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===Eldar Vehicle Upgrades=== All praise Phillius Kellius for he delivered us the new upgrades that suck a little bit less. Each piece of equipment is toned down from previous incarnations and are simple effects with easy to track benefits at an affordable price tag. *'''Holo-Fields:''' 5++ invul save on your vehicles. A huge boon to your vehicles, given the [[Markerlight|many]], [[Imperial Guard|many]] ways to ignore cover in 7th Edition. *'''Power Field:''' Stock Warwalker gear, identical to Holo-fields in every respect. Gives the bastards a 5++, making them more expensive base but worth every damned penny given their low AV and hull points. *'''Star Engines:''' A simple and optional wargear for vehicles that increases their mobility even further if required. Grants an extra 6" to a flat out movement by an Eldar vehicle, which you don't really need with max speed 30" per turn except in ginormous Apocalypse maps. If equipped to a walker, said walkers run an additional 3", which is pretty handy considering they have Battle Focus. *'''Vectored Engines:''' With the upgrade the vehicle can now pivot in place immediately following its shooting attack, allows for some safe play by tanks with exposed rears. Jet in, smoke rear armor of target, pivot towards living threats with your front and side armor. Handy when transporting Fire Dragons too. Cannot be used while immobilized. *'''Spirit Stones:''' Extra Armor Eldar style, or more [[Necron|Living Metal]] Eldar style, the psyche inside the spirit stones take over in emergencies and allow the vehicle to ignore crew shaken on 2+ and crew stunned on 4+, nothing grand but nothing terrible. *'''Crystal Targeting Matrix:''' Single use. Can be used after completing a flat out movement on any non-walker vehicle, allowing the tank to fire a single weapon at full ballistic skill. Probably best on a Nightspinner or Warp Hunter to get into Torrent range fast! *'''Ghostwalk Matrix:''' Eldar dozer blades equivalent, except better, because it gives you move through cover on any speed, rather than re-roll DT tests, and only on combat speed. Nothing that will break the bank and a safe purchase if you have points to spend. If you plan to hide your tank in 4+ ruins, this is pretty much auto-take. If you take Black Guardian Vypers or Warwalkers, this can open up some impassible terrain shenanigans. *'''Serpent Shield:''' Stock Wave Serpent gear. Wargear that replaces the iconic energy field but for a good trade, while active the serpent transforms side and front based penetrating hits into mere glances on a 2+. That's good cheddar right there. Then, if you feel the serpent needs to do something, it can turn its shield into a medium-ranged energy shockwave that hits for 2D6 S6 ignore cover hits once per game. However, upon using the Serpent Shield's shooting attack, you lose its benefits for the rest of the game. *'''Mindshock Pod:''' Stock Hemlock wraithfighter gear. A 12" radius brain scrambler that causes all units within the radius to suffer a -2 leadership penalty when making morale and pinning checks, and under the new codex this only effects enemy units. Given that the Hemlock's weapons are short ranged, you can fly up over the enemy units, blast them with your D-Strength Lite weapons and force them to fail their LD tests and run off the board.
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