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Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch(8E)
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===Leaders=== *'''Deathwatch Veteran Sergeant''': The basic all-around leader, he gets a Veteran's statline with an extra wound. He can grab just about whatever he wants and then some, including the Watch Master's Custodian Spear and shields. He also possesses the Captain's aura to re-roll 1s to hit. **'''Biker Sergeant''': The mobility and survivability boost of these babies is something to never look down on. Adding to this is a new aura, allowing allies to charge after falling back. **'''Vanguard Sergeant''': The cheapest of your leaders despite toting a jump pack. While mostly similar, he trades the spear for the option to buy a big hammer. He also has an aura to allow allies to shoot after falling back, which is a curiosity. **'''Terminator Sergeant''': For only 3 points, the Sarge can grab Termie armour, granting him better protection, but costing him versatility. His aura now allows you to auto-pass rout tests, which is pretty hefty to consider in a small team like this. *'''Deathwatch Champion''': Imagine taking out the Champion from your Command Squad, give him another wound, and you'll be pretty much what he is. He's the challenge-based HQ that can re-roll to-hit and to-wound, but he can benefit a bit from BT or BA tactics. He can buy a Storm Shield if you want extra protection, and he can get a Relic Blade or a Thunder Hammer. *'''Deathwatch Warden''': A Veteran equivalent to Chaplain. Their loadout is limited to pistols and the Armoury, but they maintain the litanies and can grab a jump pack for better movement. **'''Deathwatch Primaris Warden''': Your bigger chaplain-lite. Their loadout is static, but that's fine since you get the decent absolver pistol and can stack on special ammo. *'''Deathwatch Codicier''': A smaller Librarian (with a Vet's statline plus a Wound). They're rather slim on loadout, but they can grab jump packs and can take a power from '''ANY''' of the chapter-exclusive disciplines. **'''Deathwatch Primaris Codicier''': Expensive as shit for a bigger libby and a virtually barren loadout list. *'''Deathwatch Intercessor Sergeant''': Take your veteran sergeant, make him an intercessor, and there you have it. The reason why he's cheaper? Well, he left behind the aura and it costs 12 points to buy it back. As an added goody, he owns a chainsword, so you could totally buy a second one and start showing them how good your rip and tear game is, and then keep your bolt rifle to maintain the shooty. *'''Deathwatch Aggressor Sergeant''': These are your heavy assault boys if you buy the aura, as it lets allies shoot assault weapons after advancing with no penalty. This is a really good idea with any force specializing with their ammo. *'''Deathwatch Reiver Sergeant''': The spoopy not-scout boss. He's not much different from the others, but he can buy an aura that shares his leadership-debuff aura with others. *'''Deathwatch Inceptor Sergeant''': Big dumpy jetpacks. They can buy an aura to let allies shoot after falling back, making them most comparable to vanguard sergeants, and probably better for the role since they can carry two big guns. *'''Deathwatch Hellblaster Sergeant''': The only reason you'd take this guy is because of the price. His options are limited entirely to his guns, and he can't even buy an aura.
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