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Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Eldar(7E)
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==Core== *'''Kabalite Warrior''': Your basic troop, each one per five can grab a special/heavy weapon for bonus shooty. If you take a Raider for them, grab Nightshields and Splinter Racks for some fancy-ass killing. *'''Wych''': Wyches are good for one thing and only one thing: <s>Building a harem</s> Tying other things up in combat. Each one per three can grab a new Wych weapon, which tend to be only slightly better than nothing. *'''Hellion''': Hardcapped to 0-5 without a Helliarch, these guys are your dancy-darting fiends to kite around with. *'''Reaver''': Hardcapped to 0-3 without the Arena Champion. Unlike the Champion, every one per three can not only take Caltrops or Talons, but also Heat Lances or Blasters. Keep them near the champion, and make sure they don't go to any combat not on their terms. *'''Beastmaster Pack''': Hardcapped at 0-2. These guys aren't quite as versatile as in the big book, but manage to remain major annoyances based on how they run, and Non-Learning makes sure that they have no reason to not charge. The master can take up to 4 beasts. Khymerae are the stable walls/cover, Clawed Fiends are for making punishing attacks, and Razorwings are there to make sure you get a maximum amount of attacks. *'''Wrack''': Hardcapped to 0-5 without an Acothyst. These guys can only grab Liquefiers and Ossefactors, so it's pretty clear what the plan should be. Since there are few legit squads, the Ossefactor loses a good bit of its use as a squad-killer, but taking more should cover for it.
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