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===Karsk's Gunners (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> A showcase of Cadia's Finest in action. <div class="mw-collapsible-content"> '''Composition:''' 1 Command Squad Karsk, 20 Cadian Shock Troops, 2 Field Ordnance Batteries, 1 Armoured Sentinel *'''Command Squad Karsk:''' Your Cadian Command Squad, with its leader carrying a power sword and plasma pistol. The rest of the squad has one power fist, a medikit for a 5+ FNP and a standard to improve OC by 1. While the fist is a bit of an odd option, the rest gives you all you need to support a squad of Cadians. **Your Voice of Command is halved in its uses. Your only commands are "Move! Move! Move!", "Take Aim!" and "Take Cover!", aligning more with melee than anything. This unfortunately means that your means of combating anything with high armor is low. *'''Cadian Shock Troops:''' Lost their ability to keep units capped, but remain just as good at capping. You've technically got two squads of 10 here with differing loadouts. **One squad's more at home with a flamer and melta while the sarge has a chainsword. Best suited for getting up close and personal. **One squad's got the autogun, a grenade launcher and a plasma gun, making them better suited for behind the lines. They also have a vox-caster, but...it has no rules. Gee thanks. *'''Field Ordnance Battery:''' One bombast field gun and one rocket launcher. Fortunately, you can have them split into separate squads so you're not wasting everything on one enemy. *'''Armoured Sentinel:''' The plasma cannon is one of the better options to pick up for an anti-tank unit, so you're pretty safe with the re-rolls to wound enemy {{W40kKeyword|monsters}} or {{W40kKeyword|vehicles}}. <u>'''Enhancements'''</u> *'''Command Laurels:''' Command Squad Karsk gives 1 CP each turn it's alive. Any orders it issues is shared across the board. With perks like these, is it any wonder why it's the default option? *'''Gunnery Officer:''' Command Squad Karsk gives 1 CP each turn it's alive. When they're within 6" of a friendly {{W40kKeyword|Artillery}} unit, the artillery gains ''Lone Operative'' and can re-roll the number of attacks it makes. Excellent if you're relying hard on the ordnance. <u>'''Secondary Objectives'''</u> *'''Hold the Line:''' Pretty basic for your default objective. 3 VP for each turn where the enemy is outside your DZ. 5 VP if you keep the enemy over 6" away from your DZ. *'''Methodical Destruction:''' Mark one enemy to die. You score 4 VP if you kill them on that turn. <u>'''Stratagems'''</u> *'''Artillery Strike (1 CP):''' A single-use rain of fire that causes all sorts of shit for your foe - halve movement, halve advance rolls, deny charges and -1 to hit when shooting. Gives your squad a clear enough venue to GTFO if they need to flee or bumrush the enemy in suicidal bravery. *'''Bring It Down (1 CP):''' Mark one enemy to die. Everyone can re-roll to wound them. Great for guaranteeing the optional objective can be done reliably. *'''Send in the Next Wave (1 CP):''' When one squad of Cadians dies, another one can jump right back in with the same loadout. They can only show up within 9" of your edge of the table and can't be in combat. </div> </div>
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