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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines
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==Leaders== *'''Sergeant''': Your utility HQ with options for almost anything he desires. If he takes a bike, then grab more bikes to join him. If he has a Jump Pack, grab more Assault Marines to fly with him. Spending 10 Points makes him a Veteran, giving him +1A/Ld, access to Sternguard ammo and a Storm Shield, as well as access to Termie Armor. **'''Terminator Sergeant''': If you fork over 16 more points, you can make a Veteran Sarge into a Termie Sarge. He's got the armaments available to basic Termies and can make more Termies Core choices. The Sergeant can be your most resilient Leader if you kit him with either Termi armor or a Bike. Just don't expect him to pull the same amount of crap Smashfucker does in normal 40k, remember he has only 2 wounds and 2 attacks base. Use it sparingly to reinforce a gunline or to bully lone dudes and he can actually survive the battle. Make use of the Look out Sir! rules and keep a couple of meatshields with him to dramatically increase his survivability (given the small amount of low AP weapons you should almost always have an Armor save even for your bullet-catchers). *'''Company Champion''': Take 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 tactics. He can buy a Storm Shield, a bike, and Artificer Armor if you want extra protection, and he can get a Relic Blade or a Thunder Hammer. Given that usually the only Character is the enemy leader you can end up with an epic narrative duel between them, but beware of stuff that can cut through him (either higher I or ignoring his armor). A couple of escort guys and some CC help will greatly benefit him. *'''Centurion Sergeant''': A very expensive leader, but absolutely tough with a solid shot depending on what he gets. His stock load out gives him some devastating melee weapons and a TL flamer for some basic horde-wiping. 20 points can make him a Devastator Centurion (or just get him a TL Heavy Bolter, which is utterly weak outside of light infantry killing and costs you any melee use). His grand weakness comes from S&P. Any unit can kite him with hilarious ease and then lure him to his shooty doom, or they can just charge his ass and waste him because he can't overwatch and unless anyone can do it for him, he's useless. *'''Lexicanium''': A ML1 Librarian (with a Vet's statline plus a Wound) with the option to have a Librarian statline plus a Wound for 20 points. He has to buy a Psychic Hood in order to protect his men, which means take it against a good deal of the armies besides Necrons, DEldar, and Tau. He can get either Smite, Flame Breath, Assail, and Psychic Shriek, which makes him a decent combat psyker. The Force weapon means he can gib enemy leaders or multi-wound gribblies with relative ease. Unfortunately he can't take Terminator Armor, but he can grab a bike for some added protection. *'''Warden''': A Veteran aspirant to Chaplain, they can spend 20 to become a full-fledged Chaplain with reflecting statline and an extra Wound. They give all units within 6" Zealot and may buy a Rosarius for a hefty 25 points. He can also buy Termie Armour, but doing so locks him only to a cheaper Rosarius, Combi-Weapons, and basic wargear. Take if you plan on charging him with assault forces. *'''Scout Sergeant''': About the same as the basic Sergeant, but as a Scout. He can grab a CCW or Shotty if he needs to make a stand, a sniper to pair with the Camo Cloak for proper snipery, and basic special-issue gear. If he grabs a bike, then he can take more than 3 Scout Bikes. Spending 10 points also gives him +1 A/Ld.
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