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Warhammer 40,000/10th Edition Tactics/Space Marines
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====Infantry==== *'''Death Company Intercessors:''' Intercessors with 6+ FNP. That said, they can only be led by a Primaris Chaplain. If you don't at least have a Chaplain within 12" of them, then these guys lose their OC1 and can never fall back, making them useful only as a kamikaze unit. Fortunately nothing forces you to pick either the bolt rifle or chainsword loadouts, as you get a free use of either Heroic Intervention or Fire Overwatch each turn - provided you didn't use it before. *'''Death Company Marines:''' The original Death Company. This gives you more freedom to pick how many of your models can go either melee or ranged, and the melee ones can freely pick whether or not they pick up power weapons and thunder hammers. While they lack free stratagems, they do gain ''Sustained Hits 1'' if they lose models and ''Sustained Hits 2'' if they're below half-strength. **'''Jump Packs:''' Re-rolling to charge at least makes them far more likely to reach combat - it's the only place they're meant to go. Sadly, they don't gain anything to make charges more deadly and the jump Chaplain's power only gives you smashes during the fight. *'''Sanguinary Guard:''' The jump pack answer to the Command Squad. Maybe they don't have an apothecary on hand, but having one as a retinue in place of jump pack Assault marines makes enemies take -1 to hit (natively) and -1 to wound (as a retinue).
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