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Codex - Drop Troops
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===Heavy Support=== *'''Sentinel Powerlifter:''' *'''Support Sentinel:''' *'''Heavy Weapon Squad:''' Three Heavy Weapon Teams. Some of the most point-efficient firepower in the game - at the cost of ALL durability. You have no extra bodies with lasguns to take wounds for you, no Sergeant to bolster leadership, and you're still T3 with a 5+ save - if these guys get caught by anything more energetic than a gretchin's sneeze they'll die. Even after the point hike, mortars are still the best option - LoS blocking in addition to their long range will let these guys survive until turn 2, and 3d6 S4 shots is nothing to laugh at, even at AP0 and D1. The Blast revision has helped them - they're a genuine threat to hordes now - and the '''Concentrated Fire''' Stratagem makes them a threat to Marines, even without orders. ''With'' orders they turn into consistent anti-infantry damage, and this goes even further if they're {{W40Kkeyword|Cadian}}. ** 50 points gets you 6 wounds and either three Mortars, Autocannons, or Heavy Bolters. For 55 points you get Missile Launchers or Lascannons. *'''Cyclops Demolition Vehicle:''' Bonus points for painting a Kamikaze headband on the model. M10", T6, W4, and Sv3+ means a flock of these models should get to where they want to be going. The demolition charge they carry hits hard, with 6", heavy 2d6, S9, AP-2, Dd3, blast. When this model attacks, it makes attacks against EVERY visible enemy unit within range and is destroyed afterwards; RAW, this makes it one of the best Character-killers in the game. It cannot complete actions or capture objectives, but it CAN fit in a Transport while taking up the space of six models and cannot shoot in a turn they disembarked. It is also more likely to explode, going off on a 5+ and inflicting d3 MW's on all units within 6". **NOTE: The Cyclops can only detonate if it is chosen to shoot while within engagement range. Because there's no way to get into engagement range and shoot without giving your opponent a turn first, for this thing to actually go off means it's been in melee for a turn and your opponent has both failed to kill it already and not fallen back from it - an extremely rare circumstance, and not one to be relied upon. Take this to scare your opponent off of objectives or force him to devote AT weaponry to getting rid of it - but don't expect to actually kill anything with it. *'''Sniper Squad:'''
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