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Warhammer 40,000: Kill Team (HoR)/Tactics/Black Templars(7E)
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==Core== *'''Tactical Marine''': The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5. Taking Initiates gives you the same thing, and melee usability. *'''Scout''': They're Scouts. They can grab whatever they normally can, meaning that cover-snipers are in. Unlike Neophytes, they're better worth their cost out of fire, which could go against the grain of the fluff. *'''Assault Marine''': These guys are rather confined, hardcapped at 0-5 and only 1 out of the 5 cab grab a Flamer or Plasma pistol. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. With Initiates, their need isn't as grand, but it's still a useful take. *'''Scout Biker''': They're Scouts. On Bikes. Hardcapped at 0-3. Only thing of note is that one of them can grab a Grenade Launcher (and another one if you take 3+ models), but that's it. If you're taking a biking Scout Sarge, then they can get some use as an infiltrating force without risk. *'''Space Marine Biker''': These guys are always welcome , but are limited to 0-3 without a biking Sarge. Each 1 out of 3 can grab a new gun for their bike. Paying 24 whopping points turns one bike into an Attack Bike with a Heavy Bolter, which can be replaced with a Multi-Melta for 10. This bike has to be kept from the front lines, since this is a big investment. *'''Initiate''': The basic Tac Marine with an option for free chainsword. He can also take a Special or Heavy Weapon for every 1 out of 5, or he could also grab power weapons or fists to bolster combat effectiveness. If you aren't feeling Assault Marines, then they're worth a shot. **'''Neophyte''': The other half of the Crusader Squad, you're only limited to take as many Neophytes as there are Initiates. Otherwise, they're pretty much ablative wounds that can get CCWs and shotguns instead of bolters.
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