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===Elites=== *'''Terminator Squads''' KI terminators start with 3-man squads, and gain an additional heavy weapon for one out of every 3 guys. Functionally its easier to bring more heavy weapon terminators, but really? Don't even bother with 3 terminators, just not enough bodies to justify it. Thunder Hammers & Storm Shields are still good, but you'll still need an ATSKNF character in there to hold the line. : '''Active Camouflage''': An experimental wargear option that you can buy. You lose your Invulnerable save from Terminator armour, but in turn get a scatter-less Deep Strike anywhere and can only be hit on 6's the turn they arrive. *'''Silencer Minoris''': A good excuse for using those Grey Knight models you bought awhile back. At 55 points a model, they're obscenely expensive, and only have storm bolters for ranged weapon options. Their unique weapon: Null Halberds, are functionally identical to Nemesis Halberds except that they use Null Charges and are master-crafted. Unlike Grey Knight Paladins, these can't be changed to any better melee weapons aside from the standard set of null weapons with master-crafted. Other than that, for 2 Wound terminators, giving one of them an Aceso is MANDATORY. Iron Halos are also optional but add to the cost. *'''Dreadnoughts''': 7th edition brings us a huge number of buffs to Dreadnoughts in the form of Chapter Tactics, massively Cheaper weapons, Squadrons, and more close-combat attacks. Knights get these too for their dreads. In this case, Knights Inductor Dreadnoughts get a small points increase to gain Empyrean Anathema, and the Fear USR. Kinda useless in the edition of "Everyone and their mom is fearless", but hey it might inexplicably save the dreadnought in melee at some point. : If you really want to be silly, consider giving your Dreadnoughts Camo Cloaks. No seriously this codex lets you take ''Sneeki Breeki Dreadz''. If you think this is stupid, turn around and note the lack of anything in the treeline. Now look back around, [[Orks|OI GIT, U's FInKIN WES' NoT SNEEKI *Krump*]]. Camo Cloak Dreads can make a formidable firebase, just be sure to deliver cheesy one liners to your opponent like '''"I've come to hide from my enemies!"''' in your best dreadnought voice. *'''Innovatus Squads''': Some highly expensive special weapons Knights that have the choice of either the Gravitic Mass Driver rifle (standard), Mk40 Plasma Rifles, or AAMR's (nope) and they take up one Infantry Experimental Wargear slot as a whole. Though they only have standard Space Marine survivability of T4 Sv3+ they bring you two great shooting roles of either anti-2+ elite armor saves or anti-vehicle AP1 firepower. The key to doing well with them is getting them to where you want them without them dying due to their slowness and relative fragility. Thanks to their MkI Damocles power armor they can fire their GMD's at full capacity coming out of a Zooming Avenger or a Drop pod. *'''Sternguard Veterans(Silent Hands)''': Remember the fluff that says Sternguard Veterans are the shootiest of the shooty shooters? And how the standard SM Codex fluff paints them as absolutely nothing like that? Here we have actual Shooty-Shooting marines crunched as Elite Marine Snipers. Their default weapon is the Stalker Bolter, which is a 36" Strength X Rapid Fire Sniper Bolter. There's also an option to upgrade them to '''Silent Hands''', which boosts their BS to 5, thus making them even more shooty. Finally, a limited number of their ranks can take Anti-Material Rifles, in case you need S6 AP3 for killing bigger things. By default this squad can threaten Wraithknights, Carnifexes, and anything that relies on high toughness. :While expensive, this is a SOLID elite choice for threatening anything short of Heavy Armor. Silent Hands can bring down just about anything big each turn through massed Sniper shooting, and can be hard to kill in turn if you place them in good cover with great sightlines. This, and sniper rifles from Scouts and Tranq bolts from Tacticals are your only reliable ways to bring down high T targets. :Take the Silent-Hand upgrade and Specialized Bolt Ammunition for Tranq bolts for maximum efficiency at an expensive 27pts a pop. They WILL hit and they WILL wound (with Rending galore).
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