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Warhammer 40,000: Kill Team (HoR)/Tactics/Blood Angels(7E)
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==Core== *'''Tactical Marine''': A basic marine with access to Special or Heavy weapons of any sort for 1 out of 5. Keep as fire support. *'''Scout''': They're Scouts. Keep them out of the line of fire. With Red Thirst being switched to just an army-wide Furious Charge, Scouts now have an option between going killy or being shooty. Of fun note is that if you buy a Heavy Bolter (1 per 5), you can spend 5 more points to give them Hellfire Rounds, 24" Blasts with 2+ Poisoned, capable of dissolving lots of things. *'''Assault Marine''': Assault Troops are still alive, but hardcapped to 0-5 without a Jump Pack Sarge. The fact that they have options for flamer, melta, and plasma makes them a helpful asset, but do remember that you can't exploit your free transports because of your pack removal (at least until there's an FAQ on this). *'''Scout Biker''': They're Scouts. On Bikes. Hardcapped 0-5 without a Scout Sarge on a bike. Only thing of note is that one of them can grab a Grenade Launcher (and another one can after 3 models), but that's it. You unfortunately lack access to the trolltastic Cluster Bombs, taking away a way to defend your men. *'''Space Marine Biker''': Marines on Bikes, they're not much good in combat and without a Biker Sarge, you can only take 0-3. Each 1 of 3 can grab special guns. Paying 24 whopping points turns one bike into an Attack Bike with a Heavy Bolter, which can be replaced with a Multi-Melta for 10. This bike has to be kept from the front lines, since this is a big investment.
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