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===Heroes=== *'''Master Brother:''' Your gold standard when it comes to Heroes. He's heavily customizable to fit out any mix of shooting or melee without any issue. Also, instead of choosing between either a captain, librarian, chaplain, or techmarine as separate units, they're all bundled together with the Master Brother who can pick any one of them as an upgrade (which does not effect your wargear options). Or none, to keep his cost down. **Specializations ***Preacher: Provides War Chant to generate more attacks in melee. Pairs well with Assault Brothers or melee-equipped Destroyers. ***Archivist: Provides Psychic 1. ***Engineer: Provides Repair. Don't be fooled by the name; these guys are your medics for ''any'' tough units you drag along, including other Heroes and Destroyers. ***Captain: Provides Advanced Tactics. Your most expensive specialization, but Advanced Tactics lets you move Your Dudes around faster once per activation. **Shooting: The basic heavy rifle (or pistol) pretty much give you only one shot, nothing else. If you stick with the default heavy rifle, you can buy it an attachment for gravity (for Rending), flamethrower (for a bunch of attacks), plasma (for AP) or fusion (for making something die hard). If you instead go for a pistol, you can replace that with a gravity pistol (for Rending), a plasma pistol (for good AP) or a storm rifle if you just want a doubled-up assault rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall. **Melee: If you just don't care about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP 1 or twin energy claws for a good number of AP 1 Rending attacks. If you're taking the pistol, you can then replace that CCW with either an energy sword (AP 1 and Rending), energy fist (for tank-piercing AP 3), energy hammer (AP 1 and Deadly 3 so you can flatten elites) or chainsaw fist (energy fist but you're doing four attacks instead of 3) **The destroyer armor gives very blatant defensive boosts with +3 to Tough and Ambush so your captain won't immediately get shot up. The jetpack gives Flying and Ambush, especially useful since Firefight focuses more on verticality. The combat bike is more mobile in the traditional sense, as it grants Fast and Impact 1 (good for melee) while also carrying a twin heavy rifle so you have some sort of shooting. **Veteran Infantry gives a bog standard +1 to hit in both melee and ranged. *'''Elite Pathfinder:''' Almost identical to the Master Brother, with most of the same options and upgrades, except that he's cheaper and squishier, and instead of the Jetpack, Destroyer Armor, Combat Bike and Veteran Infantry upgrades, he can get a Camo Cloak and/or Forward Sentry and has Strider. **The Elite pathfinder is a bit unique in that, unlike the rest of the Battle Brothers roster, he doesn't really have a direct generic counterpart in 40k. OPR instead took [[Torias Telion]], an Ultramarines special character, and turned him into a generic Hero unit, with vastly expanded options.
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