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===Special=== *'''Deathwatch Apothecary''': This guy is the same as a vanilla one with a 3" range for his narthecium rule and a genuine option to grab a bolter instead of being pure choppy. You can also nab a bike. **'''Deathwatch Primaris Apothecary''': The double pistols is pretty much proof enough if any was needed at how he should be shooting. *'''Deathwatch Artifiex''': Though there are not vehicles in here, you do have the generic tech adept's ability to roll off special effects, all of which would work just as well for the Deathwatch. *'''Blackshield''': A kamikaze veteran. His Atonement through Honour rule makes him useful to intercept charges, since his thing is breaking into the fights of others and then wasting them in melee. *'''Deathwatch Scout''': It's curious to see a scout as a Special, but it makes sense where he belongs once you notice his special rule: One character can always be targeted as if they're the closest. Snipers are a go. *'''0-3 Deathwatch Aggressor''': Your big heavy gunners, though they don't benefit from ammo. You bring them for their hail of fire, which makes multi-target firing a good move. *'''Deathwatch Inceptor''': Big jumpy marines. *'''Deathwatch Hellblaster''': Cheaper than the rest by far, these guys provide safe, reliable anti-whatever fire. *'''Deathwatch Reiver''': Your other scouts are a lot more mobile. Though not as sneaky and lacking in the sniping department, you do possess a superior ability to set up as you wish and a better melee game. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Inquisition]] [[Category: Space Marines]]
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