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====Battleline==== Note that all these units can take 2 attached units, provided that one and only one of them is a {{W40kKeyword|Command Squad}} unit. *'''Cadian Shock Troops:''' Cadia's finest remain a mobile variant to the basic guardsmen, unable to carry heavy weapons but capable of carrying two special weapons (plus the drum-fed autogun you'll always put on the sergeant), but you can't pick the same one twice without doubling up on the unit's size. **Shock Troops make the Cadians valuable, as they can cap any objective they touch and keep it capped until an enemy threatens it. With how much more emphasis there is on claiming objectives, you'll be needing that bit of security as you press on the offense. *'''Catachan Jungle Fighters:''' [[Rage|Sadly still absolute shit, they gain +1 S and +1 AP on the charge but]] [[What|are still S3 base and don't get anything other than a Laspistol on the Sergeant, not even a chainsword!]] [[Derp|Would it have killed GW to let them take a Power Fist or Power Sword? They're even in the fucking kit.]] **Only theoretical use is using that 6" scout with a dedicated transport for an early objective grab. **Only hope is to cross your fingers that this is only a placeholder for a future kill-team box. *'''Death Korps of Krieg:''' Troopers that lack heavy weapons aside from the Sniper Rifle, but can triple-up on special weapons by replacing their Vox dude with a plasma gun dude (who dual wields a plasma gun and a lasgun, for some reason); their Sergeants can carry bolters, if you want to count those as special weapons. Uniquely, these guys are a bit masochistic, getting +1 to hit if they lose any models and +1 to wound if they're below half-strength. **Sadly, while they have a rule for a medi-pack so they can resurrect d3 trooper models (the sergeants can't be brought back, nor can anything attached) each turn, [[40K Rules Blooper Reel|they can't use it, because it's a Wargear rule and none of them carry the item or can purchase it]]. Easily one of GW's dumbest rules errors coming into 10th, HOPEFULLY expect an obvious errata soon. *'''Infantry Squad:''' Classic choice with all the special and plus heavy weapon teams guards are known for. Come with the ability to gain cover while near an objective. **Because GW can't write rules, RAW their current weapon loadout is strange since they are allowed to take one vox-caster and one special weapon per 10 models, but if you add heavy weapons to the squad, then it's a 9/18 model unit, so you can't take 1/2 special weapons if you take 1/2 heavy weapons.
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