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Tactics - Knights Inductor
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===Troops=== *'''Tactical Squad''': Your typical bread and butter unit for holding down objectives. With bolt ammo being a lot more useful, you can kit Tactical squads more easily for support work when sitting on the backline. Stun bolts provides a nice versatility while Tranq bolts allow for some more offensive work. A full twelve man squad with an Aceso in cover, possibly with camo cloaks, is a hard nut to crack and makes this your potentially most durable scoring option. *'''Scout Squad''': Same as regular Space Marines, but your Sniper Rifles (when in cover) retain the same effectiveness from 6th edition. With Trooper armor they can also shift position and still fire their Heavy weapons. With Astartes Anti-Materiel Rifles, they will very reliably cause at least a wound for Pinning checks. *'''Guard Aspirants''': Your cheapest and cheerful option. With relatively precise Deep Striking these guys are commonly used as suicide squads ferrying a melta or two behind an enemy vehicle, or with a Seismic charge to ruin an infantry squad's day. Beware that they are Slow & Purposeful and will thus be stranded wherever you drop them. Also, despite having a Space Marine Sergeant the unit is majority T3 for the purposes of shooting and so will die quickly despite having a 4+ save. If you're feeling ballsy, have the Sergeant take a Pulse Clamp and charge a Super Heavy before the squad is vaporized.
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