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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)
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===Special=== *'''Sternguard Veteran''': Good solid shooty units, though they will end up pricy to kit out. With the limits in this category, you need to make sure you're picking the smartest weapons for the job. Let your Plasma gunners worry about the 2+ saves and mulch infantry (which Kill-Team has aplenty of). If your enemy gets too close remember they have 2 attacks base, so they aren't totally harmless against non power weapon wielders. One of them can also take a Heavy or Special weapon, a nice idea if you want a Heavy Flamer. *'''Vanguard Veteran''': A solid model that will cost as much as a Sternguard when kitted with a Jump Pack. While he can't Deep Strike unlike his [[Blood Angels]] variant, he can be just as effective in combat. With a storm shield, he becomes even tougher. Beware of Overwatch and Dangerous Terrain. *'''Terminator''': Your fave super-armored kill-tanks, these guys have a good lot of versatility to them, and can be kitted to fit most of your needs, especially with the ability to buy the other marks of armor. Even if you grab a Termie Sarge to make them core, make sure you bring other support units to at least keep from draining all the points. In Kill team they are nothing to scoff at, being resistant and with decent weaponry. *'''Apothecary''': The standard Apothecary, though he now has the option to grab a Bike. He is a mixed bag: he costs as much as 2 Marines, but if you keep your soldiers close he can act as a good force multiplier. On the flip side if you bunch up you can have difficulties capping Objectives and are more susceptible to flanking manoeuvers. If you happen to run Iron Hands enjoy your 3+/4+++ tacticals. Congratulations, your basic goon is as resilient as a terminator for less than half the price. *'''Tech-Adept''': Virtually identical to a Techmarine. Unlike the base techie though, this guy has some special effects that can influence the turn (One enemy takes -1 to hit with a weapon, one ally and nearby allies remove penalties for heavy weapon movement, robbing cover from an ally, a save from overheating, or possibly forcing an ally to spend more TP for a Tactic), making him especially handy.
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