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Warhammer 40,000/Tactics/Kill Team(9E) Xenos
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===HF Units=== The kill team is composed of three Fire teams <tabs> <tab name="Tyranid Warrior Fireteam"> The fireteam is composed of 3 of the following: *0-1 Tyranid Warrior Leader (if you don't have another leader) *1-3 Tyranid Warrior Fighter *0-1 Tyranid Warrior Heavy Gunner *'''Tyranid Warrior Leader (Combat, Staunch, Marksman):''' The leader remains as elite as the warriors it commands, with a 2+ WS and 3+ BS on the long-range guns making it a capable shot. That BS can also make it very tempting to grab two sets of melee weapons for maximizing those attacks. *'''Tyranid Warrior Fighter (Staunch, Marksman):'''Your classic warrior is an absolute monster, capable of filling out whatever role you need of it and tanky as hell with a 4+ save and 18 whole wounds. **Melee weapons are plenty and diverse, and if you pick two melee weapons (say scything talons and bonesword+whip or two sets of rending claws) you add +1 attack to both weapons. Rending claws are plenty deadly with Rending maximizing crits, while scything talons offer Balanced for reliability and boneswords give Lethal 5+ to make crits more likely. Taking a bonesword and lash whip gives a bonesword with one less attack than when paired up, but the whip gives a short-ranged shooting attack with Stun and can even rob the enemy of attacks when in combat with the enemy. **One set of arms can be provided a gun instead of melee weapons. Spinefists provide short-range firepower equal to a bolt pistol. A devourer provides that same power with Ceaseless but suffers at a 4+ BS. The deathspitter also uses the 4+ BS, but provides more potent firepower. *'''Tyranid Warrior Heavy Gunner (Staunch, Marksman):''' As with the fighter, this warrior has one set of arms dedicated to melee weaponry. However, the second set of arms is stuck to some sort of heavy gun, limiting its mobility. The barbed strangler has Blast to flush out crowds of enemies while the venom cannon has high damage with AP1 in order to rip through armor. </tab> <tab name="Genestealer Fireteam"> The fireteam is composed of 5 of the following: *0-1 Genestealer Leader (if you don't have another leader) *4-5 Genestealer Fighters *'''Genestealer Fighter (Combat, Scout):''' Your elite genestealer, given a bonus wound and a 2+ WS for extra ripping. *'''Genestealer Leader (Combat, Scout):''' Genestealers are extremely mobile, being able to dash as soon as they're activated. Not only that, but they're also quite sneaky, getting a 5+ Invuln save and the ability to stay Concealed regardless of any circumstances. This means that a genestealer can very easily sneak up to an opponent and ambush them. **You have only two weapon selections. Rending claws + scything talons gives you 10 attacks, half with Rending and the other half with Balanced for good damage. If you pair up rending claws, this reduces you to only 5 attacks, but these attacks get Relentless and Rending for maximum crit-fishing. </tab> <tab name="Tyranid Swarm Fireteam (Max 1)"> The fireteam is composed of 8 of the following (max 1 per kill team): *0-8 Hormagaunt *0-8 Termagant (Any Termagant with a devourer counts as two selections) *'''Hormagaunt (Staunch, Marksman):''' Your choppy nid. It's plenty weak with only 7 wounds and a 6+ save. Its scything talons are its only claim to fame, though Relentless makes sure you actually hit things. With GA2 on your gaunts, you can make sure that all of them can either circle around enemies or reach cover sooner than the enemy can fire upon them. For the hormagaunt, it's your only way to guarantee that you can ever close the distance and get to killing. *'''Termagant (Staunch, Marksman):''' Your piddly gunner-nid, only given 7 wounds and a 6+ save. You're going to need this thing to hide in order to make use of its gun. The spinefists provide piddly damage equal to your bites while the deathspitter is only slightly better at a 4+ BS. The devourer is the only full-ranged gun and Ceaseless lets you guarantee hits, but it forces you to sacrifice one gaunt for it. </tab> </tabs>
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