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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines
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==Special== *'''Honour Guard''': They can buy a relic blade and....the same stuff as vets. Besides that, they're pretty threatening as they got the 2+ (though no Invuls) and can be kitted out with any power weapons for the occasion. They're meant for taking combat, but there are cheaper models for that goal, though not as easily able to tank it. Their drawback is that they have to footslog it across the field. *'''Sternguard Veteran''': Good solid shooty units, though they will end up pricy to kit out. With the limits in this category, you need to make sure you're picking the smartest weapons for the job. Even stock standard he can hold up his own quite good: he can outrange other Marines with Kraken rounds, ignore the cover in which those pesky Guardsmen cower with Dragonfire, pierce Marine armor in the open with Vengeance and easily wound high T dudes with Hellfire. Let your Plasmagunners worry about the 2+ saves and mulch infantry (which Killteam has aplenty of). If your enemy gets too close remember they have 2 attacks base, so they aren't totally harmless against non power weapon wielders. One of them can also take a Heavy or Special weapon, a nice idea if you want a Heavy Flamer. *'''Vanguard Veteran''': A solid model that will cost as much as a Sternguard when kitted with a Jump Pack. While he can't Deep Strike unlike his [[Blood Angels]] variant, he can be just as effective in combat. With a storm shield, he becomes even tougher. Beware of Overwatch and Dangerous Terrain. *'''[[Centurion Squad|Centurion]]''': A Space Marine inside a Space Marine, this guy is basically the same as the sarge, but 10 points cheaper and with less options for Wargear. Otherwise, he's a very big cost, and when hardcapped at 0-2, there are better options for the same purposes. *'''Terminator''': Your fave super-armored kill-tanks, these guys have a good lot of versatility to them, and can be kitted to fit most of your needs, especially with the special wargear. Even if you grab a Termie Sarge to make them core, make sure you bring other support units to at least keep from draining all the points. In Kill team they are nothing to scoff at, being resistent and with decent weaponry. *'''Apothecary''': The standard unique Apothecary, though he now has the option to grab a jump pack to keep up with assault marines or a Bike. He is a mixed bag: he costs as much as 2 Marines, but if you keep your soldiers close he can act as a good force multiplier. On the flip side if you bunch up you can have difficulties capping Objectives and are more susceptible to flanking manoeuvers. If you happen to run Iron Hands enjoy your 3+/4+++ tacticals. Congratulations, your basic goon is as resilient as a terminator for less than half the price. *'''Techmarine''': Unique character, though virtually identical to 6th ed Techie. Keep him towards cover with some scouts unless you grabbed a transport, where he should be. Since vehicles are rare, there's not much reason to take him, but with a servo harness on a bike he can lay the hurt in CC with 3 Powerfist attacks on the charge.
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