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====Special Units==== <tabs> <tab name="White Scars"> *'''Khan on Bike:''' Cannot be customized, but comes with a unique Khan's Spear, which is a force sword - S+1 AP-3 Dd3 - that becomes Sx2 after charging or Heroically Intervening, and a Buckler (+1 to ''melee'' armour saves). ** Costs the same as a Captain on Bike with a Power Fist for a melee weapon that's about on par with one, but then you get the buckler for free. Why would you field this, though? You're much more encouraged by your tactics to take a lightning claw or thunder hammer, and most likely a combi-melta.8 *'''[[Kor'sarro Khan]]:''' A Primaris Captain. For shooting he has grenades, a bolt pistol, and an eagle that plucks out 1 MW on a 4+ from a non-vehicle within 12" (since that's the entire roll - no need to hit, wound, or penetrate saves - that makes it ''better'' than a D1 meltagun/inferno pistol; in fact, his eagle works on a unit that's engaged in melee!) and his melee weapon, Moonfang (S+2 AP-3 Dd3, re-roll damage and wounds against characters). His best ability is granting +1 to wound rolls to his chapter's core and character units within 6" that charged that turn, making them like Blood Angels - has the most impact on chainswords, lightning claws, and power swords (especially if master-crafted; he makes an excellent escort for Bladeguard). Just remember, he has to be near the melee swings when they happen, so if he fails a charge his escort makes, his bubble may not be in range. **Wide, stringy assault units strung out before multiple enemy units, like three tanks, are great. They charge one of the enemy units and then use their pile in to get within 1" of the other units. On a turn they charge, they can only target the unit they charged. The next turn, those enemy units are locked in melee, and unable to shoot. **And the catch? Figuring out a way to get him into melee. No bike, can't use a drop pod. A Repulsor is expensive and prone to being a fire magnet. Your best bet, even though Assault Vehicle precludes charging, is generally an Impulsor. An example of what can keep him company in one productively is a min-size unit of Bladeguard and a Bladeguard Ancient, while a second Impulsor carries 2 more min-size units. ***Alternate opinion: Vet intercessors have 4 attacks a piece with 5 attacks on a thunder hammer sergeant that can be master-crafted up to damage 5 in assault doctrine that can swing twice. The real downside is that he only provides a re-roll 1s bubble that can't be upgraded to a chapter master re-roll all bubble because he is named. With the new Bladeguard and Assault Intercessors, he gets absolutely brutal. **You can use the encirclement strat to put him in reserve and deepstrike him along the edges of the map. *'''Kor'sarro Khan on Moondrakkan (Legends):''' On his discontinued bike, he naturally pairs with melee high-speed assaulty units. His buff applies to all WHITE SCARS, so the marines he travels well with are the many Infantry Fast Attack options. Jump Pack Assault, Veteran Vanguard. and Bike Squads with Chainswords carry his force multiplier far and fast, and the last one is a perfect fit for the Born in the Saddle Stratagem. Do note, he can only have a bike if taken from the Legends. </tab> <tab name="Mantis Warriors"> *'''Successor Tactics:''' Guerrilla tactics are much benefited by Inheritors of the Primarch here, and the White Scar's Tactic is generally superior in every aspect than any combination of Successor tactics when coming to that end. That being said, if you are trying to squeeze every bit out of Ahazra you can, Knowledge is Power can help preserve his "ignore first Perils" bit around for as long as possible. *'''[[Ahazra Redth]] (Legends):''' Chief Librarian; can ignore his first Perils of the game, has a 5++. </tab> </tabs>
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