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===Special=== *'''Warrior''': Without a Warrior Alpha to keep them Core, it's probably more advisable to take another unit, as the limited space of the Special Slots makes taking only necessary units top priority. These guys can grab unique weapons to help mulch up MEQ and with certain arms, they can kill something heavier, but again, better options exist. In an Alpha Army, they're more likely to be a big boost, as the bonus Synapse will make your small guys a bigger threat, but only until they get big guns that WILL kill you. *'''Shrike''': Like Warriors, these guys are likely to be overlooked with better Special options on the list. Mobile, but unless you can keep them there, they're bound to die quickly. Group with a Flying Alpha to give them a better shot at killing things quicker. ** A note about Warriors/Shrikes. If you use these in a Campaign where the Warrior Alpha is your leader, these guys can't be grouped up probably because their Synapse allows autonomy. *'''[[Ravener]]''': Fast, Deep Striking, and able to dig under Terrain, Raveners are good at surprising the enemy. They can take a gun to help harass enemies that try to hide, but it's not going to help them survive against anything that can overwatch them or beat them to death in combat. *'''Hive Guard''': A welcome addition, these guys are the ones to take against an enemy taking transports. Thing is, that's all they're truly good at. Their AP4 guns won't help with killing MEQ, and the Shock Cannon doesn't ignore cover. *'''[[Venomthrope]]''': The walking cover factory, these guys are probably one of the top choices for the Special Slot. They can give any models within 6" Shrouded, which gives them a fighting chance to ignore anything fired. Keep them near a big mob, and make sure they aren't the only things to assault. *'''[[Pyrovore]]''': Still not really getting a point here, you're wasting points for a walking flamer that does nothing else. Even Volatile really doesn't' do anything more and often will be more of a pain with the smaller scale. *'''[[Biovore]]''': Still solid despite the loss of the brood's barrage buff. These things can spit out mines that can still run around as squads if they miss. If there's no tanks in the area, then these will likely be a better pick than the Hive Guard. *'''[[Lictor]]''': Probably the least changed from the big book, these guys are sneaky killers with all their rules, including Deep Strike. They're still good as homing beacons for your surprise rippers/raveners and all his rules mean that he can keep moving around to distract an enemy. Just don't think that he's invincible, because he's only got a 5+ on him and no way to fix that without cover. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)/Old]][[Category: Tyranid]]
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