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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(7E)
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==Special== *'''Veteran''': They're the slightly better than the basic footline and can grab basic ranged and melee weapons or replace both with lightning claws. One of them can also grab a Special or Heavy weapon. Otherwise they'll just be some beefed up warriors to grab if you need heavy support and don't want to spend the dosh for Deathwing. *'''Deathwing Terminator''': Your basic big guys, they get to mix up between shooty and choppy. They're real expensive, but for the platform you're buying you've got a real good set. *'''Deathwing Knight''': A slightly more expensive termie, but these guys get shields and their uber-maces with the insanity of SMITE MODE. If you're running Deathwing but needed ranged support, this could be the model you need to defend your team using Wall of Shields. *'''Ravenwing Black Knight''': They're beefier and pricier Ravenwing. Keep them running around exploiting Hit & Run, take Grenade Launchers to spam all the silly effects. Whatever the case, these guys always have to play support. While they can handle being thrown into assault, doing so will do a disservice to their purpose. *'''Apothecary''': The standard unique Apothecary, though he now has the option to grab a jump pack to keep up with assault marines. He can also grab Deathwing and Ravenwing variants, thus giving him either a basic Termie Loadout or a Ravenwing Bike with the option for Plasma Talons. Kit him based on what you're most prevalent loadout is. *'''Techmarine''': Unique character, though virtually identical. Keep him towards cover with some scouts unless you grabbed a transport, where he should be. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)/Old]]
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