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Warhammer 40,000/6th Edition Tactics/Eldar
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===Dedicated Transport=== *'''Wave Serpent:''' The Wave serpent is yet another falcon chassis tank but featuring a large carrying capacity for the Eldars various infantry and a real threat in terms of a battlefield vehicle. The Wave serpent comes stock with the standard AV12 and ability to grab vehicle upgrades such as holofields and star engines. It comes with a twin-linked catapult and shuriken cannon, the cannon being tradeable for a twin-linked star cannon, bright lance or scatter laser. It can also trade for an EML (no flakk) for a heavy price as well as switch out that little catapult for a cannon (because who wants a tank with 12β range?) for a little bit more. Unlike other races the wave serpent is a costly machine, clocking at 115 points base and with lots of reason to spend more. You cannot just throw this transport away and it also features no fire points as well as not being an assault transport. Our dedicated transport kicks the daddy bags of other such transports of the other races and in large point games you can afford to get a whole lot more armour onto the field. The Wave serpent has various uses and strategy weβre all used to by this point in addition to its useful long range anti-cover attack. Move it carefully and let it bring your units to where they can do their job best. Equip with Scatter Lasers and Shuriken Cannon to allow you to spam insane amounts of Twin-Linked shots. You only need to hit once (hit, not wound) with your BS4 Twin-Linked Scatter Laser to make ALL other shots fored by this model Twin-Linked. Yes, that includes the Serpent Shield. And what is the Serpent Shield? **'''Serpent Shield:''' The Wave Serpent now comes with a new barrier that turns all of its front and side based penetrating hits to magically transform into a mere glance on a 2+. Then if the serpent is either doomed anyway or you need to extra zoom zoom dakka it can instead FIRE THIS FORCEFIELD at an enemy within 60β. This energy wave is a S7 AP- pinning weapon that ignores cover as well as dealing d6+1 hits. The defensive aspect of the shield are on cool down until your next turn and the attack can be fired again if you wish.
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