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=== Special Units === *'''[[Kreml Guard]]:''' Equivalent to Empire Greatswords, your special armored goons, all with Medium armour. With Strength 4 + Great weapon, they can cleave humans and knights with their Strength 6-5 attacks. *'''[[Gryphon Legion]]:''' These guys are Winged Lancers+1 with the same treatment as Inner circle knights. They're now immune to psychology. The common tool to kill that chaos knight. *'''[[Streltsi]]:''' your Kossar+1+gunpowder. You have a unit that can use both halberds and handguns. Their guns are particularly unique in that they count anything in 12" as short-range, which is fantastic as it gives you a reliable means of blasting lines. they are a better fighter(+1 WS and fight at I3) and guns pack more of a punch, but Halbrds don't have the initial punch of greatweapons and guns need line of sight. They are meant to be shooting more than fighting, but can hold up better then most against enemy's that do come to grips with them. *'''[[Chekist]]:''' Your equivalent of a KGB on horseback. These give you a bubble of 3d6 on all panic tests and blam anyone who dares flee like a band of communist [[Commissar]]s. They can provide minor petting with some BS4 pistols shots, but their main role is an MSU that keeping your units in line, hid them in the back of your anvils or run them beside your forward scout and calvary so will not run away and get run over by that chaos steamroller. *'''[[Brotherhood of the Bear]]:''' These are your equivalent to lightly-armored knights with strider and ambushers. This allows them to take some positions that generally aren't accessible to your horsemen. With bows and spears, they can take whatever job you want with them. *'''[[Sibyrian Huntsmen]]:''' You've got a bunch of trappers and hunters, all with forest strider and skirmisher. Their unique trick is rigging d3 natural setpieces with traps. These traps all deal d6 S3 piercing 1 hits when triggered (and needing a 2+, they will) on the first enemies inside them and aren't locked to exclusively your sides. spend the rest of the game keep them away from any combat with their longbows, maybe grab throwing axes if the need is dire enough. *'''[[Kvassnic]]:''' Okay, this is just ridiculous. You just got an army of fucking drunk idiots in your army. These guys risk either being stupid or frenzied each turn while holding Molotov cocktails that are as effective as Naptha bombs as constant weapons. *'''[[Bear|Bear Pack]]:''' Finally, we get to see the bears! Well, these are a bunch of bears led around by a guy or two. They'll always be rushing towards fresh meat, so you need to make sure they can hold up to the fight. They are big and stated like an ogre Maneater or Demigryphs. Most human infantry won't stand a chance when they get clawed.
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