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Warhammer 40,000: Kill Team (HoR)/Tactics/Eldar(8E)
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==Rules== *'''Craftworld Attributes:''' While you can indeed keep the basic ones from the Codex, there are alternatives present. Alternatively, you could also just forgo the Craftworlds nonsense and gain a free TP. **'''Saim-Hann''': ''Wild Host (Revised)'' - A more defensive variation, this lets your bikers and skyrunners charge after falling back instead of shooting. You lack the means to bring it to the enemy extra-hard, but now you can fall back and go again whenever you wish. **'''Biel-Tan''': ''The Fractured'' - This allows your models to arrive at a randomized table edge, rolling a d6 to determine which. Never go for a 6, because then your enemy can throw you wherever they want. **'''Ulthwe''': ''The Unblinking Eye'' - Your powers now cover anything within 4" of a target, which is helpful. The bigger grab, though, is your re-roll to sieze against Chaos. **'''Alaitoc''': ''The Parallel Paths'' - You add +1 to any {{W40kKeyword|Aspect Warrior}} caps. Your rangers can also use their Appear Unbidden rule at the start of the second round instead. **'''Iyanden''': ''The Vengeful Dead'' - Your Wraithguard/Wraithblades all add +1 attack when within a Spiritseer's IP, doubling if against enemies from Hive Fleet Kraken. **'''Altansar''': ''The Whispering Outcasts'' - Your leader's IP range is reduced by 1", but their leadership skyrockets to 11. Quite hefty a boost. **'''Il-Kaithe''': ''The Greater Foe'' - You can grab one {{W40kKeyword|Imperium}} or {{W40kKeyword|Drukhari}} model from one other opus as Core for each Special model you take, though they'll never benefit from IP. It has a lot of potential for variety, though the most obvious is bringing in Marines for a mobile meatslab. **'''Lugganath''': ''The Labyrinth Striders'' - You can always pick which DZ you want to deploy from, which can be narratively...interesting. You can also force your enemy to re-roll one reserve roll per game, potentially robbing them of a vital asset. **'''Yme-Loc''': ''The Crucible'' - Bans you from taking more than two {{W40kKeyword|Wraith Host}} models, but you can take up to two Vypers and up to two Heavy Weapons Platforms per ten guardians. These models also gain a 6+ save-after-save, making sure your big guns will last. **'''Iybraesil''': ''The Crone's Wisdom'' - If you take a Howling Banshee Exarch, boost the range of their IP and War Cry by +3". **'''Mymeara''': ''The Enemy Revealed'' - The good: Your {{W40kKeyword|Aspect Warrior}} and {{W40kKeyword|Warhost}} models rob enemies of their cover save. The bad? Neither side can hide from an enemy within 9", which means that you need to strike first and strike harder. **'''Malan'tai (Pre-Doom)''': ''Fly Before Fate'' - You can seize the initiative on a 5+. If you score the first turn, your models all gain +2" movement for the turn. **'''Malan'tai (Doomed)''': ''The Shattered Survivors'' - You can select Special choices from the Kroot opus (and the Exodites opus, but that's out of date), though this restricts you to 0-3 on both {{W40kKeyword|Aspect Warrior}} and {{W40kKeyword|Wraith Host}} models. *'''Swooping Hawk Grenade Pack''': Yeah, I'm sure you guessed that the Swooping Hawks won't get infinite grenades. However, theirs return without cost if you play campaigns. *'''Smite''': Smite works at it's HoR gimped self as normal, though anything with Destructor defers to that instead with respect to the HoR targeting rules. Truth be told, it's kinda sad to see Warlocks so nerfed. *'''Ancient Doom''': Revised so that you can re-roll all hit rolls in melee against Slaanesh models. However, if any model's within the IP of a Slaanesh leader, add +1 to any Rout tests.
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