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Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum(7E)
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==Special== *'''Tempestus Scion''': They're a bit more elite than the basic Guardsmen, but they pay for it by having less options. They can only take special weapons for one out of 5 (limiting to 4), another one out of the 5 can grab a cheap vox-caster, which helps especially in a Tempestus army. One can even become a medic with FNP in a 6" radius to keep them in a fight. **'''Tempestor''': Limited at 1 per 5 Scions, these guys act as the sarges. He can grab meltabombs, lets Scions within 6" use his Leadership, and has a slightly more melee build. *'''Ratlings''': In a dense area like this, these little hobbits can definitely make an impact on the field. keep them in cover and make sure they can shoot uninterrupted. *'''Ogryn''': Ogryns are meant to be big beefy things. Take them if only to distract the enemy from shooting at your guardsmen. One can become a Bone'ead and get +1 A/Ld, which is an alright buy for 10 points. *'''Bullgryn''': Same as above, but these guys get big shields. It's usually more advisable to keep them stock, as protecting your men is a bigger priority, and that's what slabshields do best. *'''Scout Sentinel''': A non-flammable walker, it's a lightweight unit to kite with. Aside from the standard weapons, it can also take an S+2 AP4 Rending melee weapon, but that's not highly advisable for it. '''WARNING: THE FOLLOWING MODELS ARE HARDCAPPPED AT 0-1''' *'''Ministorum Priest''': These unique models are the ones you take for melee slamdowns. Everyone within 6" gets Zealot and get his Hymns for glorious smiting. *'''Astropath''': He's not much better on the small field than he is on the big field, though the option to choose between Psychic Shriek, Dominate, Mental Fortitude, and Terrify, is nice. If you need the extra warp charge, taking this guy's usually advisable. *'''Techpriest Enginseer''': If you grab transports or Sentinels, grab this guy. He's the one force you can take to keep them alive and fighting. Otherwise you're just wasting your points. *'''Medic''': Another specialist, this guy's a basic Vet with FNP in a 6" radius. Take him if you fear for your gunlines. He can also take Carapace Armour or Camo Cloaks to help survive, but whatever you do, keep him out of battle.
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