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====Ancillary Support==== Alongside your troopers, you can also choose one of the following options based on what you think you'll need for the fight.. *'''Trooper Veterans:''' Four spare {{W40kKeyword|Trooper Veteran}} operatives, all ready to go and open fire in His name. *'''Veteran Guardsmen Tactical Assets:''' Rather than any manner of troops, you gain two artillery/bombardment options you can trigger once per battle each. You activate one of these assets in place of one of your operatives, which also means that your enemy can immediately fire back after you go and use it. **''Artillery Barrage:'' You open fire with something like a mortar, using one of your operatives to draw line of sight. While the damage isn't spectacular, Barrage and Indirect let it ignore most forms of cover while Blast lets it hit groups of foes. **''Marked Air Strike:'' A friendly bomber blasts a location, using one of your operatives to draw line of sight. The attack is slightly better with a 4+ BS and better damage, but sacrifices Indirect. Aside from that, it remains a good way to flush out creeps hiding behind a wall with Blast and Barrage. **''Guided Missile:'' Guessing one of your guys got a single-use rocket launcher. This is another shooting attack using one of your operatives to draw line of sight. This option deals the most damage out of all your assets and AP1 lets it demolish enemy armor. However, cover is an issue for them and you're only targeting one enemy. **''Strafing Run:'' Your operative first has to mark an enemy to target. Then they have to place a strafing run token anywhere on the map, so long as it's not closer to the table edge than the mark is. Then draw a line from this token to the target, firing upon them and any other operatives in light cover (Drawing LoS from the token). While this isn't more powerful than the artillery barrage, it can hit a very wide swathe of foes with the right positioning.
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