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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(8E)
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===Core=== *'''Kabalite Warrior''': Your basic troop with options for bonus shooty. **'''Kabalite Trueborn''': Did you miss me? Every one per five warriors can pay 3 points for +1 Leadership (slightly better for Nerve) and access to the armory. *'''Wych''': Wyches are good for one thing and only one thing: <s>Building a harem</s> Tying other things up in combat. Each one per three can grab a new Wych weapon, which tend to be only slightly better than nothing by offering more attacks at AP-1. **'''Bloodbride''': Same as the Warriors, +3 points here gives +1 Ld and access to the armory. *'''Wrack''': The Coven troop. These guys can only grab Liquefiers and Ossefactors, so it's pretty clear what the plan should be. The difference revolves wither wanting automatic hits but random AP or a basic gun with sweet poison and the chance to hurt someone else with a kill. *'''Reaver''': Hard-hitting and fast, here are the elites. Their good stats and decent options make sure they can fit whatever role is desired of them, but make sure they don't go to any combat not on their terms. *'''0-10 Hellion''': These guys are your dancy-darting fiends to kite around with. Much more dangerous than the reavers, but lose out in the durability department. *'''Beastmaster Pack''': Hardcapped at 0-2. These guys aren't quite as versatile as in the big book, but manage to remain major annoyances based on how they run, and Non-Learning makes sure that they have no reason to not charge. The master can take up to 4 beasts. Khymerae are the stable walls/cover, Clawed Fiends are for making punishing attacks, and Razorwings are there to make sure you get a maximum amount of attacks.
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