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===Elite=== *'''Dreadnought''' - Mean, lean, walking machines. They can crush people, shoot pretty well, and can get mad-tough when upgraded with Extra Armor and venerable. Their best weapons are the Assault Cannon, and, if drop-podding, the Multi-melta. The Lascannon is a little pricey, but can also work. I do not suggest replacing the power fist with a missile launcher, as being able to punch people in the face is far more rewarding. Drop-podding them helps them make it to the enemy intact, and lets them threaten people with their fists and meltas. *'''Chaplain Dreadnought''' (Forgeworld Only) - Fuck-off expensive at 175 pts. plus weapons, but comes with the following advantages: 1) WS/BS 5. 2) Has both the Venerable and Litany of Hate special rules. 3) Can roll with double dreadnought close combat weapons. Unfortunately, this guy has to compete with another Forgeworld model... *'''Contemptor Dreadnought''' (Forgeworld Only) - Just like the one for vanilla marines. WS 5, FA 13, fleet, atomantic shielding and all those wonderful weapons available to them. Best bet is to roll with double Dread CCW's or a chainfist and switching out the bolters. *'''Sword Brethren Squad''' - I've never bothered with these guys, and I can't see why anyone would. They're more expensive initiates (that don't score). They have the same options as initiates (1 special weapon, 1 heavy weapon Or special close combat weapon). Plus, can have "terminator Honors" to each gain an additional attack (but it's crazy expensive) and can have as many storm shields (FAQ'd to 3++ all the time, but got more expensive) as your little heart desires. I suggest you give them a skip. *'''Sword Brethren Terminators''' - They're terminators. Who can take a skill (Furious charge or tank hunters) and can get 2 heavy weapons. A squad of 5 with 2x Tank Hunting Cyclone Missile Launchers can output four long-ranged, strength-8 krak missiles. With <s>preferred enemy</s> RAEG and power fists all around, they're hardly slouches in CC either. So in conclusion, these guys take the typical SW Long Fangs build and improves on it in many, many ways. *'''Sword Brethren Assault Terminators''' - Assault terminators. Take a couple of Thunder Hammers to deal with the big things (fex's, tanks) and put them in a Land Raider Crusader. Point this unit at anything within 18 inches and watch it disappear. Don't leave home without an LRC and don't teleport or drop in--you want them on the table turn 1. *'''Techmarine''' - *cough* has this guy ever been good? Actually, this guy isn't horrible. He is, essentially, another Commander, who doesn't have Rites of Battle, but does have 1 free power fist attack, and the ability to (occasionally) repair vehicles. If you really want to give him a go, I suggest tooling him up as you would a commander (for close combat) and just sticking him in a squad as an additional power-weapon/fist wielder. Skip the servitors and all that junk. If you feel like trolling you can always count on this guy to deliver. Pair of Lightning Claws, Servo-Harness, Jump Pack (Yes you can have a techmarine with a jump pack and full harness.), terminator honors, and holy hand grenade if you feel extra lulzy. That gives you 5 AP3 attacks with Shred at Initiative 4 (AAC plus Charge) followed by 2 free Power Fists. Throw him in a squad of assault marines with a fairly cheap chaplain and tear through units of small objective holders.
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