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Warhammer 40,000/10th Edition Tactics/Chaos Space Marines
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====Fly==== *'''Raptors:''' Spiky assault marines. Their loadout is almost identical to their 9th edition incarnation, and they're quick with a 12" move and can take marks for some much-needed buffs. They're pretty spooky, too, with their ''Fearsome'' aura reducing leadership or battle-shock tests by 1 within 6", as well as forcing battle-shock tests during the fight phase with ''Terrifying Assault''. They can take 2 special weapons per squad, and since they're fairly versatile they benefit from all marks, though if you want to run all plasma guns then the rerolls from {{W40kKeyword|Chaos Undivided}} is a natural fit. *'''Warp Talons:''' Spikier assault marines. They have no ranged ability, but that doesn't matter because their melee is top-notch. Their claws are ''[Twin-Linked]'' so you can reroll wounds, and their unit ability forces the enemy to make '''Desperate Escape''' tests whenever they try to fall back from combat with them, with battle-shocked units taking a -1 penalty to the tests. They have a nifty 5++ and have a standard 12" move and deep strike, but with no way to gain any buffs to charges they'll struggle to make it into combat. As for marks, {{W40kKeyword|Slaanesh}} is the natural choice for the 5+ ''[Sustained Hits]'', and that also lets them benefit from the '''Unnatural Swiftness''' stratagem for a much needed ability to charge after advancing. There's still that obvious comparison with possessed, the tradeoff being that Talons are way faster whereas possessed are tougher and can be led by a MoP.
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