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===The Fatebreakers (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> A decent introduction into the shooty and psychic nature of the space elves. <div class="mw-collapsible-content"> <u>'''Composition:'''</u> 1 Farseer Idraneth, 10 Guardian Defenders + HWP, 6 Windriders, 1 Wraithlord *'''Farseer Idraneth:''' A Farseer with a Singing Spear. Sadly lost out on the auto 6s on bad Fate rolls but still keeps the defensive buff. *'''Guardian Defenders:''' Comes with a Starcannon weapons platform, allowing them to reliably dent any monsters they'll face and reliably eradicate a TEQ. Fortunately, they remain your one way of regenerating Fate Die. *'''Windriders:''' Come with two Scatter Lasers. You can split them up into two squads of three with a Scatter Laser on each squad, allowing them both to at least benefit from the high rate of fire. *'''Wraithlord:''' Your one true anti-monster force with a Bright Lance and Ghost Glaive to break them reliably. While it can't generate free Fate for killing anything, it remains the best thing out there to handle anything too big for your elves. <u>'''Enhancements'''</u> *'''Foresight:''' Farseer Idraneth's unit can use the Fire Overwatch strat for free once per turn, even if it was already used. The squad can also hit on a 5+ or a 4+ if they're on an objective. All great as a default since he's stuck with those guardians anyway. *'''Eldritch Might:''' Farseer Idraneth can re-roll 1s to hit, wound and damage on psychic weapons. Only really worth it if your enemy is equally averse to melee. <u>'''Secondary Objectives'''</u> *'''Ineffable Agenda:''' Basic default objective. 3 VP each turn where you control a new objective outside of your DZ. *'''A Greater Destiny:''' 10 VP if you get a unit that isn't battle-shocked on the enemy DZ by the end of the game. <u>'''Stratagems'''</u> *'''Storm of Shots (1 CP):''' One {{W40kKeyword|Infantry}} unit or two {{W40kKeyword|Mounted}} units can re-roll 1s to hit when shooting. At the very least, it spares you using some of your Fate Die. *'''Whip-Fast Reactions (1 CP):''' Enemies take -1 to hit one of your {{W40kKeyword|Infantry}} or {{W40kKeyword|Mounted}} units. *'''Zephyr-Swift (1 CP):''' One {{W40kKeyword|Infantry}} unit or two {{W40kKeyword|Mounted}} units can make a move after shooting, which helps get them out of the line of fire after shooting up a mob. </div> </div>
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