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==Fire Teams== Non-Specialists of the same Datacard (e.g. Skitarii Rangers and Ranger Gunners or Genestealer Cult Acolyte Hybrids and Hybrid Fighters) are organized into groups called Fire Teams, which gain experience and advancements as if they were a single model. As long as at least two members of a Fire Team participate in a battle, the whole group will benefit even if none of the other members were present for the battle. If a member of a Fire Team dies, its replacement can still benefit from the collective experience and advancements of the group, but only if it first fights in a battle with a more experienced member of the Fire Team. Fire Teams have the critical downside of having to roll their abilities on a table as they level (in addition to not gaining any abilities at level 1), but the critical upside of legal (in fact, mandatory) duplication of specialties (all Fire Teams roll on the same table). Their abilities aren't even bad ones - for example, two of the options are lifted directly from the Sniper tree, at levels 1 and 2. Plus, they're ''cheap''; Fire Team members cost an additional point per level, whereas Specialists cost an additional 4. Unfortunately, there's no legal way to "undo" leveling them, so you do run the risk of them leveling up (and hence costing more points per model) into abilities you have no use for. The Fire Team ability list is as follows. At each level from 2 to 4, you roll on the table, re-rolling results the Team in question already has, until you roll an ability they don't have, which they get. Note that this means you ''can'' roll an ability that duplicates a rule already on the model, but if the ability has a different name, you get boned - the model now costs a point more, without having changed in any way. An excellent example of this is if you level up a Space Marine Fire Team and roll a 3 on the table - now your team has 2 rules which both re-roll Nerve, but your models are all more expensive, for no benefit. #+1" Move #Re-roll saves of 1. #Re-roll failed Nerve tests. #Choose 1 when you roll this: Re-roll 1s to hit for shooting attacks or in the Fight phase. #Choose 1 when you roll this: Re-roll 1s to wound for shooting attacks or in the Fight phase. #-1 to Injury rolls for this model. Typically, the "best" results are 4, 5, and 2 or 6, depending on how good your saves are (2 is especially good on a model with an excellent invuln save, and 4 is amazing with plasma because modifiers don't count for supercharging in Killteam).
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