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Warhammer 40,000/10th Edition Tactics/Imperial Agents
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====Navis Imperialis==== *'''Imperial Navy Breachers:''' A group of elite guardsmen with a 4+ save and shotguns for a bunch of S4 AP0 firepower. Breaching Team lets them re-roll 1s to wound, but when shooting at an enemy on the objective they can re-roll all wounds. **As expected from a kill-team squad, there are plenty of specialized loadouts for individual models. By default, one model gets both a shield for a 4++ invuln and a heavy shotgun for twice the number of shots. On top of that, one unit can get either a plasma gun or a melta gun to handle your tanks and TEQ, one can grab a power weapon without being the sergeant, one gets a single-use Demolition Charge to blast whatever they come across as well as a belt to give both the {{W40kKeyword|Smoke}} keyword (letting the squad use the Smokescreen strat) as well as an extra d6 when using the Grenade strat, and another can grab the mighty but unwieldy chainfist to carve through vehicles. **With a leadership of 8+ you really don't want these guys to be anywhere near sources of battle shock without a leader, cough cough, Inquisitors, to shepherd them around. *'''Voidsmen-at-Arms:''' Your baseline guardsmen, still with a 4+ save but equipped with mere lasguns. Aside from that, one per five are trapped with a rotor cannon for something with more firepower as well as ''[Heavy]'' and ''[Sustained Hits 1]'' while the Voidmaster uses a short-ranged shotgun. Melee is pretty much a non-starter for these guys as your only option aside from CCWs is grabbing a dog. {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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