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Warhammer 40,000: Kill Team (HoR)/Tactics/Blood Angels(7E)
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==Leaders== *'''Sergeant''': Your generic sarge with all the generic utility. Take bikes to make bikers Core (and they have to be taken), and 10 Points makes you a Veteran Sarge with +1 A/Ld (and access to Storm Shields and Sternguard Ammo). Compared to the plain one, he can also take the Inferno Pistol and Hand Flamer, which isn't that much of a hoot, but at least now he's tiered to the Vanilla Sarge. **'''Terminator Sergeant''': If you buy a Veteran Sergeant, you can also grab Terminator Armor for 16 Points. The issue with that is that he is purely assault-focused, as he can only either use the Weapon/SB, Claws, or Hammer/Shield combos and only combi-weapons to compensate for the lack of guns. Also makes Termies Core so you can buy someone who can take good guns. *'''Scout Sergeant''': About the same as the basic Sergeant, but as a Scout. He can grab the same guns as the others and can grab most melee weapons if he needs to make a stand, as well as a Teleport Homer for all assault goodness and a Camo Cloak for cover. If he grabs a bike, then he can take more Scout Bikes and loses Move Through Cover. Spending 10 points also gives him +1 A/Ld. *'''Warden''': A mini-Chaplain with -1WS. He gives all models within 6" gaining Zealot, makes Death Company Core, which is fuckawesome. He has the access to the same guns as everyone else, and can grab Jump Pack, Bike, and his Rosarius. 20 points makes him a Terminator, giving him access to only combi-weapons, a strangely cheaper Rosarius, and his promotion. As long as he's guiding folks to fighting, he'll do his job. *'''Company Champion''': A more combat-focused Leader, he comes with a Power Weapon and Bolt Pistol stock and can replace the former with either a Glaive Encarmine (for 5), a Relic Blade (for only 10), or a Thunder Hammer (for 15). He also has access to Death Mask, Artificer Armor, Jump Pack, melta bombs, and a Storm Shield. Since he can re-roll to-hit and to-wound in Challenges, it's best if he takes a weapon meant for his chosen enemies and maybe invest in the Shield for extra protection (Artificer sounds nice, but he's already plenty fierce). *'''Sanguinary Novitiate''': Your answer to the Apothecary. Has the 6" FNP, access to Ranged and Melee as the bike and jump pack. A whopping 25 extra points makes him the big Priest and gives him the Red Grail, granting Blood Angels within 6" +1 WS. He can take a bike or a Jump Pack, but the loss of Termie armor does a number on his survivability. *'''Lexicanium''': A mini-Librarian with ML1, -1WS/Ld and sans a hood, he'd play the same to his bigger version if it weren't for his lack of Termie Armor, limiting his potential of getting in the fight. He can grab Smite (Nice), Prescience (Good one), Flame Breath (More mob management), or Quickening (A decent escape tool or a quick way to dump Assault Marines or DC in preparation for bigger messes.
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