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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)
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===Armour Upgrades=== Your models can only take two upgrades unless they're the leader. *'''Sanctified Warplate''': Leader only. It gives a little perk if you roll a 6 on a save, which is decent for the price. *'''Purity Seals''': Your model can re-roll a single hit, wound, or save roll, which might be pretty critical. *'''Perigrinus Targeter Helm''': Model with {{W40kKeyword|Fly}} only. If you wanna hit other flyers, this is how you can even the field, and for dirt cheap. *'''Bionics''': Ability to ignore wounds, check. No clue if this stacks with the Iron Hands tactic, but if it doesn't, it's a wash. *'''Containment Field''': Leader only. This gives you a 4++ against shooting and reduces the damage from random weapons, which is a good deal stronger but quite costlier. *'''Teleporter''': Terminators only. Instead of moving, your fattie can now jump 2d6" around, which is useful, but you can't fall back and shoot. *'''Suspensors''': Your heavy weapon ignores the penalty for shooting on the move, but your weapon's range is halved. *'''Armour of Alacrity''': Non-Terminator leader only. This gives a slightly better move rate, but the bigger draw is the re-rollable save, which you'd really want for a tanky marine. *'''Larraman's Blessing''': You now have a regenerating save. Not quite the thing you need for a Smashfucker, but it's a start. *'''Refractor Field''': A 5++ Invuln, same as always.
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