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Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(7E)
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==Special== *'''Purifier''': Fearless, melee attacks that inflict Soulblaze, and a rather nice 2 attacks at I4 makes these guys a decent choice, and if they ever become psykers, they get Banishment, Hammerhand, and Cleansing Flame as powers due to being ML2. One of them can grab a special weapon, though it's usually in good interest to let them lead in combat if you keep your troops for firepower. Kit them out with whatever melee weapons and Armoury wargear you need to further their mileage. *'''Paladin''': These bastards are the most expensive units ever, and for good reason. They're super-buff termies that can fit a couple different roles. One can be used to grab a banner to help lead your teams in assaults and buff morale, though your Ld. is high enough across the board that this may not be too big a deal. They have all the utility and power they could ever need to get the job done, though it comes at such a high cost that they're bound to be passed up for something cheaper. It's worth mentioning that they have full access to whatever wargear you might fancy for them, including the Special Issue Codex upgrades. *'''Apothecary''': With all the same stats and options as his Paladin brethren, the Apothecary is an even costlier version that provides a 6" Feel No Pain bubble to all friendly models. Like the Paladin Champion, he still counts toward the model requirement for taking special weapons. Additionally, as he is a character, he can declare and accept challenges, and his buddies can Look Out Sir! to take shots for him. *'''Techmarine''': Your only non-Leader Psyker in the army, he comes with Hammerhand and Banishment. Hard capped at one per team, it's hard to imagine a scenario in which you would ever need more, especially when his price tag is taken into consideration. His addition to any list is questionable at best, especially given that he's roughly equivalent in cost to 3 PAGK (or 2 termies). While the ability to repair your transports is nice, take a moment to consider whether it's truly worth the investment for merely the ``chance`` of keeping your metal bawks intact. He does come with the ability to boost the cover save of a single terrain piece in your deployment zone by +1, but considering what army you're playing, you have no excuse for loitering around in your back half of the board when you should be taking the fight to the enemy. If you insist on taking one, you can buy him the Photon Beam to force blind checks at 36" while still allowing him to fire his other weapon, but this raises him to the price of a goddamned ''Paladin Apothecary''. Save your points and look elsewhere for a better bang for your buck. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)/Old]]
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