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===Infantry=== *'''Kroot Carnivores:''' Absolutely paper-thin, but they have their incredible speed (helped by ''Scouts 7"'' getting an advance move) and ''Stealth'' to keep them alive. Their Kroot Rifles add both a decent firearm and a decent melee weapon they can use to run down any GEQ and gain their 5+ FNP. Critically, they get a lot of synergy buffs with other Kroot (excluding Farstalkers) so if you're taking Carnivores, you're also taking their friends. *'''Kroot Farstalkers:''' Think of them as independent, SpecOps Carnivores and you're not far off. They get a lot of different weapons, replacing their Kroot Rifles with Farstalker Firearms - identical save for that the latter has Rapid Fire; they also get two attacks with a close combat weapon while the Kill-Broker gets three with their ritual blade that hits at S5. That Kill-Broker can also trade his Firearm for a pulse rifle or carbine, which are straight upgrades. The unit also has a pair of Kroot Hounds with it but they don't do the same thing as other Kroot Hounds elsewhere in this list - they're just there to take wounds and provide some meager attacks. Critically, there is an option for one member to trade their firearm for either an AP-1 flamer or (a "Dvorgite Skinner") or a Londaxi Tribalest: 18" BS5+ A3 S7 AP-1 D1 [HEAVY, ANTI-VEHICLE 4+, DEVASTATING WOUNDS]. That's not to mention the Kill-Broker's Pech'ra, which grants the unit's ranged weapons Ignores Cover. Or that you pick an enemy unit for them at the start of the battle and attacks made against that unit from the Farstalkers get Lethal Hits and Precision against it. *'''Pathfinder Team:''' Remain reliably mobile with ''Scouts 7"'' and are the shining example of the value of FtGG, not only natively getting the {{W40kKeyword|Markerlight}} keyword but also being able to mark two enemies if they're the observer. The Ion Rifle got a bit of a buff with its overcharge profile maintaining its AP-2 while the basic profile is stuck to AP-1, but it's now under the risk of ''[Hazardous]''. The Rail Rifle got a Strength buff as well as ''Devastating Wounds'' for extra power. **The Drones are back to just being rules as well. The Grav-Inhibitor Drone makes enemies suffer -2 to charge rolls against the pathfinders like before, the Pulse Accelerator Drone adds +6" to the Pulse Carbines' range, the Recon Drone gives both a Burst Cannon to add to the firing line but also provides ''Infiltrators'' so you can set the team up wherever you need them. *'''Stealth Battlesuits:''' The victim of GW's lack of proofreading, has rules for a Homing Beacon it isn't equipped with and can't take. Otherwise, nothing has changed significantly for them since 9th: burst cannons, MEQs, Fusion Blaster and "battlesuit support system" on every third model, blah blah infiltrate stealth. You know the drill by now, you know what they do and they're either your go-to or just taking up space. *'''Vespid Stingwings:''' At 18" A2 S5 AP-2 D2 those Neutron blasters will really put the hurt on MEQs. With only one attack at S4 D1 AP-1, those claws, however, won't cut it. Hilariously, they can yeet themselves back into strategic reserves as long as they're not in engagement range.
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