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Warhammer 40,000/10th Edition Tactics/Space Marines
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====Tacticus==== *'''Bladeguard Veteran Squad:''' The retinue of choice if you need a walking bunker. At W3 3+/4++ save they're not quite as tanky as last edition had them, but every Fight phase lets them either re-roll 1s on their invulns or re-roll 1s to hit so you have a choice on either going all-in on the offense or getting extra protection. *'''Desolation Squad:''' The Liefeld-Pattern Launcher Lads somehow got more oppressive with their indirect launchers, [[Imperial Guard|since remaining stationary grants them ''Ignores Cover'' AND cancels the hit penalty for indirect fire]]. Adding to that, the changes to ''Blast'' make the respective weapons more reliable against basically all unit sizes, with bigger of course remaining better. Plonk 'em somewhere safe and rain bullshit upon your foes. *'''Hellblaster Squad:''' Like with any squad rocking ''Hazardous'' weapons, their optimal ride has a big Firing Deck so they can shoot, kill their ride, disembark, and shoot again - and that's ''extra'' true for Hellblasters, because their 3+ shoot after dying rule will work on disembarkation deaths just fine. If they live through disembarking but die from the second round of shooting, you get to roll for a ''third'' round of shooting. *'''Infernus Squad:''' Equipped with AP0 heavy flamers (or S5 flamers, if you prefer). They also get the ability ''Purge the Foe'', causing one {{W40kKeyword|infantry}} unit that got flamed to make a Battle-Shock test. Got the specialized role of clearing out GEQ units and forcing Battle-Shocks. Still, they're no faster than any other foot soldier and they've only got a 12" non-assault weapon, so transport is often recommended. Remember that Overwatch can now happen in the movement phase, which means your opponent really doesn't want to end a move within 12" of these. Fundamentally the '''Tacticus''' version of Flamer Aggressors. *'''Sternguard Veteran Squad:''' Equipped with impressive A2 AP-1 bolt rifles with ''Assault'', ''Heavy'', ''Devastating Wounds'', and ''Rapid Fire 1'' all at once, so they can easily threaten anything in any position. If you're feeling particularly stupid, any of them can swap this for a nearly universally worse Combi-Weapon (1 less shot at all ranges at a relative -1/-2 when standing still/-infinity when advancing to hit in exchange for wounding and penetrating ''only infantry'' more easily). 1 in 5 can upgrade to a Heavy Bolter, which has functionally the same accuracy (losing 1 BS and gaining '''Sustained Hits 1''', which is a wash) and rate of fire at all ranges (3, but can't fire when advancing) but has +1S and more importantly +1D. They have Bolter Drills, a single-use ability to shoot twice in the same turn right after destroying a unit.
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