there is also the focused mode, a torrent weapon that fires the same deadly web but with increased accuracy, ignoring cover saves and lacks the pinning. Nightspinners are possibly more resilient due to not needing to be exposed most of the time but also have a chaotic track record of actual threat, sometimes wiping whole squads from the board other times managing to wound maybe a model or two, not a great buy for the player who likes guarantees. The Nightspinner can, as a barrage weapon, hide completely from view to fire it's shot and can be used effectively as the least upgraded of the Eldar tank options, requiring no actual upgrades to its weapons or gear (excellent because it's already the cheapest tank). Exposing the Nightspinner to fire is doable and sometimes even necessary depending on the available terrain but in those cases it benefits from its BS to reduce scatter. The same as per Fire Prism, our squadron cannot combine fire. Because GW loves only the Craftwolders. *'''Corsair Lynx:''' Only one allowed per detachment, the newly re-minted Lynx is no longer a Superheavy, and has been nerfed down to the regular Heavy Support slot where it has to compete with a lot of other options. However it still has things going for it. While the hull points were knocked down to five, the Front and Side armour was put up to the more sensible AV12 in line with practically every other Eldar closed-topped vehicle. The Pulsar cannon is still a ''Destroyer'' weapon, and can be fired either as a single Large Blast, or as a three-shot twin linked weapon both up to the 48" range, meaning it covers a larger section of the board than the Warp Hunters do, as well a being a "true" Destroyer weapon, unlike the Warp Hunters. As before, you may replace the Pulsar with the Sonic Lance, giving you effectively a ''Torrent'' Hellstorm Template for mulching hordes on a 3+ or better, regardless of toughness; the Sonic Lance is also AP2 now, so very few things are safe against it, so the weapon is a perfectly viable choice when compared to the Pulsar, so it really depends on what you regularly face up against. It also has a unique set of ''Skyhunter'' rules, where you may count the Lynx as a Flyer, unlike the old rules you '''may''' fire the weapons while it is zooming around, although you '''may not''' Jink and you can '''only''' fire Snap Shots, but at least your Pulsar is twin-linked in salvo mode, so you can still be a credible threat. It also lets you start the Lynx on the board in hover mode, which is nice. <strike> The Sonic Lance and Pulsar are both Ordnance weapons, and therefore can never be snap fired. You can only snap fire your shuriken canon/its replacement.</strike> There is nothing preventing you snap firing ordinance weapons. Only blast and template. The upcoming FAQ also addresses this. ===Lord of War=== *'''Corsair Vampire Raider:''' 730pts gets you an AV11 all around 12HP Super-heavy Flyer with Hover. Adding either a TL Phoenix Missle Launcher or TL Pulsar drops the 30-man capacity to 20.
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