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== Tabletop == For fluffy players of [[Raven Guard]] or Raptors who have long waited for a dedicated sniper unit other than Sniper Scouts, Eliminators are grand. Their competitive usage is yet-to-be seen, but they are notable for being one of the few infantry units in the game that can target foes outside of line-of-sight, meaning that plinking off a Guard officer behind a tall rock is now a thing. They have the ability to use Concealed Positions, enabling them to be set up during deployment anywhere on the board that is more than 9" away from the enemy deployment zone or enemy units. This allows your sneaky snipers to set up in favorable fire positions outside of your normal deployment zone. As a Heavy Support choice, they compete heavily with other units that could go into the slot and they lose ObSec, diminishing their value as objective campers. They are intended to be deployed as a fire support unit, not an objective holder (you have [[Infiltrators]], [[Incursor]]s, and [[Intercessor]]s for that). When entrenched in cover with their camo cloaks, they have comical durability - a 2+ save that ignores the first point of AP means that nothing short of plasma guns will even remotely threaten them at long range. At short range, they can beat a retreat from charging enemies using Covering Fire, thus avoiding any melee meatshredders. They also have the signature 2W of Primaris marines. Although the optional las fusils give them the capability to serve in an anti-vehicle role (which is itself much needed given the near total absence of designated long-range anti-vehicle weapons among Primaris infantry), they are defined by bolt sniper rifles, which are a versatile anti-infantry weapon. With all ammunition profiles, bolt sniper rifles can target Characters at will. Their standard Mortis ammunition is a scout sniper rifle shot with AP-2 and D3 damage, instead of AP0 and 1 damage. On average rolls, Eliminators will have 2 damage per shot and a much-needed AP value for sniping. Their most unusual round is the Executioner round, capable of targeting foes entirely outside of line of sight at AP-1 and 1 damage. Executioner rounds also add an incredible +2 to hit to their attacks, meaning your snipers hit on 2's and ignore a single -1 to Hit penalty entirely. Their last round is the Hyperfrag, a Heavy D3 36" boltgun for token horde clearing, but your points really are wasted every time you don't fire at a character with these weapons. That said, Las-Fusils are still a good substitute for Lascannons as they deal a flat 3 damage instead of rolling a D6. This makes them especially deadly against multi-wound high-armor heavy infantry. Finally, for those extra tricky targets, the Sergeant can skip shooting to instead use the Guided Aim ability, spotting targets for the other two snipers in the squad and thus giving them a +1 to both Hit and Wound rolls. ===9th Edition=== Hyperfrag rounds got the Blast rule, so if you find them out of position to hit a character or there is none in range you might as well pick off some chaff.
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