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Warhammer 40,000: Kill Team (HoR)/Tactics/Thousand Sons(8E)
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==Unit Analysis== Your FOC is as follows *1 Leader *1-20 Core *0-3 Special ===Leaders=== *'''Aspiring Sorcerer''': A hybrid between the main sorcerer and rubricae leader, he pretty much possesses the statline of the latter while being able to pick out Dark Hereticus powers like the former (with some exceptions for cake of not trying to balance) and only able to cast once. **'''Scarab Occult Sorcerer''': For 19 points, you can shove your sorcerer into a suit of termie armor. Curiously, you can kit him up to dual wield in the strange event that you think that smiting will be enough. *'''Tzaangor Shaman Aspirant''': The psyker boss of the Tzaangors. He's pretty much a shaman but he exchanges the boss' aura and instead gives special powers that you pick from the armoury. *'''Aviarch''': Flying Tzaangors! His spear's pretty choice for wiping off GEQ on the charge, but if you dislike tempting Tzeentch, you could take the Fartecaster and plink away from relative safety. **'''Twistbray''': The cheaper Tzaangor boss. He loses out on magic, but he has a hate for characters. He can take one shaman power, but it's tied to your item allowance. *'''Cultist Champion''': Seriously, why are you doing this? You're going to be forking over free VPs like this. ===Core=== *'''Chaos Cultist''': A pathetic distraction. Their only options are for one out of ten of these fuckers. Otherwise, figure out what you want them to die doing and keep them staying there while your real soldiers do business. *'''Tzaangor''': Your slightly stronger cultist. They're more likely to hold a bit, but they're still GEQ. If you have plenty of them, consider buying a Brayhorn for an aura of mobility to gift to leaders and others around them. *'''Rubric Marine''': The basic dustbin with quite a deadly gun. As their melee is laughable, you'll be relying on the Tzaangors and cultists to be your walls. ===Special=== *'''Scarab Occult Terminator''': Big guys with mere power weapons, but otherwise similar to a Rubric. They can be seriously threatening when tooled up, but it will run up your costs, especially for a Termie-heavy force. *'''Tzaangor Enlightened''': Your flying birdmen are here for one of two reasons: Erasing crap on the charge or shooting farcasters. Pick one and stay there. *'''0-1 Mutalith Vortex Whelp''': It's...a babby mutalith. It's considerably weaker than the base, but it still is your massive thing of chaos and mayhem. *'''[[Chaos Spawn|Those Thingies]]''': Expensive units, but using even one gives you a unit easily capable of tying up whatever comes across it. Throwing one at an enemy while escorting a Leader or other key unit can force the enemy to prioritize between firing at the thing as it charges them and use up their Overwatch or ignore it to fire the other guy and get charged anyways. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)]][[Category:Chaos]][[Category:Space Marines]]
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