Editing
Warhammer 40,000/9th Edition Tactics/Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Craftworld Legends== <div class="toccolours mw-collapsible mw-collapsed" style="10> The retirement home for all the GW/FW models of yesteryear. Like all units placed under the Warhammer Legends banner, the data sheets for these models are available for casual play and possibly for smaller, locally run tournaments free of charge. Having said that, Games Workshop all but disavows them in any official capacity; these models are well out of print (with an exceptionally probable likelihood of never returning) and will rarely, if ever get updates to their data entries. These units are banned from any official tournament run by GW or GW stores and will likely become progressively more and more irrelevant as the meta shifts and evolves over time. If you have a couple of these units lying around, feel free to call a friend or two for a good ol' nostalgia trip. Otherwise... well, hopefully they look good on your shelf. <div class="mw-collapsible-content"> ===Legends HQs=== *'''Autarch (Weapon Options):''' Thanks to the revamp, all prior Autarch variants have been resurrected from Legends hell. They even took most of their toys with them, only leaving a few unremembered scraps behind. Despite that, if you truly wish, you can slap one of these on your Autarch at the cost of it becoming a "legends" variant. Shares the point cost of any wargear in the codex. <tabs> <tab name="Avenger Shuriken Catapult"> Like the name suggests, the index Autarch can take the Dire Avenger's Shuriken Catapult variant. Generally this would be a hard pass, since the only thing these guns have going for them is that the Autarch can dual-wield them and the 18" range. Given basically any other option is free, you should probably consider those instead. </tab> <tab name="Lasblaster"> From the armories of the Swooping Hawks, the lasblaster provides the same volume of fire that two avenger shuripults or death spinners can provide at longer ranges, but at weaker strength with ''no'' chance of AP. Free, like both of those options but you'll pretty much be limited to shooting at GEQs but you'll still have a harder chance at killing them than either of the two aformentioned options. Probably skip this thing. </tab> </tabs> ===Legends Troops=== *'''Corsair Reaver Band (Forge World):''' Your foot slogging space elf pirates. With the new edition came some new rules that ''finally'' makes these guys a fully viable troop choice; '''Allies of Convenience''' is a new ability granted to all (3) of your Corsair units that allows them to be included in a Battle-Forged {{W40Kkeyword|<Craftworld>}} or {{W40Kkeyword|<Kabal>}} detachment without interfering with their abilities, bonuses and/or other requirements. With the rework they've received, they're certainly worth considering as well. Though they gain no bonuses or support options from your psykers and stratagems, their 9-point per model cost combined with their reworked '''Reckless Abandon''' (units with this may make a heroic intervention as though they were a {{W40Kkeyword|Character}}) makes them a half decent meat-shield for particularly important characters or units. Additionally, the main selling point of the Reavers remains fully intact; for every 5 models in the squad (to a max of 15), you can equip one of them with a heavy/special weapon of your choice and ''goddamn'' do they have a selection of toys to play with. Even without spending a single point, you can have the entire squad equipped with lasblasters, shardcarbines, shuriken catapults or spar-glaives to fill effectively any conceivable role you'd need them to. Unsurprisingly, it's not all great news for your space pirates. With a pitiful GEQ statline of T3 and a 5+ save, these guys will perish by the score if even one of them stumbles over a curb, even more so if your opponent points at them with anything resembling a gun. Additionally, these guys will not benefit from Objective Secured and, especially combined with their tragically frail bodies, are ''terrible'' for trying to contest front-line objectives. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Standard Weapon Loadout:''' Your corsairs have the extraordinarily unique honor of having not just one or two standard arms loadouts, but ''four''. None of these options change the price tag on your corsairs in any shape or form, so it's entirely dealer's choice on what you have them take into battle. Regardless of the main four, all your reavers also come equipped with a Brace of Pistols (12" Pistol 2 S4 AP0 D1) so that they can always pop off a shot or two regardless of where they're at. <div class="mw-collapsible-content"> <tabs> <tab name="Lasblaster"> The standard weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24" range, allowing them to actually engage enemy forces at a relatively safe distance. </tab> <tab name="Shuriken Catapult"> I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. Yes, it has S4, giving it marginally more of a chance wounding GEQ and MEQ targets than the Lasblaster. Only with half the range and half the number of shots. Yes, it has the ''potential'' of an AP-3 if you're particularly lucky. The odds of that lucky "crit-hit" going off consistently aren't remotely good enough to genuinely factor it into your game plan however. Frankly speaking, whatever the 'pult does, one of the other two guns can do better, or more than makes up for the difference through their other selling points. If you ''really'' want some shuriken catapults on your front lines, just take some Dire Avengers. </tab> <tab name="Shardcarbine"> For the edgy space elves who aren't quite [[Dark Eldar|there yet]], the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-{{W40Kkeyword|<Vehicles>}} on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18" firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-{{W40Kkeyword|<Monster>}} unit who can whittle down scores of enemy infantry on the side </tab> <tab name="Spar-glaive"> Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you're still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Literally on par with chainsword Storm Guardians in a fight, which isn't exactly worth bragging about. You'll want to stick with any of the other ranged options, especially since the biggest selling point of the reavers is the massive hoard of ranged special weapons at their beck and call. </tab> </tabs> </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Special Weapon Loadout:''' This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair reavers will make tactical marines [[Ultramarines|blue]] with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit. <div class="mw-collapsible-content"> <tabs> <tab name="Aeldari Missile Launcher"> '''+20pts''' The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You'll probably want to pass on this particular option since, as a heavy weapon, it isn't particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they're camping on objectives. </tab> <tab name="Blaster"> '''+15pts''' </tab> <tab name="Dark Lance"> '''+15pts''' The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn't really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you're going to be facing a lot of heavy support units for a squad of reavers you plan on planting around backline objectives. </tab> <tab name="Flamer"> '''+5pts''' Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared reaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it'll do little to improve your reaver's effectiveness against larger, tougher targets. </tab> <tab name="Fusion Gun"> '''+10pts''' A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile. </tab> <tab name="Shredder"> '''+10pts''' </tab> <tab name="Shuriken Cannon"> '''+10pts''' The shuriken cannon is... really not a great choice here. It doesn't really offer anything the other weapons in this category don't blatantly do better nor does it provide any particular utility worth considering. Give this one a pass. </tab> <tab name="Splinter Cannon"> '''+10pts''' </tab> <tab name="Dissonance Pistol"> '''+5pts''' ''Felarch Only''. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for. </tabs> </div> </div> ===Legends Elites=== *'''[[Bonesinger]]:''' Your only dedicated healing support whose [[fail|out of print metal model and datasheet has been discontinued for official use]]. As a 70pt {{W40Kkeyword|psyker}} {{W40Kkeyword|character}} only equipped with a Psytronome (S3 AP0 d3 with only a single attack) and no ranged weapons, the Bonesinger is built and intended to do all his work in the Psychic phase. As a dedicated psyker he leaves a lot to be desired; he can only cast/deny one power a turn and that power is exclusively Smite. Alternatively, he can use that psychic phase to heal a nearby {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Wraith Construct}} for d3 wounds. This makes him, all things considered, a pretty terrible support unit compared to most other faction equivalents, as a majority of them still have at least a modicum of an offensive presence alongside their respective support roles or are simply better at the job than he is. Having said that, Bonesingers are one of the few support units capable of healing infantry, monsters ''and'' vehicles where others, like the Techmarine and Apothecary, are strictly dedicated to one particular unit type. ====Legends Fast Attack==== *'''Corsair Skyreaver Band (Forge World):''' Literally just the Corsair Reaver Band with jetpacks. Unfortunately, these guys are no longer troops and occupy a ''much'' more contested Fast Attack slot. '''Note: I just acessed the Forge World Legends doc and it lists Skyreavers as Troops. '''All things considered, they're still not terrible; just like reaver bands, these guys can be included in Craftworld/Kabal detachments without breaking Battle-Forged bonuses and have ''immensely'' flexible loadouts to suit your needs. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Standard Weapon Loadout:''' Just like the regular reavers, skyreavers can outfit themselves with one of four different standard weapons. <div class="mw-collapsible-content"> <tabs> <tab name="Lasblaster"> The default weapon with the highest firing rate, the lasblaster will be your best choice against other swarmy GEQ targets like Conscripts, Guardians, Fire Warriors or Horma/Termagaunts. Though it lacks any and all AP, it can also be used to try inflicting chip damage against vehicles simply through volume of fire. The biggest selling point of these guns, however, is their fantastic (by eldar standards) 24" range, allowing them to actually engage enemy forces at a relatively safe distance. </tab> <tab name="Shuriken Catapult"> I gotta ask... why? As a bog-standard Shuripult, it has the shortest range of any of your squad-standard guns and it also has the lowest rate of fire. The sheer speed of the skyreavers make these slightly more effective than when taken on their ground-bound kin, but they still pale in comparison to the other two ranged options. Frankly, you'll get more bang for your buck just getting Windriders with twin shuripults. </tab> <tab name="Shardcarbine"> For the edgy space elves who aren't quite [[Dark Eldar|there yet]], the shardcarbine is a fantastic choice for combating targets relying on their thicc mass to absorb punishment instead of armor or body count. The ability to wound all non-{{W40Kkeyword|<Vehicles>}} on a 4+ with a Assault 3 rate of fire is nothing to sneeze at for a 45pt troop choice, especially since it comes from a modestly comfortable 18" firing range. Combined with an AML, Dark Lance or Blaster, you have a shockingly effective anti-{{W40Kkeyword|<Monster>}} unit who can whittle down scores of enemy infantry on the side. </tab> <tab name="Spar-glaive"> Your melee option if, for whatever reason, you want fighty space pirates. Though these give your elves an extra attack, you're still not breaking any records with a maximum of two S3 attacks per model (three for the felarch). Their impressive movement speed will allow them to easily close the gap and tie up targets in melee which, if nothing else, is useful for tying up static gunline infantry hanging in the backfield of your opponent's deployment zone. Don't expect them to get much accomplished though. </tab> </tabs> </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Special Weapon Loadout:''' This is where the meat and potatoes of your corsair reavers is kept. With access to almost every special/heavy weapon in the Craftworld and Dark Eldar armory and the ability for one out of every five models to pick and choose which one they want, corsair skyreavers will make tactical marines [[Ultramarines|blue]] with envy. Just remember to keep them nice and sheltered; overly aggressive language might kill the most valued members of your reaver unit. <div class="mw-collapsible-content"> <tabs> <tab name="Aeldari Missile Launcher"> '''+20pts''' The most expensive of your toys, and the most flexible. Fire off a single S8 AP-2 shot for variable d6 damage or a cluster bomb of d6 S4 AP-1 shots to make some space in an enemy cluster. You'll probably want to pass on this particular option since, as a heavy weapon, it isn't particularly efficient on the move and has far more range than the rest of your squad will know what to do with. If nothing else, you can slap it on a back-field squad of corsairs to take the occasional pot-shot at enemy units while they're camping on objectives. </tab> <tab name="Blaster"> '''+15pts''' </tab> <tab name="Dark Lance"> '''+15pts''' The edgy Bright Lance, in Craftworlder terms. A useful Monster/Vehicle hunting tool that isn't really recommended over the blaster or fusion gun. Still, it does save you 5 points if you know you're going to be facing a lot of heavy support units for a squad of skyreavers you plan on planting around backline objectives. </tab> <tab name="Flamer"> '''+5pts''' Your best choice for roasting hordes or cutting costs, flamers synergize very well with offensively geared skyreaver squads constantly on the move. As your reavers unfortunately lack the ability to ignore penalties to advancing the way their craftworld kin do, the auto-hitting nature of the flamer allows them to bypass that particular negative. Unfortunately it'll do little to improve your reaver's effectiveness against larger, tougher targets. </tab> <tab name="Fusion Gun"> '''+10pts''' A solid and reasonably priced option for bipping bigger targets, fusion guns can offer amazing single target burst damage on the go thanks to their assault profile. </tab> <tab name="Shredder"> '''+10pts''' </tab> <tab name="Shuriken Cannon"> '''+10pts''' The shuriken cannon is... really not a great choice here. It doesn't really offer anything the other weapons in this category don't blatantly do better nor does it provide any particular utility worth considering. Give this one a pass. </tab> <tab name="Splinter Cannon"> '''+10pts''' </tab> <tab name="Dissonance Pistol"> '''+5pts''' ''Felarch Only''. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for. </tabs> </div> </div> *'''Corsair Cloud Dancer Band (Forge World):''' Corsairs on Jetbikes. At 22 points per model, they're a touch pricier than Craftworld Windriders and are for all intents and purposes, completely identical in statline and battlefield role. At least when taken bog-standard. Unlike their basic brothers, cloud dancers have twice the number of heavy weapons to choose from and as such, can fill dramatically different roles when upgraded. At least, if you're willing to splurge on them because god''damn'' do they get pricey when you start putting the bells and whistles on them. Just like the corsair infantry, including cloud dancers in your craftworld or kabal detachment will not interfere with their Battle-Forged status and will not interfere with any abilities/stratagems/powers that require a purestrain list. Unfortunately, this also means that they don't benefit from any such things themselves, so depending on what you need these guys to do you'll get considerably more mileage out of taking the vanilla bikers instead. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Special Weapon Loadout:''' With twice the weapon selection as their standardized kin, cloud dancer bands can be tailored to a wider variety of battlefield roles to fill any tactical holes you may have in your formation. This freedom of choice doesn't come cheap though, so make sure you know exactly what you want before you sink too much into these guys. <div class="mw-collapsible-content"> <tabs> <tab name="Twin Shuriken Catapult"> The default gun, and ideally one you're immediately dumping in favor of one of the more unique choices available to you. If you just want twin shuripults, take Windriders. They're cheaper and can benefit from shuriken buffing attributes and abilities. No arguments, just take them instead. </tab> <tab name="Shuriken Cannon"> '''+10pts''' See the entry for Twin Shuriken Catapults. There is literally no reason to take these instead of one of the other choices on the list. Hard pass. </tab> <tab name="Dark Lance"> '''+20pts''' Now we're cooking. Though this'll spike your cloud dancers to a pricey 42 points per model, you'll have an exceptionally fast anti-vehicle/monster platform that can easily flank and toast targets with high armor/tougness. </tab> <tab name="Splinter Cannon"> '''+15pts''' 5 points more expensive than when taken on the corsair infantry for some reason. </tab> <tab name="Scatter Laser"> '''+10pts''' Also exactly like the Shuripult and Shuricannon in the sense that you shouldn't take these on cloud dancers when you have the functionally identical windriders that can do so for less. </tab> <tab name="Dissonance Cannon"> '''+15pts''' The cloud dancer-unique dissonance cannon is... woefully underwhelming for the pricetag. 37 points for two 24" S5 AP-2 D2 shots isn't really that great a deal, even with the occasional auto-wounding on unmodified hit rolls of 6. Still, a successful wound does almost guarantee a dead marine and in this day an age, that's worth more than you might expect. </tab> <tab name="Dissonance Pistol"> '''+5pts''' ''Felarch Only''. The dissonance pistol has ever so slightly more oomph than the regular brace of pistols at S5 Ap-2 with a guaranteed auto-wound if you roll an unmodified hit-roll of 6, but with only one shot at 12", it's probably not worth spending the extra 5 points for. </tab> </tabs> </div> </div> *'''[[Wasp Assault Walker]] (Forge World):''' Wasp Assault Walkers are literally just War Walkers with little jump jets and a slightly fancier tail vane. That said, that's not necessarily a bad thing, as War Walkers (and Wasps by extension) are pretty cost efficient as durable heavy weapon platforms. Spend 25 points more per walker to grant them an extra wound, the {{W40Kkeyword|Fly}} keyword and the freedom to deepstrike rather than simply outflank. The ability to move and shoot heavy weapons without penalty ''really'' benefited your War Walkers, so it needn't be stated how much more the Wasps appreciate this new lease on life. That said, these guys compete pretty heavily with their fellow Forge World unit, the Hornet. Both run 65 points base line, but the Hornet is significantly faster, ''slightly'' tankier (yet one more wound with a 3+ save, though it does lack an invuln), can take vehicle upgrades and has a ''really'' good signature weapon in the Hornet Pulse Laser. Against weapons with substantial AP, the Wasp does beat out the Hornet due to its 5++ save and, in niche situations, having Battle Focus lets shuricannon loadouts advance without penalty (that said, the Hornet can advance and fire ''any'' heavy weapon due to the CTM it can take). Ultimately take what suits your taste, even if that taste is for lots of chicken leg walkers. Unless you're playing by GW's rules, in which case don't expect to see/use these in tournament settings anymore. <div class="toccolours mw-collapsible mw-collapsed" style="10> ::'''Weapon Loadout Options''': Despite being Forge World exclusive, the Wasp Assault Walkers' selection is just as standard as its ground-bound variant. Alongside simply being a better War Walker, the Wasp also has the privilege of not taking up your hotly contested Heavy Support slots. You may mix and match these as you see fit. <div class="mw-collapsible-content"> <tabs> <tab name="Shuriken Cannon"> *'''Shuriken Cannon''' **A decent choice for Biel-Tan walkers, though it is somewhat point inefficient compared to your Windriders or even the vanilla war walker for this role. Not to say that it doesn't benefit greatly from having Battle Focus and the ability to deep strike and ambush backline gunners, it's just that by the time your walkers are able to deep strike outside your deployment zone, any of your biker units could have easily rushed into position with their superior movement speed. </tab> <tab name="Scatter Laser"> *'''Scatter Laser''' **Honestly a pretty great choice for dealing with infantry and arguably your second most cost effective scatter laser platform (Saim-Hann windriders excluded). The sheer mobility and deployment options the Wasp possesses allows it to get into an ideal position to act as a turret to pick away at enemy lines, though the usual problems from the lack of AP apply. </tab> <tab name="Starcannon"> *'''Starcannon''' **Giving your Wasp a pair of these can make it an ideal executioner of smaller MEQ/TEQ squads like inceptors or aggressors while posing a decent threat against light vehicles, but the drastically reduced number of shots will make the Wasp struggle against model heavy units or particularly tough vehicles/monsters. While reasonably priced guns, you should probably field no more than one or two Wasps kitted out with starcannons if you want them to effectively earn back their points. </tab> <tab name="Bright Lance"> *'''Bright Lance''' **A solid choice for your Wasps, kitting it out with two of these lets it effectively hunt harder targets like dreadnoughts fairly reliably. Like most units with access to them, it does face some minor overlap with the AML now due to costing the same and should probably only be picked over it if you are expecting vehicle/monster heavy armies. </tab> <tab name="Aeldari Missile Launcher"> *'''Aeldari Missile Launcher''' **The most flexible, if expensive choice, the AML can effectively balance between GEQ/MEQ targets with its D6 shots or vehicle/monster targets with its single D6 damage shot. The Wasp can take great advantage of this weapon's range alongside its flexible deployment/movement to grant it near perfect coverage over the battlefield. </tab> </tabs> </div> </div> ===Legends Flyers=== *'''Phoenix (Forge World):''' Now Legends, so play it as a CH or a Nightwing in competitive play. 210 points for 16 wounds flyer. The Phoenix Pulse Laser has one more strength than the normal Pulse Laser, so it's more likely to wound T8 Super-Heavy vehicles like Knights and Baneblade variants than standard bright lances and pulse lasers. No more options for Starcannons or Bright lances, or nightfire missiles. Phoenix Missiles are similar to [[Starcannons]] with only D6 variable Str6 shots and flat 2 damage, making them ideal for murdering the hell out of enemy Terminators or [[Primaris Space Marines]] . Finally the nose-mounted Twin Shuriken cannons add more anti-infantry and of course have the rend effect. *'''Vampire Raider (Forge World):''' Legends now, and no longer a LOW but a Flyer (still Titanic though). Insanely cheap for 32 T8 wound with a flat 4+ invul. Unfortunately now that it's legends, you won't see it in competitive play. ** Colossal Flyer rule is gone. ** FW Legends makes it only 400 (!) points. ** Since it's Aircraft and a Flyer, it can never hold objectives (change from 8th where it was LOW and got around the Boots on the Ground restriction). *'''Vampire Hunter (Forge World):'''Legends now, and no longer a LOW but a Flyer (still Titanic though). Insanely cheap for 32 T8 wounds with a flat 4+ invul. Unfortunately now that it's legends, you won't see it in competitive play. Twin Pulsar is 60" Heavy 9, S12 AP -4 Damage D3+3, fewer shots than the Scorpion. Still pretty mean for it's points. ** Colossal Flyer rule is gone. ** FW Legends makes it only 600 (!) points. ** Since it's Aircraft and a Flyer, it can never hold objectives (change from 8th where it was LOW and got around the Boots on the Ground restriction). ===Legends Heavy Support=== *'''Firestorm (Forge World):''' Good news! The Firestorm received both a Power Level and Points value, so you can use it in every mode of play! Bad news!It's now been banished to [[fail|legends]]! It's a shame, but it's an outcome we all knew was going to happen. At a new value of 130 points, the Firestorm is a bit of a steep buy for 12 scatter laser shots, even if those shots have twice the range compared to the stand-alone scatter lasers. What's worse is that the firestorm scatter laser now only receives its hit bonuses against {{W40Kkeyword|<Aircraft>}}, a considerably more niche category that typically tends to be around T6-7, meaning what shots do land will be rather ineffectual at actually hurting it. Thankfully, at least the firestorm no longer suffers hit penalties against everything else, making it a pretty solid GEQ shredder. In general though, two war walkers armed with scatter lasers will very much perform the same role for about the same price tag and none of the drawbacks (namely, no degrading statline and can divide fire between multiple targets). If nothing else, the firestorm has an underslung twin shuripult that can be swapped out for a shuricannon, can take any of the standard vehicle upgrades and can transport up to six infantry models. That's cool, I guess. </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information