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Tactical Support Squad
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===HH 1.0=== They are your actual source of special weapons. 5-10 marines, and all of them, ''including the sergeant'', have flamers that can be swapped for other special weapons (though note that ''all'' Legionaries MUST swap their flamers for the new weapon) depending on what specifically you want to do with them: **For dealing with general Infantry, you can keep the standard '''[[Flamer|Flamer]]'''. Just because it is the starting option doesn't mean it's bad, since few things can survive charging, or survive existing near a full unit of 10 flamers, and they're much better than '''[[Rotor Cannon|'''Rotor cannons]]''' which don't even look good on paper. They're terrible against Astartes, even though they put out a lot of shots (3-4 per gun) they're only S3. There is no armour save to fail if you're not wounding anything. Never take them over their superior alternative unless your Legion boosts them somehow. **For dealing with MEQ's you've got '''[[Volkite Caliver|Volkite Calivers]]'''. Heavy weapons may seem odd in a Special weapons squad, but these guns hit '''2''' points harder than Bolters, with '''2''' shots at more than '''2''' times the Bolter's '''2'''-shot range, and are FAR cheaper than Volkite Culverins in a Heavy Support squad. Additionally, attaching a Siege Breaker to this unit will let you camp an objective and absolutely ruin light armor. If there was a [[Omnissiah|god]] that his sacred numeration was binary, this would be his cultist's weapons...'''[[Adeptus_Mechanicus|whoa, wait]]'''... All of the above is pretty decent for MEQ's, but then we have the Volkite rule, allowing you to get even more wounds, for <strike>2</strike> 5 pts, just like Rotor guns. Seriously, don't take Rotor guns. The only real disadvantage you have is not being able to shoot on the move so you're not very mobile, but for that you have '''Volkite Chargers''', which hit a tad weaker than Calivers, are Assault 2, and have [[Derp|half the range]], meaning they'll be more exposed to retaliation fire (they are outranged by boltguns). Plan how you use them accordingly (attached medics, transports, etc.). **For dealing with 2+ armour and/or making the unit look like [[DISTRACTION_CARNIFEX|a bigger threat than it actually is]] you've got '''[[Plasma Gun|Plasma guns]]''', and boy are these puppies a reason to take this squad. It's one of the most expensive options, but given its ability to'' "Nope" ''squads of Terminators and the high amount of artificer armour in the field, it's worth taking, but make sure you deep-strike them and keep the squad down to a small size. Those points add up quick and anybody who sees five plasma guns in a unit will do everything they can to kill them. You can also take '''[[Meltagun|Melta Guns]]''' but given how much Armoured Ceramite is around (it ignores the extra D6) it won't help often besides ID'ing some commanders and Legion Specific 2-wound Terminators, so use them the same way you would a Plasma squad (and expect the same welcome). ***As suggested in the name, Tactical Support Squads have the ''Support Squad'' rule, meaning they cannot fill compulsory Troops slots. You'll need 2 other Troops choices before you can start filling up in this department. ***As with tactical squads, they can take an extra CCW for 2 points a pop. Naturally this is better with some weapon loadouts and some legions than others; typically you want to consider it for the closer ranged options, flamers are a bit of a toss-up because nothing you can hurt in melee will be willing to charge a squad armed entirely with flamers, but volkite chargers have to get within charge distance anyway and will usually appreciate being able to pick off any stragglers from their target in melee, and meltaguns will definitely provoke a counter-charge if they blow up a transport. You probably shouldn't bother doing this for a squad with volkite calivers or plasma guns since it's unlikely to matter, and should never give a squad rotor cannons to begin with so there's no need to consider this option for them.
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