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Warhammer 40,000/Tactics/Eldar Corsairs (7E)
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===Troops=== *'''Corsair Reaver Band:''' Your "basic" Corsair troops, with build options ranging from pseudo-Guardians to 4+ armor jet pack harassers. For every five guys you get two weapon slots, open to your choice of flamers, fusion guns, shredders, or blasters. The rest of the squad gets lasblasters that can be swapped for a variety of basic Eldar guns. They even have plasma grenades and the option to take some CC gear. The entire squad can equip haywire or tanglefield grenades. They also can pick a Venom or Falcon as a transport depending on their squad size if you prefer a nice solid gunship over JSJ tomfoolery. *'''Corsair Ghostwalker Band:''' Morose and reclusive Corsairs with Stealth, Infiltrate, Scout, and the option to take Eldar longrifles for a point each. The entire squad can equip haywire or tanglefield grenades. Did somebody say "Jetpack Rangers"? Barons can join them, because the Baron isn't an ''independent'' character. Two Strikes: 1. They take up a Troops slot that could be more bikes. 2. They take up a Troops slot that could be 2 flamers/fusion/blaster in a vemon. They sure can camp an objective in ruins though! **'''Alternate take:''' Don't see them as jetpack rangers. They don't have shrouded. Instead, give them the Brace 'o Pistols and a blaster per squad and use their special rules: infiltrate, scout and stealth and harass on turn one with 3+ cover saves. *'''Corsair Cloud Dancer Band:''' Your bloodthirsty piratical Jetbike squadron. Tougher, faster and much more expensive version of regular corsairs. Following in the footsteps of their Craftworld brothers, every bike can take a heavy weapon for a cost. Their list of extras adds Splinter Cannons, Dissonance Cannons, and (oh baby) Dark Lances. The entire squad can equip haywire or tanglefield grenades. Quite the investment for a lot of firepower, so it's good they have Outflank and the Eldar jetbike jump-shoot-jump move to hide behind the walls or tanks when they aren't making your opponent froth at the mouth as his vehicles spontaneously combust. Remarkably, they benefit from "reckless abandon" rule so you can move 12" then shoot then move 6"+d6" then move again 2d6". Enjoy.
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