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===TSM Units=== This Kill-Team is composed of two fireteams <tabs> <tab name="Chaos Space Marine Fireteam"> This Seek & Destroy/Security/Infiltration/Recon fireteam is composed of 3 of the following: *0-1 Chaos Space Marine Aspiring Champion (If there are no other leaders) **1-3 Chaos Space Marine Warrior **0-1 Chaos Space Marine Gunner or Chaos Space Marine Heavy Gunner **0-1 Chaos Space Marine Icon Bearer *'''Chaos Space Marine Aspiring Champion (Combat, Staunch, Marksman):''' A slightly stronger traitor with the improved WS/BS. While you can stick with the basic bolter, you're going to be disappointed with the lack of combi-weapons of any sort. Your main focus will likely be on going into melee. **Going in melee gives you either only the bolt pistol or the more potent plasma pistol for shooting. For the fighting, you've got your base chainsword, but you can also take the power weapon for slightly better crits with Lethal 5+ or the power fist for serious damage with Brutal to crush enemy defenses. *'''Chaos Space Marine Warrior (Combat, Staunch, Marksman):''' Your basic heretic marine comes with more wounds than a tactical marine, proof of their many centuries of experience in the Long War. As the basic trooper, you can freely choose between the basic bolter or the chainsword+bolt pistol approach depending on what you intend on focusing on. *'''Chaos Space Marine Gunner (Staunch, Marksman):''' The gunner can't pick up a chainsword, but they do have some impressive guns. The flamer compensates for its low damage and short range with Torrent covering crowds. The plasma gun gives you AP1 and the chance to overcharge for AP2 at risk of exploding. The meltagun is similarly short-ranged, but carries a serious punch with crits dealing mortal wounds. *'''Chaos Space Marine Heavy Gunner (Staunch, Marksman):''' Your heavy gunner is easier to access, but your options are two and Heavy means this guy will likely be stuck on the back lines. The heavy bolter comes with Fusillade to split fire as you wish with P1 to possibly puncture armor on a crit. The missile launcher gives you a choice between either the frag missile's blast radius or the krak missile's direct heavy damage with AP1. *'''Chaos Space Marine Icon Bearer (Combat, Staunch, Marksman):''' The basic warrior comes strapped with the Icon of Vengeance. This allows the icon bearer to spend an AP to inspire fellow {{W40kKeyword|Heretic Astartes}} operatives within 3"/Square. When these operatives score a crit in shooting or melee can convert a miss into another hit. </tab> <tab name="Chaos Cultist Fireteam (Max 1)"> This Infiltration/Recon fireteam is composed of 8 of the following (max 1 per kill team): *0-1 Chaos Cultist Champion (if there are no other leaders) *5-8 Chaos Cultist Warrior *0-2 Chaos Cultist Gunner *'''Chaos Cultist Champion (Combat, Marksman, Scout):''' The basic cultist with +1 wound and better WS/BS. While they can take the loadouts taken by the base cultist warrior, you can also replace their autopistol for a shotgun, upping the ranged power a smidge. *'''Chaos Cultist Warrior (Combat, Scout):''' Your cultists are about as unimpressive as a guardsman, with only a 5+ save and 7 wounds. While their autogun is equal to the lasgun, you can instead make your cultists take an autopistol and a brutal assault weapon. With the 4+ WS/BS in either case, do not expect them to accomplish much without any assistance. *'''Chaos Cultist Gunner (Staunch, Marksman):''' Your basic cultist comes with two guns with different weapons. The flamer remains as effective as it would in traitor hands. The heavy stubber will force the gunner to be immobilized with Heavy, but Ceaseless and Fusillade gives you plenty of covering fire. </tab> </tabs>
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