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===Warspeke's Prospect (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> A pretty average run-through of the Kin, but beware the missing gear... <div class="mw-collapsible-content"> '''Composition:''' 1 Kâhl Warspeke, 5 Cthonian Berserks, 3 Hernkyn Pioneers, 10 Heathkyn Warriors. *'''Kâhl Warspeke:''' Comes with a Volkanite Disintegrator and Gauntlet. While they can't give ''[Lethal Hits]'', they still auto-mark enemies. *'''Hearthkyn Warriors:''' Split between Autoch Bolters and Ion Blasters except for the HYLas Auto Rifle and Magna-rail Rifle, but lose the ability to keep objectives capped. You also get a 6+ FNP from a medipack and the Pan-Spectral Scanner's ability to get guns to ignore cover...as well as a comms array that does nothing. All of these gear is stuck on the Ion Blasters, which is a it of an issue since... **You can split the squad into two packs of 5, so ideally you'd want to keep the blasters and bolters apart. This unfortunately means that the Blasters pick up all the cool gear and likely the Magna-rail and Theyn too. The bolters get to keep the HYLas if you want to keep the range brackets equal. *'''Cthonian Berserks:''' Has one guy carry twin gauntlets and another the grenade launcher. They're still your melee menaces with their axes and gloves and they can still fight after dying. Your launcher, however, suffers from the loss of its special rule as enemies aren't affected any further from the explosions. *'''Hernkyn Pioneers:''' Comes with one bike carrying a HYLas Rotary Cannon to cover crowds while the other two kept their Magna-coil Autocannons to better affect MEQs. The Pioneers still get their option to fly into reserves at the end of an enemy turn, but this can't be used on turn 1. You also got gear that has no description, which really just shows how much care GW has when writing them. <u>'''Enhancements'''</u> *'''Waste Feeds the Void:''' Kâhl Warspeke's unit can re-roll 1s to hit with guns, making this most fit for your Hearthkyn. They can also shoot after falling back. *'''Prâgmaat Comms Uplink:''' Kâhl Warspeke's unit adds +1 to their OC and can re-roll for battle-shock. Great if you intend to camp your Hearthkyn somewhere. <u>'''Secondary Objectives'''</u> *'''Toil Earns:''' Mark one objective outside your DZ at the game start. You get 4 VP for each turn after the first where you cap the objective. *'''Settle a Grudge:''' Pick one enemy that's got a Grudge Token on every turn after the first. You get 4 VP for killing that enemy on that turn. <u>'''Stratagems'''</u> *'''Pan-Spectral Sweep (1 CP):''' One unit gains ''[Lethal Hits]'' on their shooting. *'''Payment in Kind (1 CP):''' When one of your squads dies, your remaining forces get to re-roll 1s to hit the enemy responsible. *'''Skeinwrought Physiology (1 CP):''' Improves the save of one of your units when they're shot. Pretty much Transhuman Physiology except you're the only ones that get it. </div> </div>
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