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===Veteran Skills=== You can pay extra points to note that a unit is trained in a Veteran Skill. Command HQs and Command Squads (both foot and mounted), Infantry Squads and Heavy Weapon Squads, Rough Riders, Ogryns and Ratlings are all eligible to purchase a Skill (and only one Skill) from the list below, while Stormtroopers *must* purchase a skill. Note that vehicles and vehicle crew may not purchase a skill, and neither Primaris Psykers nor Commissars may benefit from skills even attached to units possessing said skills. *'''Crazed:''' The unit starts taking break tests at 50% casualties instead of 25%. Ratlings pay double for this. ''This is crap compared to Grizzled and costs more. Pass.'' *'''Dead Eye Shots:''' When shooting a direct-fire weapon, you reroll misses. Solid on Ratlings, and decent on Stormtroopers. *'''Freedom Fighters:''' Hilarious, if nothing else. Anytime an enemy model moves in a building or wooded piece that a Freedom Fighter unit is in, it takes an automatic Strength 3 hit. RAW-wise, it doesn't stack but at 5 points, you could arguably do a lot worse. *'''Grizzled:''' This unit takes all Leadership checks on 3d6, dropping the highest roll. Halflings pay doublr ''Better than Crazed since it works on every type of Leadership check, and can combo with Lieutenant/Captain Leadership auras.'' *'''Guerillas:''' This unit can Run and Hide or Run and Shoot at a -1 to-hit penalty. Alas, Ogryns cannot use this as hilarious as it would have been to combo it with their Ripper Guns. It's amusing on a regular Command Squad, especially if you want to run it as a Flamer team. *'''Hardened Fighters:''' Cheap enough for your Rough Riders and Ogryns should you choose to field them, Hardened Fighters lets a model reroll a single attack die and disable's an opponent's parry. Use this to ensure your Hunting Lances go through. *'''Slick Crew:''' The ability that folks remember when they remember 2nd Ed Guard. Slick Crew is 20 points, and in exchange lets all Heavy Weapon teams for that unit fire again if they hit on their first shot. *'''Stealthy:''' This unit ignores penalties for difficult or very difficult terrain, gets +1 to close combat results in such terrain, and can see 4" through woods or ruins instead of 2". This is a cheap and powerful ability that is unfortunately not available to Ogryns or Rough Riders. *'''Street Fighters:''' If this unit is in cover, it's at -1 to be hit in addition to normal cover modifiers. This one is fun on Lascannon teams, especially when they're split up. Rough Riders cannot benefit. *'''Tank Hunters:''' This unit ignores all Psychology tests caused by enemy vehicles, and may reroll any dice to penetrate enemy armor...[[derp|but only with grenades]]. Unfortunately, only Stormtroopers can get a full unit of Krak Grenades and Frag Grenades lack the sheer oomph. Additionally, the RAI implies this should be for *thrown* grenades, as useful as this ability could have been for a Command Squad with Grenade Launchers.
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